From 319adcadf84d2106c2e660f6fb49876cc54774f1 Mon Sep 17 00:00:00 2001 From: Rebbecca Bishop Date: Sat, 12 Aug 2023 23:54:02 -0500 Subject: [PATCH] :rocket: Weekly Update from PF2E Tools Signed-off-by: Sigrunixia --- all-index.json | 261 +++++- .../character/archetypes/acrobat-apg.md | 6 - compendium/character/archetypes/alchemist.md | 6 - .../archetypes/aldori-duelist-lowg.md | 6 - .../archetypes/alkenstar-agent-ooa1.md | 10 - .../character/archetypes/alter-ego-da.md | 15 +- .../archetypes/animal-trainer-ec2.md | 6 - .../character/archetypes/archaeologist-apg.md | 8 - compendium/character/archetypes/archer-apg.md | 13 - .../character/archetypes/artillerist-g-g.md | 7 - .../character/archetypes/assassin-apg.md | 11 +- compendium/character/archetypes/barbarian.md | 6 - compendium/character/archetypes/bard.md | 9 - .../character/archetypes/bastion-apg.md | 10 - .../character/archetypes/beast-gunner-g-g.md | 9 +- .../character/archetypes/beastmaster-apg.md | 23 +- 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.../equipment/items/boulderhead-bock-lopsg.md | 7 +- .../equipment/items/bound-guardian-tv.md | 18 +- .../items/bountiful-cauldron-aoa3.md | 11 +- compendium/equipment/items/bow-staff-tv.md | 10 +- compendium/equipment/items/bower-fruit-tv.md | 7 +- .../equipment/items/bracelet-of-dashing-bb.md | 13 +- .../equipment/items/bracelet-of-dashing.md | 13 +- .../equipment/items/bracers-of-armor.md | 25 +- .../equipment/items/bracers-of-devotion-tv.md | 14 +- .../items/bracers-of-missile-deflection.md | 22 +- .../equipment/items/bralani-breath-tv.md | 21 +- compendium/equipment/items/brass-ear-apg.md | 5 +- .../equipment/items/bravery-baldric-tv.md | 48 +- compendium/equipment/items/bravos-brew.md | 27 +- .../equipment/items/breaching-pike-tv.md | 4 +- .../equipment/items/breastplate-of-command.md | 25 +- .../items/breastplate-of-the-mountain-tv.md | 22 +- compendium/equipment/items/breastplate.md | 2 + .../equipment/items/breath-blaster-g-g.md | 34 +- .../equipment/items/breathtaking-vapor-tv.md | 7 +- .../equipment/items/breech-ejectors-g-g.md | 5 +- .../equipment/items/brewers-regret-lotgb.md | 19 +- .../equipment/items/brightbloom-posy-tv.md | 62 +- compendium/equipment/items/brightshade-tv.md | 7 +- .../equipment/items/brilliant-rapier-lotgb.md | 7 +- compendium/equipment/items/brilliant-som.md | 25 +- compendium/equipment/items/brimstone-fumes.md | 7 +- .../equipment/items/bring-me-near-tv.md | 13 +- compendium/equipment/items/broadspear-loil.md | 4 +- .../equipment/items/bronze-bull-pendant.md | 7 +- .../items/brooch-of-inspiration-lotgb.md | 34 +- .../equipment/items/brooch-of-shielding.md | 7 +- compendium/equipment/items/broom-of-flying.md | 10 +- .../equipment/items/bubbling-scale-tok.md | 7 +- compendium/equipment/items/buckle-armor-tv.md | 4 +- compendium/equipment/items/buckler.md | 8 +- compendium/equipment/items/bullhook-ec2.md | 28 +- .../equipment/items/buoyancy-vest-lopsg.md | 5 +- .../items/burning-badger-guts-snare-lotgb.md | 5 +- .../items/burnished-plating-lotgb.md | 6 +- compendium/equipment/items/burr-shield-som.md | 9 +- .../busine-of-divine-reinforcements-lokl.md | 24 +- .../equipment/items/butchering-axe-lotgb.md | 4 +- compendium/equipment/items/butterfly-lotg.md | 5 +- .../equipment/items/butterfly-sword-tv.md | 4 +- compendium/equipment/items/buugeng-loag.md | 4 +- compendium/equipment/items/buzzsaw-axe-som.md | 31 +- compendium/equipment/items/cage-lotg.md | 2 + .../equipment/items/calamity-glass-da.md | 13 +- compendium/equipment/items/called-lokl.md | 11 +- compendium/equipment/items/called-lotgb.md | 11 +- compendium/equipment/items/caltrop-snare.md | 6 +- compendium/equipment/items/caltrops.md | 5 +- .../equipment/items/camouflage-dye-tv.md | 19 +- .../equipment/items/camouflage-suit-g-g.md | 17 +- .../equipment/items/camp-shroud-lokl.md | 37 +- .../equipment/items/campaign-stable-lokl.md | 11 +- compendium/equipment/items/candle-10.md | 5 +- .../items/candle-of-invocation-apg.md | 5 +- .../items/candle-of-revealing-apg.md | 5 +- compendium/equipment/items/candle-of-truth.md | 7 +- compendium/equipment/items/candlecap-tv.md | 10 +- .../items/cane-of-the-maelstrom-aoe6.md | 15 +- compendium/equipment/items/cane-pistol-g-g.md | 10 +- compendium/equipment/items/cannon-g-g.md | 24 +- .../equipment/items/cantrip-deck-som.md | 22 +- .../equipment/items/cape-of-the-mountebank.md | 13 +- .../items/cape-of-the-open-sky-frp2.md | 16 +- .../equipment/items/capsaicin-tonic-tio.md | 10 +- .../equipment/items/captivating-bauble-tv.md | 9 +- .../equipment/items/captivating-score-tv.md | 9 +- .../equipment/items/careless-delight-tv.md | 7 +- .../equipment/items/carrion-cask-loil.md | 14 +- .../items/cartographers-kit-lopsg.md | 5 +- .../equipment/items/cassisian-helmet-tv.md | 13 +- .../equipment/items/cassock-of-devotion.md | 14 +- .../equipment/items/casters-targe-tv.md | 8 +- compendium/equipment/items/cat-lotg.md | 5 +- 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.../items/chain-of-the-stilled-spirit-aoe2.md | 7 +- compendium/equipment/items/chain-shirt.md | 2 + compendium/equipment/items/chain-sword-tv.md | 4 +- .../equipment/items/chair-of-inventions-tv.md | 11 +- .../equipment/items/chair-storage-lotgb.md | 2 + compendium/equipment/items/chakram-lotgb.md | 6 +- compendium/equipment/items/chakri-loil.md | 6 +- compendium/equipment/items/chakri-tv.md | 6 +- compendium/equipment/items/chalk-10.md | 5 +- .../equipment/items/chameleon-suit-g-g.md | 27 +- .../items/channel-protection-amulet.md | 7 +- compendium/equipment/items/chaos-collar-da.md | 7 +- .../items/chatterer-of-follies-som.md | 7 +- compendium/equipment/items/cheetahs-elixir.md | 27 +- compendium/equipment/items/chest.md | 5 +- .../equipment/items/chime-of-opening.md | 10 +- .../equipment/items/chimera-thread-da.md | 5 +- .../equipment/items/choker-arm-mutagen-tv.md | 33 +- .../equipment/items/choker-of-elocution.md | 20 +- .../equipment/items/choleric-contagion-tv.md | 7 +- .../chopping-evisceration-snare-lotgb.md | 5 +- .../items/chromatic-jellyfish-oil-tv.md | 27 +- .../items/chronicler-wayfinder-lopsg.md | 8 +- .../equipment/items/chronomancer-staff-tv.md | 11 +- .../items/cinderclaw-gauntlet-aoa1.md | 9 +- .../equipment/items/cinnamon-seers-tv.md | 14 +- .../equipment/items/circlet-of-persuasion.md | 13 +- compendium/equipment/items/clan-dagger.md | 4 +- compendium/equipment/items/clan-pistol-g-g.md | 6 +- .../equipment/items/clandestine-cloak.md | 25 +- .../equipment/items/clarity-goggles-tv.md | 31 +- compendium/equipment/items/claw-blade-apg.md | 4 +- compendium/equipment/items/clay-lotgb.md | 5 +- compendium/equipment/items/climbing-bolt.md | 5 +- compendium/equipment/items/climbing-kit.md | 17 +- .../items/clinging-ooze-snare-pfum.md | 5 +- .../equipment/items/cloak-of-elvenkind.md | 25 +- .../items/cloak-of-feline-rest-som.md | 7 +- .../items/cloak-of-gnawing-leaves-gw1.md | 54 ++ .../items/cloak-of-immolation-gmg.md | 7 +- .../equipment/items/cloak-of-repute-locg.md | 31 +- .../equipment/items/cloak-of-the-bat.md | 25 +- .../items/cloak-of-the-false-foe-da.md | 18 +- .../items/clockwork-bookshelf-g-g.md | 5 +- .../items/clockwork-box-packer-g-g.md | 5 +- .../equipment/items/clockwork-chirper-g-g.md | 5 +- .../equipment/items/clockwork-cloak-aoe5.md | 13 +- .../equipment/items/clockwork-cloak-tv.md | 13 +- .../equipment/items/clockwork-dial-lopsg.md | 5 +- .../equipment/items/clockwork-disguise-g-g.md | 7 +- .../items/clockwork-diving-suit-g-g.md | 10 +- .../equipment/items/clockwork-goggles-g-g.md | 27 +- .../equipment/items/clockwork-heels-lotgb.md | 7 +- .../equipment/items/clockwork-helm-aoe5.md | 10 +- .../items/clockwork-macuahuitl-lotgb.md | 4 +- .../items/clockwork-megaphone-g-g.md | 5 +- .../equipment/items/clockwork-monkey-g-g.md | 5 +- .../equipment/items/clockwork-recorder-lol.md | 10 +- .../items/clockwork-rejuvenator-aoe5.md | 7 +- .../equipment/items/clockwork-shield-tv.md | 25 +- .../items/clockwork-spider-bomb-lotgb.md | 7 +- .../equipment/items/cloister-robe-tv.md | 32 +- .../equipment/items/cloning-potion-tv.md | 7 +- compendium/equipment/items/clothing.md | 37 +- .../equipment/items/clown-monarch-tv.md | 7 +- compendium/equipment/items/club.md | 4 +- .../equipment/items/clubhead-poison-tv.md | 7 +- compendium/equipment/items/coat-pistol-g-g.md | 6 +- compendium/equipment/items/coating-tv.md | 7 +- .../items/codebreakers-parchment-som.md | 31 +- .../codex-of-destruction-and-renewal-tv.md | 27 +- .../items/codex-of-unimpeded-sight-som.md | 20 +- .../equipment/items/cognitive-mutagen.md | 33 +- .../equipment/items/coin-of-comfort-lotgb.md | 11 +- .../equipment/items/cold-comfort-lotgb.md | 21 +- compendium/equipment/items/cold-iron-armor.md | 24 +- .../equipment/items/cold-iron-shield.md | 39 +- .../equipment/items/cold-iron-weapon.md | 24 +- compendium/equipment/items/cold-iron.md | 27 +- .../equipment/items/coldstar-pistols-tv.md | 16 +- compendium/equipment/items/collar-lotg.md | 2 + .../equipment/items/collar-of-empathy.md | 10 +- .../items/collar-of-inconspicuousness.md | 10 +- .../items/collar-of-the-eternal-bond-som.md | 13 +- .../items/collar-of-the-shifting-spider-tv.md | 7 +- .../equipment/items/colorful-coating-tv.md | 55 +- .../equipment/items/combat-grapnel-lopsg.md | 4 +- compendium/equipment/items/combat-lure-tv.md | 4 +- compendium/equipment/items/comealong-lopsg.md | 5 +- .../items/communication-bangle-lopsg.md | 5 +- .../items/communication-pendants-pfum.md | 10 +- .../equipment/items/communion-mat-tv.md | 16 +- ...compass-of-transpositional-awareness-da.md | 24 +- compendium/equipment/items/compass.md | 17 +- .../equipment/items/composer-staff-tv.md | 36 +- .../equipment/items/composite-longbow.md | 6 +- .../equipment/items/composite-shortbow.md | 6 +- .../equipment/items/comprehension-elixir.md | 21 +- .../equipment/items/concealed-holster-g-g.md | 5 +- .../equipment/items/concealed-sheath-apg.md | 5 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.../items/corrosive-ammunition-apg.md | 5 +- .../items/corrosive-engravings-tv.md | 11 +- compendium/equipment/items/corrosive.md | 17 +- .../equipment/items/corruption-cassock-tv.md | 13 +- compendium/equipment/items/corset-knife-tv.md | 4 +- .../items/courtiers-pillow-book-tv.md | 11 +- compendium/equipment/items/cow-lotg.md | 5 +- compendium/equipment/items/coyote-cloak.md | 19 +- .../items/crackling-bubble-gum-tv.md | 41 +- .../equipment/items/cradle-minder-lotg.md | 5 +- .../equipment/items/crafters-eyepiece.md | 27 +- .../equipment/items/crescent-cross-tv.md | 10 +- .../equipment/items/crimson-brand-locg.md | 7 +- .../items/crimson-fulcrum-lens-av3.md | 16 +- compendium/equipment/items/crossbow.md | 6 +- compendium/equipment/items/crowbar.md | 16 +- .../equipment/items/crown-of-insight-lotgb.md | 5 +- .../items/crown-of-the-companion-sot2.md | 13 +- .../items/crown-of-the-companion-tv.md | 13 +- .../items/crown-of-the-fire-eater-lotgb.md | 28 +- .../equipment/items/crushing-coils-tv.md | 10 +- compendium/equipment/items/crushing-lotgb.md | 17 +- .../equipment/items/crying-angel-pendant.md | 7 +- compendium/equipment/items/cryolite-eye-da.md | 11 +- compendium/equipment/items/cryomister-g-g.md | 33 +- compendium/equipment/items/crystal-ball.md | 46 +- .../equipment/items/crystal-shards-apg.md | 27 +- .../equipment/items/cube-of-force-loil.md | 13 +- .../equipment/items/cube-of-nex-loil.md | 11 +- .../equipment/items/cube-of-recall-tv.md | 18 +- compendium/equipment/items/cunning-lopsg.md | 8 +- compendium/equipment/items/curare-tv.md | 7 +- .../equipment/items/curled-cure-gel-lotg.md | 7 +- .../items/cursebreak-bulwark-lotgb.md | 7 +- compendium/equipment/items/cytillesh-gmg.md | 7 +- compendium/equipment/items/cytillesh-oil.md | 7 +- .../items/dagger-of-eternal-sleep-logm.md | 10 +- compendium/equipment/items/dagger-of-venom.md | 15 +- .../equipment/items/dagger-pistol-g-g.md | 10 +- compendium/equipment/items/dagger.md | 4 +- 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.../equipment/items/dezullon-fountain-tv.md | 14 +- .../equipment/items/diadem-of-intellect.md | 13 +- .../equipment/items/diluted-hype-lol.md | 7 +- .../equipment/items/dimension-shot-tv.md | 7 +- .../equipment/items/dimensional-knot-som.md | 7 +- .../equipment/items/dinosaur-boots-lotgb.md | 30 +- compendium/equipment/items/dinosaur-lotg.md | 5 +- compendium/equipment/items/diplomats-badge.md | 13 +- .../items/diplomats-charcuterie-tv.md | 7 +- compendium/equipment/items/discord-fulu-tv.md | 7 +- compendium/equipment/items/disguise-kit.md | 17 +- .../equipment/items/disintegration-bolt.md | 6 +- .../equipment/items/dispelling-sliver.md | 7 +- .../equipment/items/dispersing-bullet-som.md | 5 +- .../equipment/items/disrupting-oil-tv.md | 19 +- compendium/equipment/items/disrupting.md | 23 +- .../items/diviners-nose-chain-lopsg.md | 7 +- .../equipment/items/diving-suit-lotgb.md | 7 +- .../equipment/items/djezet-armor-lotgb.md | 19 +- .../equipment/items/djezet-dose-lotgb.md | 8 +- compendium/equipment/items/djezet-lotgb.md | 23 +- .../equipment/items/djezet-shield-lotgb.md | 27 +- .../equipment/items/djezet-weapon-lotgb.md | 19 +- .../doctrine-of-blissful-eternity-loil.md | 8 +- .../equipment/items/dog-bone-knife-da.md | 7 +- compendium/equipment/items/dog-lotg.md | 5 +- compendium/equipment/items/dogslicer.md | 4 +- compendium/equipment/items/doll-lotgb.md | 27 +- compendium/equipment/items/donchak-loil.md | 4 +- compendium/equipment/items/door-ram-g-g.md | 9 +- .../items/double-barreled-musket-g-g.md | 6 +- .../items/double-barreled-pistol-g-g.md | 6 +- compendium/equipment/items/doubling-rings.md | 21 +- .../items/draconic-toxin-bottle-tv.md | 10 +- .../items/draft-of-stellar-radiance-gw1.md | 26 + compendium/equipment/items/dragon-bile.md | 7 +- .../equipment/items/dragon-handwraps-tv.md | 16 +- .../items/dragon-mouth-pistol-g-g.md | 6 +- .../items/dragon-rune-bracelet-sot3.md | 10 +- .../items/dragon-rune-bracelet-tv.md | 14 +- .../equipment/items/dragon-throat-scale-tv.md | 7 +- .../equipment/items/dragon-turtle-plate-tv.md | 10 +- .../equipment/items/dragon-turtle-scale.md | 7 +- .../items/dragonbone-arrowhead-som.md | 5 +- .../items/dragonclaw-scutcheon-tv.md | 8 +- .../equipment/items/dragonfly-fulu-tv.md | 7 +- .../equipment/items/dragonfly-potion-lotgb.md | 7 +- .../equipment/items/dragonhide-armor.md | 19 +- .../equipment/items/dragonhide-shield.md | 28 +- compendium/equipment/items/dragonhide.md | 15 +- compendium/equipment/items/dragonplate.md | 13 +- .../items/dragons-blood-pudding-lotgb.md | 33 +- .../equipment/items/dragons-breath-lotgb.md | 50 +- .../equipment/items/dragons-breath-potion.md | 25 +- .../equipment/items/dragons-crest-lotgb.md | 2 + .../equipment/items/dragons-eye-charm-aoa2.md | 31 +- .../items/dragonscale-amulet-aoa4.md | 13 +- .../equipment/items/dragonscale-cameo-tv.md | 8 +- .../equipment/items/dragonscale-staff-tv.md | 33 +- .../equipment/items/dragonslayers-shield.md | 9 +- .../equipment/items/dragontooth-club-tv.md | 21 +- .../equipment/items/dragontooth-trophy-tv.md | 8 +- compendium/equipment/items/drake-rifle-g-g.md | 16 +- .../equipment/items/drakeheart-mutagen-apg.md | 36 +- .../equipment/items/draxies-recipe-book-tv.md | 11 +- .../equipment/items/dread-ampoule-apg.md | 33 +- compendium/equipment/items/dread-blindfold.md | 10 +- compendium/equipment/items/dread-helm-tv.md | 7 +- compendium/equipment/items/dread-lotgb.md | 23 +- .../items/dreadsmoke-thurible-logm.md | 10 +- .../equipment/items/dreaming-round-g-g.md | 5 +- compendium/equipment/items/dreamstone-aoa3.md | 18 +- .../equipment/items/dreamstone-cursed-aoa3.md | 7 +- .../equipment/items/dreamtime-tea-gmg.md | 7 +- compendium/equipment/items/dreary-gmg.md | 5 +- .../equipment/items/drovers-band-av2.md | 13 +- .../items/drowsy-sun-eye-drops-lotg.md | 7 +- compendium/equipment/items/druids-crown-tv.md | 14 +- .../equipment/items/druids-vestments.md | 14 +- .../equipment/items/drum-of-upheaval-lotgb.md | 20 +- compendium/equipment/items/drums-of-war-tv.md | 36 +- .../equipment/items/duchy-defender-g-g.md | 21 +- compendium/equipment/items/duck-lotg.md | 5 +- .../equipment/items/dueling-cape-apg.md | 5 +- .../equipment/items/dueling-pistol-g-g.md | 6 +- .../equipment/items/dueling-spear-lotgb.md | 4 +- .../equipment/items/duelists-beacon-lotgb.md | 13 +- .../equipment/items/dullahan-codex-tv.md | 5 +- .../equipment/items/dupes-gold-nugget-ooa2.md | 7 +- .../equipment/items/dust-of-appearance.md | 7 +- .../items/dust-of-corpse-animation-apg.md | 17 +- .../equipment/items/dust-of-disappearance.md | 7 +- compendium/equipment/items/dust-pods-ec1.md | 5 +- .../equipment/items/dwarven-dorn-dergar-tv.md | 4 +- .../equipment/items/dwarven-scattergun-g-g.md | 6 +- compendium/equipment/items/dwarven-thrower.md | 7 +- compendium/equipment/items/dwarven-war-axe.md | 4 +- .../items/dweomerweave-robe-lotgb.md | 13 +- .../equipment/items/eagle-eye-elixir.md | 33 +- compendium/equipment/items/earplugs-g-g.md | 5 +- compendium/equipment/items/earplugs-lopsg.md | 5 +- compendium/equipment/items/earthbinding-tv.md | 8 +- compendium/equipment/items/earthbreaker-tv.md | 4 +- .../equipment/items/earthglide-cloak-apg.md | 11 +- .../equipment/items/earthsight-box-apg.md | 13 +- .../equipment/items/ebon-fulcrum-lens-av3.md | 11 +- compendium/equipment/items/eclipse-aoa2.md | 16 +- .../items/ectoplasmic-tracer-botd.md | 7 +- .../equipment/items/effervescent-ampoule.md | 7 +- .../items/effervescent-decoction-ooa3.md | 7 +- .../equipment/items/egg-cream-fizz-tv.md | 7 +- .../equipment/items/eidetic-potion-tv.md | 7 +- compendium/equipment/items/eidolon-cape-tv.md | 14 +- compendium/equipment/items/elder-sign-gmg.md | 16 +- .../equipment/items/eldritch-flare-tv.md | 7 +- .../equipment/items/electric-eelskin.md | 14 +- .../equipment/items/electrocable-g-g.md | 7 +- .../items/electromuscular-stimulator-g-g.md | 7 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.../equipment/items/endless-grimoire-som.md | 29 +- .../items/energized-cartridge-g-g.md | 7 +- .../equipment/items/energizing-lattice-tv.md | 14 +- .../equipment/items/energizing-lotgb.md | 7 +- .../equipment/items/energizing-treat-tv.md | 5 +- .../equipment/items/energy-adaptive-tv.md | 8 +- .../equipment/items/energy-mutagen-fop.md | 33 +- .../equipment/items/energy-mutagen-tv.md | 33 +- .../equipment/items/energy-resistant.md | 17 +- .../equipment/items/energy-robe-lotgb.md | 39 +- .../equipment/items/enfilading-arrow-lotgb.md | 5 +- .../equipment/items/engulfing-snare-apg.md | 5 +- .../items/enhanced-hearing-aids-lotgb.md | 7 +- .../equipment/items/enigma-mirror-tv.md | 54 +- .../equipment/items/enigma-sight-potion-tv.md | 7 +- .../equipment/items/ensnaring-disk-tv.md | 7 +- .../equipment/items/entertainers-lute-tv.md | 36 +- .../equipment/items/enveloping-light-lotgb.md | 23 +- .../equipment/items/envenomed-snare-lotgb.md | 6 +- .../equipment/items/envisioning-mask-apg.md | 11 +- .../equipment/items/eroding-bullet-g-g.md | 5 +- .../items/erratic-transposing-gmg.md | 5 +- .../equipment/items/erraticannon-ooa3.md | 13 +- compendium/equipment/items/escape-fulu-tv.md | 7 +- .../equipment/items/essence-prism-gmg.md | 11 +- compendium/equipment/items/ethereal.md | 12 +- .../items/etheric-essence-disruptor-g-g.md | 33 +- .../equipment/items/ethersight-ring-aoe2.md | 7 +- .../equipment/items/ethersight-ring-tv.md | 7 +- .../equipment/items/euphoric-loop-tv.md | 19 +- .../equipment/items/everburning-torch.md | 7 +- .../equipment/items/everyneed-pack-lopsg.md | 23 +- .../equipment/items/everyneed-pack-tv.md | 25 +- .../items/experimental-clothing-lotgb.md | 7 +- .../equipment/items/exploding-shield-apg.md | 9 +- .../equipment/items/exploration-lens-sot3.md | 29 +- .../equipment/items/explorers-clothing.md | 4 +- compendium/equipment/items/explorers-yurt.md | 11 +- .../equipment/items/explosive-ammunition.md | 17 +- .../items/explosive-dogslicer-g-g.md | 10 +- .../equipment/items/explosive-mine-g-g.md | 33 +- .../equipment/items/explosive-missive-tv.md | 9 +- .../items/exsanguinating-ammunition-g-g.md | 25 +- .../equipment/items/extendable-pincer-g-g.md | 7 +- .../equipment/items/extendable-tail-tv.md | 7 +- compendium/equipment/items/extending-som.md | 20 +- .../equipment/items/extra-ink-and-paper.md | 5 +- .../equipment/items/eye-of-apprehension.md | 7 +- .../items/eye-of-enlightenment-som.md | 5 +- compendium/equipment/items/eye-of-fortune.md | 14 +- .../items/eye-of-the-unseen-lotgb.md | 22 +- .../equipment/items/eye-of-the-wise-aoa3.md | 13 +- compendium/equipment/items/eye-slash-tv.md | 31 +- .../equipment/items/eyes-of-the-eagle.md | 7 +- compendium/equipment/items/fade-band.md | 7 +- .../items/faerie-dragon-liqueur-tv.md | 25 +- .../equipment/items/faerie-queens-bower-tv.md | 13 +- .../equipment/items/fairy-bullet-g-g.md | 7 +- compendium/equipment/items/faith-tattoo-tv.md | 38 +- .../equipment/items/fake-blood-pack-lotgb.md | 7 +- 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.../equipment/items/fearless-sash-tv.md | 11 +- compendium/equipment/items/fearsome-apg.md | 17 +- compendium/equipment/items/fearweed-aoe4.md | 8 +- .../items/feast-of-hungry-ghosts-botd.md | 17 +- .../equipment/items/feather-step-stone.md | 7 +- compendium/equipment/items/feather-token.md | 85 +- compendium/equipment/items/feed-lotg.md | 12 + compendium/equipment/items/feng-huo-lun-tv.md | 4 +- compendium/equipment/items/ferret-lotg.md | 5 +- .../items/fiddle-of-the-maestro-tv.md | 11 +- .../items/fiendish-teleportation-lol.md | 11 +- .../items/fiends-mouth-cannon-g-g.md | 24 +- compendium/equipment/items/fighters-fork.md | 10 +- compendium/equipment/items/fighting-fan-tv.md | 4 +- compendium/equipment/items/filchers-fork.md | 4 +- .../equipment/items/final-blade-lowg.md | 8 +- compendium/equipment/items/final-rest-botd.md | 14 +- .../items/fingerprinting-kit-aoe1.md | 7 +- .../equipment/items/fire-and-iceberg-lotgb.md | 25 +- compendium/equipment/items/fire-box-g-g.md | 5 +- 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.../equipment/items/healing-vapor-tv.md | 33 +- .../equipment/items/heartening-missive-tv.md | 35 +- .../equipment/items/heated-cloak-g-g.md | 7 +- .../equipment/items/heavy-ballista-g-g.md | 16 +- .../equipment/items/heavy-bombard-g-g.md | 24 +- compendium/equipment/items/heavy-crossbow.md | 6 +- .../equipment/items/heavy-power-suit-g-g.md | 2 + .../equipment/items/heavy-rondache-tv.md | 8 +- .../equipment/items/heckling-tools-tv.md | 7 +- .../equipment/items/heedless-spurs-ec5.md | 10 +- compendium/equipment/items/hell-staff-tv.md | 11 +- .../equipment/items/hellfire-boots-apg.md | 13 +- .../items/hellknight-breastplate-tv.md | 4 +- .../items/hellknight-half-plate-tv.md | 4 +- .../equipment/items/hellknight-plate-tv.md | 4 +- .../items/helm-of-underwater-action-tv.md | 25 +- .../equipment/items/helmsmans-recourse-tv.md | 28 +- compendium/equipment/items/hemlock.md | 7 +- compendium/equipment/items/herd-mask-sot1.md | 12 +- compendium/equipment/items/herd-mask-tv.md | 14 +- 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.../items/slippers-of-spider-climbing.md | 13 +- .../equipment/items/slippery-ribbon-sli.md | 5 +- .../equipment/items/sloughing-toxin-av2.md | 7 +- .../equipment/items/sluggish-bracelet-tv.md | 10 +- compendium/equipment/items/slumber-wine.md | 7 +- compendium/equipment/items/smogger-ooa2.md | 26 +- compendium/equipment/items/smoke-fan-g-g.md | 19 +- .../equipment/items/smoked-goggles-lotgb.md | 5 +- compendium/equipment/items/smokestick.md | 21 +- .../equipment/items/smoking-sword-bb.md | 13 +- .../equipment/items/smother-shroud-tv.md | 7 +- .../items/snagging-hook-snare-apg.md | 5 +- compendium/equipment/items/snagging-lotgb.md | 5 +- compendium/equipment/items/snake-lotg.md | 5 +- compendium/equipment/items/snake-oil.md | 7 +- compendium/equipment/items/snapleaf-locg.md | 5 +- compendium/equipment/items/snare-kit.md | 17 +- .../equipment/items/snarling-badger-tv.md | 25 +- compendium/equipment/items/sneaky-key.md | 7 +- .../equipment/items/sneezing-powder-lotgb.md | 7 +- .../equipment/items/snipers-bead-g-g.md | 27 +- compendium/equipment/items/snowshoes-lopsg.md | 5 +- .../items/snowshoes-of-the-long-trek-lopsg.md | 7 +- compendium/equipment/items/soap.md | 5 +- compendium/equipment/items/soaring-loag.md | 7 +- .../equipment/items/soaring-wings-tv.md | 31 +- .../equipment/items/socialite-staff-tv.md | 11 +- .../equipment/items/society-portrait-da.md | 5 +- .../equipment/items/soft-landing-lotgb.md | 8 +- .../equipment/items/solar-shellflower-tv.md | 13 +- .../equipment/items/sonic-tuning-mace-som.md | 27 +- .../equipment/items/soothing-powder-tv.md | 19 +- .../equipment/items/soothing-scents-som.md | 7 +- .../equipment/items/soothing-toddy-tv.md | 7 +- .../equipment/items/soothing-tonic-tv.md | 33 +- compendium/equipment/items/soul-cage-botd.md | 8 +- .../items/south-winds-scorch-song-som.md | 14 +- .../equipment/items/sovereign-glue-apg.md | 7 +- .../items/sovereign-steel-armor-lol.md | 19 +- .../equipment/items/sovereign-steel-lol.md | 23 +- .../items/sovereign-steel-weapon-lol.md | 19 +- .../items/spangled-riders-suit-ec2.md | 14 +- compendium/equipment/items/spark-dancer-tv.md | 13 +- compendium/equipment/items/sparkblade-tio.md | 5 +- .../equipment/items/sparking-spellgun-tv.md | 29 +- compendium/equipment/items/sparkler-tv.md | 7 +- .../equipment/items/spear-frog-poison-tv.md | 7 +- .../spear-of-the-destroyers-flame-lomm.md | 19 +- compendium/equipment/items/spear.md | 4 +- .../items/spectacles-of-inquiry-tv.md | 14 +- .../items/spectacles-of-piercing-sight-tv.md | 13 +- .../spectacles-of-understanding-lopsg.md | 23 +- .../items/spectral-nightshade-aoe4.md | 8 +- compendium/equipment/items/speed.md | 5 +- .../equipment/items/spell-bastion-lotgb.md | 12 +- .../items/spell-duelists-siphon-tv.md | 8 +- .../items/spell-eating-pitch-aoe4.md | 8 +- .../equipment/items/spell-echo-shot-tv.md | 5 +- compendium/equipment/items/spell-storing.md | 10 +- compendium/equipment/items/spellbook-blank.md | 5 +- .../spellbook-of-redundant-enchantment-som.md | 8 +- .../equipment/items/spellbreaking-tv.md | 5 +- .../equipment/items/spellcutter-sot5.md | 12 +- compendium/equipment/items/spellender-sot2.md | 13 +- .../equipment/items/spellguard-blade-apg.md | 7 +- .../equipment/items/spellguard-shield.md | 8 +- .../equipment/items/spellstrike-ammunition.md | 61 +- .../equipment/items/spellstriker-staff-tv.md | 43 +- .../items/sphere-of-annihilation-gmg.md | 7 +- .../equipment/items/spider-chair-g-g.md | 14 +- compendium/equipment/items/spider-gun-g-g.md | 31 +- compendium/equipment/items/spider-lotg.md | 5 +- compendium/equipment/items/spider-root.md | 7 +- .../equipment/items/spiderfoot-brew-pfum.md | 27 +- .../equipment/items/spiderfoot-brew-tv.md | 27 +- .../equipment/items/spike-launcher-g-g.md | 12 +- compendium/equipment/items/spike-snare.md | 5 +- compendium/equipment/items/spiked-chain.md | 4 +- compendium/equipment/items/spiked-gauntlet.md | 4 +- 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42 +- compendium/equipment/items/spyglass-eye-tv.md | 13 +- compendium/equipment/items/spyglass.md | 16 +- compendium/equipment/items/squirrel-lotg.md | 5 +- .../equipment/items/staff-of-abjuration.md | 35 +- compendium/equipment/items/staff-of-air-tv.md | 34 +- .../equipment/items/staff-of-conjuration.md | 35 +- .../equipment/items/staff-of-divination.md | 35 +- .../equipment/items/staff-of-earth-tv.md | 34 +- .../equipment/items/staff-of-enchantment.md | 35 +- .../equipment/items/staff-of-evocation.md | 35 +- .../items/staff-of-final-rest-lotgb.md | 40 +- compendium/equipment/items/staff-of-fire.md | 34 +- .../equipment/items/staff-of-healing.md | 49 +- .../equipment/items/staff-of-illumination.md | 14 +- .../equipment/items/staff-of-illusion.md | 35 +- .../items/staff-of-impossible-visions-apg.md | 43 +- .../items/staff-of-natures-cunning-som.md | 35 +- .../items/staff-of-natures-vengeance-apg.md | 37 +- .../equipment/items/staff-of-necromancy.md | 35 +- 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.../equipment/items/star-of-cynosure-gw3.md | 7 +- .../equipment/items/starfall-shield-tv.md | 13 +- .../equipment/items/starfaring-cloak-tv.md | 22 +- compendium/equipment/items/stargazer-tv.md | 7 +- .../equipment/items/staring-skull-tv.md | 7 +- compendium/equipment/items/starknife.md | 4 +- .../equipment/items/starshot-arrow-lol.md | 19 +- .../equipment/items/starsong-nectar-tv.md | 13 +- .../equipment/items/static-snare-lotgb.md | 5 +- compendium/equipment/items/steam-winch-g-g.md | 7 +- .../equipment/items/steamflight-pack-g-g.md | 10 +- compendium/equipment/items/steel-shield.md | 8 +- .../equipment/items/steelheart-21-g-g.md | 26 +- .../items/stepping-stone-shot-g-g.md | 21 +- .../equipment/items/stiletto-pen-lopsg.md | 4 +- .../equipment/items/stole-of-civility-ec2.md | 13 +- .../equipment/items/stone-body-mutagen-fop.md | 27 +- .../equipment/items/stone-body-mutagen-tv.md | 27 +- compendium/equipment/items/stone-bullet.md | 6 +- .../equipment/items/stone-circle-lotgb.md | 25 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.../equipment/items/stupor-poison-av3.md | 7 +- .../equipment/items/stupor-poison-tv.md | 7 +- .../equipment/items/sturdy-satchel-lopsg.md | 7 +- compendium/equipment/items/sturdy-shield.md | 46 +- .../equipment/items/subterfuge-suit-g-g.md | 4 +- compendium/equipment/items/sukgung-tv.md | 6 +- .../equipment/items/sulfur-bomb-lotgb.md | 33 +- .../items/summoning-handscroll-som.md | 13 +- compendium/equipment/items/sun-dazzler-tv.md | 7 +- .../equipment/items/sun-orchid-elixir-lowg.md | 7 +- .../items/sun-orchid-poultice-lol.md | 7 +- compendium/equipment/items/sun-shot-sot4.md | 5 +- compendium/equipment/items/sun-sight-tv.md | 13 +- compendium/equipment/items/sun-sling-sot4.md | 8 +- compendium/equipment/items/sun-wheel-tio.md | 15 +- .../equipment/items/sunflower-censer-loil.md | 13 +- .../equipment/items/sunken-pistol-g-g.md | 19 +- compendium/equipment/items/sunrod.md | 7 +- compendium/equipment/items/support-lotgb.md | 2 + .../equipment/items/sure-step-crampons-tv.md | 9 +- 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.../equipment/items/talespinners-lyre-tv.md | 9 +- .../equipment/items/taletellers-ring-da.md | 7 +- .../equipment/items/talisman-cord-lopsg.md | 23 +- .../items/talisman-of-the-sphere-gmg.md | 5 +- compendium/equipment/items/talwar-loil.md | 4 +- .../equipment/items/tamchal-chakram-av2.md | 4 +- compendium/equipment/items/tanglefoot-bag.md | 33 +- .../equipment/items/tanglefoot-extruder-tv.md | 7 +- compendium/equipment/items/tank-lotg.md | 12 + .../equipment/items/tar-rocket-snare-lotgb.md | 5 +- .../equipment/items/tasters-folly-tv.md | 7 +- .../equipment/items/tattletale-orb-tv.md | 32 +- compendium/equipment/items/taw-launcher-tv.md | 6 +- .../items/tear-away-clothing-lotgb.md | 2 + compendium/equipment/items/tears-of-death.md | 7 +- .../items/tears-of-the-last-azlanti-ec6.md | 7 +- compendium/equipment/items/tekko-kagi-tv.md | 4 +- .../items/telekinetic-converters-gw3.md | 13 +- compendium/equipment/items/temple-sword.md | 4 +- compendium/equipment/items/ten-foot-pole.md | 5 +- 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.../items/vanishing-wayfinder-locg.md | 11 +- .../equipment/items/vapor-sphere-som.md | 5 +- .../equipment/items/vaporous-pipe-tv.md | 13 +- .../equipment/items/varisian-emblem-tv.md | 57 +- .../equipment/items/vat-grown-brain-gw3.md | 7 +- .../items/vaultbreakers-harness-aoe2.md | 10 +- .../items/vaultbreakers-harness-tv.md | 10 +- .../equipment/items/vengeful-arm-loil.md | 10 +- .../equipment/items/venomed-tongue-loil.md | 13 +- .../equipment/items/venomous-cure-fulu-som.md | 5 +- .../equipment/items/ventriloquists-ring-bb.md | 13 +- .../equipment/items/ventriloquists-ring.md | 25 +- .../equipment/items/verdant-branch-tv.md | 13 +- compendium/equipment/items/verdant-staff.md | 29 +- .../items/vermin-repellent-agent-lopsg.md | 33 +- .../equipment/items/vestige-lenses-lol.md | 7 +- .../equipment/items/vexing-vapor-lotgb.md | 33 +- .../vial-of-the-immortal-wellspring-da.md | 11 +- .../equipment/items/victory-plate-apg.md | 27 +- compendium/equipment/items/vigilant-eye-tv.md | 54 +- 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.../items/wand-of-paralytic-shock-tv.md | 28 +- .../items/wand-of-pernicious-poison-tv.md | 28 +- .../equipment/items/wand-of-reaching-tv.md | 52 +- .../items/wand-of-refracting-rays-tv.md | 24 +- .../items/wand-of-rolling-flames-tv.md | 64 +- .../items/wand-of-shattering-images-tv.md | 14 +- .../items/wand-of-shrouded-step-tv.md | 14 +- compendium/equipment/items/wand-of-slaying.md | 28 +- .../items/wand-of-smoldering-fireballs.md | 40 +- .../items/wand-of-spiritual-warfare-lotgb.md | 32 +- .../items/wand-of-teeming-ghosts-sli.md | 50 +- .../items/wand-of-teeming-ghosts-tv.md | 50 +- .../items/wand-of-the-ash-puppet-tv.md | 14 +- .../items/wand-of-the-pampered-pet-tv.md | 14 +- .../items/wand-of-the-snowfields-apg.md | 24 +- .../equipment/items/wand-of-the-spider-apg.md | 26 +- .../items/wand-of-thundering-echoes-lotgb.md | 40 +- .../items/wand-of-tormented-slumber-tv.md | 14 +- .../items/wand-of-toxic-blades-tv.md | 34 +- .../items/wand-of-traitorous-thoughts-tv.md | 14 +- .../items/wand-of-wearying-dance-tv.md | 14 +- .../equipment/items/wand-of-widening.md | 54 +- .../equipment/items/war-blood-mutagen-ooa1.md | 33 +- compendium/equipment/items/war-flail.md | 4 +- compendium/equipment/items/war-lance-lokl.md | 4 +- compendium/equipment/items/war-razor-tv.md | 4 +- compendium/equipment/items/war-saddle-lokl.md | 5 +- .../equipment/items/warcallers-chime-sot2.md | 54 +- .../equipment/items/wardens-signet-tv.md | 14 +- .../equipment/items/warding-escutcheon-tv.md | 31 +- .../equipment/items/warding-punch-tv.md | 7 +- .../equipment/items/warding-statuette-tv.md | 40 +- .../equipment/items/warding-tablets-som.md | 16 +- .../equipment/items/warding-tattoo-som.md | 32 +- .../equipment/items/wardrobe-stone-lotgb.md | 52 +- compendium/equipment/items/warhammer.md | 4 +- compendium/equipment/items/warning-snare.md | 5 +- compendium/equipment/items/warpglass-aoe6.md | 19 +- .../equipment/items/warpglass-weapon-aoe6.md | 14 +- .../equipment/items/warpwobble-poison-tv.md | 7 +- .../items/warriors-training-ring-fop.md | 8 +- compendium/equipment/items/wasp-guard-tv.md | 11 +- .../equipment/items/watch-of-lost-ages-tv.md | 7 +- .../equipment/items/watchful-portrait-tv.md | 7 +- .../equipment/items/water-purifier-lopsg.md | 5 +- .../waterproof-firearm-carrying-case-g-g.md | 5 +- .../items/waterproof-journal-lopsg.md | 5 +- .../equipment/items/waterproofing-wax-som.md | 7 +- compendium/equipment/items/waterskin.md | 5 +- .../items/waverider-barding-lotgb.md | 13 +- .../equipment/items/wax-key-blank-lopsg.md | 5 +- compendium/equipment/items/wayfinder.md | 10 +- .../equipment/items/weapon-harness-tv.md | 7 +- compendium/equipment/items/weapon-potency.md | 34 +- compendium/equipment/items/weapon-shot-tv.md | 37 +- .../equipment/items/weapon-siphon-tv.md | 7 +- .../equipment/items/weapon-weird-oil-tv.md | 7 +- .../equipment/items/weeping-midnight-aoa5.md | 7 +- .../equipment/items/wet-shock-snare-lotgb.md | 5 +- .../equipment/items/wheel-blades-lotgb.md | 2 + .../equipment/items/wheel-spikes-lotgb.md | 2 + .../equipment/items/wheelbarrow-lotgb.md | 7 +- .../equipment/items/whelming-scrimshaw-tv.md | 7 +- compendium/equipment/items/whip-claw-loag.md | 4 +- .../equipment/items/whip-of-compliance-ec2.md | 10 +- compendium/equipment/items/whip.md | 4 +- compendium/equipment/items/whipstaff-tv.md | 4 +- .../equipment/items/whirlwind-vial-tv.md | 8 +- .../equipment/items/whisper-briolette-aoe4.md | 5 +- .../items/whisper-of-the-first-lie.md | 11 +- .../equipment/items/whisperer-of-souls-tv.md | 17 +- .../equipment/items/whispering-staff-tv.md | 40 +- .../items/whistle-of-calling-lokl.md | 16 +- .../equipment/items/wig-of-holding-lotgb.md | 7 +- compendium/equipment/items/wildwood-ink-tv.md | 28 +- .../items/wind-and-fire-wheel-frp2.md | 4 +- .../equipment/items/wind-at-your-back-tv.md | 13 +- .../equipment/items/wind-catcher-lotgb.md | 17 +- compendium/equipment/items/wind-ocarina-tv.md | 7 +- .../equipment/items/wind-up-cart-g-g.md | 7 +- .../equipment/items/wind-up-wings-g-g.md | 16 + .../equipment/items/winders-ring-ooa2.md | 16 +- .../equipment/items/windlass-bolas-tv.md | 15 +- .../equipment/items/wine-of-the-blood-da.md | 7 +- compendium/equipment/items/winged-apg.md | 23 +- compendium/equipment/items/winged-boots.md | 13 +- .../equipment/items/winter-wolf-elixir.md | 25 +- compendium/equipment/items/wish-blade-loag.md | 4 +- compendium/equipment/items/wish-knife-loag.md | 4 +- .../equipment/items/witchs-finger-tv.md | 7 +- compendium/equipment/items/withering-gmg.md | 5 +- .../equipment/items/wizards-tower-lotgb.md | 8 +- compendium/equipment/items/wolf-fang.md | 7 +- .../equipment/items/wolfjaw-armor-tv.md | 25 +- compendium/equipment/items/wolfsbane.md | 7 +- .../equipment/items/wondrous-figurine.md | 46 +- .../equipment/items/wondrous-figurines-ec2.md | 21 +- .../items/wondrous-figurines-sot2.md | 23 +- .../equipment/items/wooden-breastplate-tv.md | 4 +- .../equipment/items/wooden-nickel-tv.md | 7 +- compendium/equipment/items/wooden-shield.md | 8 +- compendium/equipment/items/wooden-taws-tv.md | 5 +- compendium/equipment/items/wordreaper-tok.md | 13 +- compendium/equipment/items/worm-vial-tv.md | 8 +- compendium/equipment/items/wounding-oil-tv.md | 7 +- compendium/equipment/items/wounding.md | 5 +- .../equipment/items/wovenwood-shield-lotgb.md | 45 +- compendium/equipment/items/wrecker-tv.md | 10 +- compendium/equipment/items/wrenchgear-loil.md | 7 +- .../equipment/items/wrestlers-armbands-tv.md | 10 +- .../items/writ-of-authenticity-lopsg.md | 5 +- compendium/equipment/items/writing-set.md | 5 +- compendium/equipment/items/wyrm-claw-tv.md | 46 +- .../equipment/items/wyrm-drinker-sot5.md | 16 +- .../equipment/items/wyrm-on-the-wing-tv.md | 39 +- compendium/equipment/items/wyvern-poison.md | 7 +- compendium/equipment/items/xs-lizard-lotg.md | 5 +- .../items/yarrow-root-bandage-lotg.md | 7 +- 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compendium/setting/deities/uvuko-lome.md | 7 +- compendium/setting/deities/vildeis-logm.md | 5 +- .../setting/deities/vineshvakhi-loil.md | 4 +- compendium/setting/deities/walkena-logm.md | 5 +- compendium/setting/deities/whispering-way.md | 5 +- compendium/setting/deities/zon-kuthon.md | 7 +- compendium/spells/aberrant-form-som.md | 5 +- compendium/spells/aberrant-whispers.md | 8 +- compendium/spells/abundant-step.md | 2 +- compendium/spells/abyssal-plague.md | 8 +- compendium/spells/abyssal-wrath.md | 4 +- compendium/spells/access-lore-apg.md | 3 +- compendium/spells/achaekeks-clutch-lol.md | 6 +- compendium/spells/acid-arrow.md | 6 +- compendium/spells/acid-splash.md | 6 +- compendium/spells/acid-storm-logm.md | 8 +- compendium/spells/acidic-burst-logm.md | 6 +- compendium/spells/adapt-self-logm.md | 5 +- compendium/spells/adaptive-ablation-logm.md | 7 +- compendium/spells/admonishing-ray-aoe2.md | 6 +- compendium/spells/aerial-form.md | 5 +- compendium/spells/agile-feet.md | 5 +- compendium/spells/agitate-logm.md | 10 +- compendium/spells/agonizing-despair-apg.md | 8 +- compendium/spells/air-bubble.md | 10 +- compendium/spells/air-walk.md | 8 +- compendium/spells/airburst-sot1.md | 8 +- compendium/spells/alarm.md | 10 +- .../spells/all-is-one-one-is-all-lol.md | 6 +- compendium/spells/allegro.md | 6 +- compendium/spells/alter-reality.md | 3 +- compendium/spells/anathematic-reprisal.md | 10 +- compendium/spells/ancestral-defense-apg.md | 3 +- compendium/spells/ancestral-form-apg.md | 3 +- compendium/spells/ancestral-memories.md | 3 +- compendium/spells/ancestral-touch-apg.md | 6 +- compendium/spells/angel-form-som.md | 5 +- compendium/spells/angelic-halo.md | 4 +- compendium/spells/angelic-wings.md | 3 +- compendium/spells/animal-allies-som.md | 6 +- compendium/spells/animal-feature-apg.md | 3 +- compendium/spells/animal-form.md | 5 +- compendium/spells/animal-messenger.md | 6 +- compendium/spells/animal-vision.md | 8 +- compendium/spells/animate-dead-apg.md | 10 +- compendium/spells/animate-rope-apg.md | 8 +- compendium/spells/animated-assault-apg.md | 10 +- compendium/spells/animus-mine-logm.md | 7 +- compendium/spells/ant-haul.md | 8 +- compendium/spells/anticipate-peril-logm.md | 8 +- compendium/spells/antimagic-field.md | 6 +- compendium/spells/apex-companion-aoa6.md | 6 +- compendium/spells/appearance-of-wealth.md | 10 +- compendium/spells/approximate-som.md | 6 +- compendium/spells/aqueous-orb-apg.md | 6 +- compendium/spells/arcane-countermeasure.md | 6 +- compendium/spells/armor-of-bones-apg.md | 3 +- compendium/spells/aromatic-lure-lol.md | 10 +- compendium/spells/artistic-flourish.md | 12 +- compendium/spells/ash-cloud-som.md | 10 +- compendium/spells/asterism-logm.md | 8 +- compendium/spells/astral-labyrinth-ec6.md | 8 +- compendium/spells/astral-rain-da.md | 6 +- compendium/spells/athletic-rush.md | 5 +- compendium/spells/augment-summoning.md | 4 +- compendium/spells/augury.md | 3 +- .../spells/aura-of-the-unremarkable-frp1.md | 6 +- compendium/spells/avatar.md | 5 +- compendium/spells/awaken-entropy-da.md | 10 +- compendium/spells/baleful-polymorph.md | 10 +- compendium/spells/bandits-doom-som.md | 6 +- compendium/spells/bane.md | 10 +- compendium/spells/banishment.md | 8 +- compendium/spells/barkskin.md | 8 +- .../spells/battlefield-persistence-apg.md | 3 +- compendium/spells/beastmaster-trance-apg.md | 6 +- compendium/spells/befitting-attire-som.md | 8 +- compendium/spells/befuddle-logm.md | 10 +- compendium/spells/behold-the-weave-da.md | 10 +- compendium/spells/bestial-curse-apg.md | 10 +- compendium/spells/bilocation-da.md | 5 +- compendium/spells/bind-soul.md | 10 +- compendium/spells/bind-undead.md | 8 +- compendium/spells/bit-of-luck.md | 8 +- compendium/spells/biting-words-som.md | 5 +- compendium/spells/black-tentacles.md | 8 +- .../spells/blackfingerss-blades-sot3.md | 8 +- compendium/spells/blade-barrier.md | 6 +- compendium/spells/blanket-of-stars-apg.md | 7 +- compendium/spells/blazing-dive-som.md | 5 +- compendium/spells/blazing-fissure-som.md | 6 +- compendium/spells/bless.md | 8 +- compendium/spells/blessing-of-defiance-som.md | 8 +- compendium/spells/blightburn-blast-ec5.md | 6 +- compendium/spells/blind-ambition.md | 10 +- compendium/spells/blinding-beauty-apg.md | 4 +- compendium/spells/blinding-fury-apg.md | 12 +- compendium/spells/blindness.md | 8 +- compendium/spells/blink-charge-som.md | 6 +- compendium/spells/blink.md | 5 +- compendium/spells/blinking-flame-aura-loil.md | 3 +- compendium/spells/blister-apg.md | 10 +- compendium/spells/blistering-invective-apg.md | 8 +- compendium/spells/blood-feast-ec4.md | 6 +- compendium/spells/blood-vendetta-apg.md | 14 +- compendium/spells/blood-ward-apg.md | 6 +- compendium/spells/bloodspray-curse-som.md | 10 +- compendium/spells/blur.md | 8 +- compendium/spells/boil-blood-som.md | 8 +- compendium/spells/boost-eidolon-som.md | 6 +- compendium/spells/bottle-the-storm-logm.md | 11 +- compendium/spells/bottomless-stomach-som.md | 8 +- compendium/spells/bracing-tendrils-da.md | 5 +- compendium/spells/brain-drain-apg.md | 6 +- .../spells/brand-the-impenitent-logm.md | 10 +- compendium/spells/breadcrumbs-som.md | 8 +- compendium/spells/breath-of-drought-ec1.md | 8 +- compendium/spells/breath-of-life.md | 8 +- compendium/spells/buffeting-winds-lokl.md | 6 +- compendium/spells/bullhorn-som.md | 5 +- compendium/spells/burning-blossoms-som.md | 10 +- compendium/spells/burning-hands.md | 6 +- compendium/spells/buzzing-bites-lomm.md | 8 +- compendium/spells/cackle-apg.md | 1 + compendium/spells/call-of-the-grave.md | 4 +- compendium/spells/call-the-blood-av3.md | 8 +- compendium/spells/call-to-arms-apg.md | 6 +- compendium/spells/calm-emotions.md | 10 +- .../canticle-of-everlasting-grief-som.md | 10 +- compendium/spells/captivating-adoration.md | 8 +- .../spells/cascade-countermeasure-som.md | 5 +- compendium/spells/cast-into-time-som.md | 6 +- compendium/spells/cataclysm.md | 8 +- compendium/spells/catch-your-name-som.md | 9 +- compendium/spells/celestial-brand.md | 6 +- compendium/spells/chain-lightning.md | 8 +- compendium/spells/chameleon-coat-apg.md | 8 +- compendium/spells/champions-sacrifice.md | 6 +- compendium/spells/charged-javelin-logm.md | 6 +- compendium/spells/charitable-urge-apg.md | 10 +- compendium/spells/charm.md | 10 +- compendium/spells/charming-touch.md | 10 +- compendium/spells/charming-words.md | 8 +- compendium/spells/chill-touch.md | 8 +- compendium/spells/chilling-darkness.md | 6 +- compendium/spells/chilling-spray-logm.md | 6 +- compendium/spells/chroma-leach-apg.md | 8 +- compendium/spells/chromatic-armor-som.md | 8 +- compendium/spells/chromatic-image-som.md | 5 +- compendium/spells/chromatic-ray-som.md | 6 +- compendium/spells/chromatic-wall.md | 6 +- compendium/spells/cinder-gaze-da.md | 3 +- compendium/spells/circle-of-protection.md | 8 +- compendium/spells/claim-curse-som.md | 8 +- compendium/spells/claim-undead-apg.md | 8 +- compendium/spells/clairaudience.md | 6 +- compendium/spells/clairvoyance.md | 6 +- compendium/spells/clawsong-sot3.md | 8 +- compendium/spells/cleansing-flames-frp3.md | 4 +- compendium/spells/clinging-ice-apg.md | 8 +- .../spells/clinging-shadows-stance-apg.md | 3 +- compendium/spells/cloak-of-colors.md | 8 +- compendium/spells/cloak-of-light-sot4.md | 5 +- compendium/spells/cloak-of-shadow.md | 8 +- compendium/spells/clone-companion-som.md | 8 +- compendium/spells/cloudkill.md | 10 +- compendium/spells/clownish-curse-ec2.md | 10 +- compendium/spells/collective-transposition.md | 6 +- compendium/spells/color-spray.md | 8 +- compendium/spells/combustion-som.md | 6 +- compendium/spells/command.md | 10 +- compendium/spells/commanding-lash.md | 12 +- compendium/spells/compel-true-name-som.md | 10 +- compendium/spells/competitive-edge.md | 5 +- compendium/spells/comprehend-language.md | 8 +- compendium/spells/concordant-choir-som.md | 8 +- compendium/spells/cone-of-cold.md | 6 +- compendium/spells/confusion.md | 10 +- compendium/spells/consecrate-flesh-lokl.md | 5 +- compendium/spells/consuming-darkness-apg.md | 8 +- compendium/spells/contagious-idea-da.md | 4 +- compendium/spells/contingency.md | 9 +- compendium/spells/continual-flame.md | 10 +- compendium/spells/control-sand-ec5.md | 6 +- compendium/spells/control-water.md | 6 +- compendium/spells/coral-eruption-som.md | 10 +- compendium/spells/corrosive-body-som.md | 5 +- compendium/spells/cosmic-form-som.md | 5 +- compendium/spells/counter-performance.md | 4 +- compendium/spells/countless-eyes-apg.md | 8 +- compendium/spells/cozy-cabin-apg.md | 6 +- compendium/spells/crashing-wave-apg.md | 6 +- compendium/spells/create-food.md | 4 +- compendium/spells/create-water.md | 4 +- compendium/spells/creation.md | 6 +- compendium/spells/crisis-of-faith.md | 8 +- compendium/spells/crusade.md | 8 +- compendium/spells/crushing-despair.md | 8 +- compendium/spells/crushing-ground-som.md | 8 +- compendium/spells/cry-of-destruction.md | 6 +- compendium/spells/cup-of-dust-logm.md | 10 +- compendium/spells/curse-of-death-apg.md | 8 +- compendium/spells/curse-of-lost-time-apg.md | 10 +- compendium/spells/daemon-form-som.md | 5 +- compendium/spells/dance-of-darkness-apg.md | 3 +- compendium/spells/dancing-blade-da.md | 6 +- compendium/spells/dancing-lights.md | 6 +- compendium/spells/dancing-shield-lokl.md | 8 +- compendium/spells/darkened-eyes.md | 10 +- compendium/spells/darklight-som.md | 6 +- compendium/spells/darkness.md | 8 +- compendium/spells/darkvision.md | 5 +- compendium/spells/daydreamers-curse-av2.md | 10 +- compendium/spells/days-weight-som.md | 10 +- compendium/spells/daze.md | 10 +- compendium/spells/dazzling-flash.md | 6 +- compendium/spells/deafness.md | 8 +- compendium/spells/death-knell.md | 8 +- compendium/spells/death-ward.md | 8 +- compendium/spells/deaths-call.md | 7 +- .../spells/debilitating-dichotomy-apg.md | 6 +- compendium/spells/deceivers-cloak-apg.md | 3 +- compendium/spells/deitys-strike-som.md | 8 +- compendium/spells/deja-vu-apg.md | 10 +- compendium/spells/delay-affliction-apg.md | 4 +- compendium/spells/delay-consequence-logm.md | 10 +- compendium/spells/deluge-ec6.md | 6 +- compendium/spells/delusional-pride.md | 10 +- compendium/spells/demon-form-som.md | 5 +- compendium/spells/desperate-repair-lokl.md | 10 +- compendium/spells/destructive-aura.md | 6 +- compendium/spells/detect-alignment.md | 4 +- compendium/spells/detect-creator-lokl.md | 8 +- compendium/spells/detect-magic.md | 4 +- compendium/spells/detect-poison.md | 6 +- compendium/spells/detect-scrying.md | 6 +- compendium/spells/devil-form-som.md | 5 +- compendium/spells/devour-life-ec6.md | 8 +- compendium/spells/diabolic-edict.md | 6 +- compendium/spells/diamond-dust-logm.md | 8 +- compendium/spells/dim-the-light-apg.md | 3 +- compendium/spells/dimension-door.md | 4 +- compendium/spells/dimensional-anchor.md | 10 +- compendium/spells/dimensional-assault-som.md | 2 +- compendium/spells/dimensional-lock.md | 8 +- compendium/spells/dimensional-steps.md | 2 +- compendium/spells/dinosaur-form.md | 5 +- compendium/spells/dirge-of-doom.md | 4 +- compendium/spells/disappearance.md | 8 +- compendium/spells/discern-lies.md | 5 +- compendium/spells/discern-location.md | 6 +- compendium/spells/discern-secrets-apg.md | 6 +- compendium/spells/disintegrate.md | 8 +- compendium/spells/disjunction.md | 6 +- compendium/spells/dismantle-apg.md | 8 +- compendium/spells/dispel-magic.md | 6 +- compendium/spells/disperse-into-air.md | 5 +- compendium/spells/disrupt-undead.md | 8 +- compendium/spells/disrupting-weapons.md | 8 +- compendium/spells/distortion-lens-da.md | 6 +- compendium/spells/distracting-chatter-som.md | 10 +- compendium/spells/dividing-trench-lokl.md | 6 +- compendium/spells/divine-armageddon-som.md | 8 +- compendium/spells/divine-aura.md | 8 +- compendium/spells/divine-decree.md | 10 +- compendium/spells/divine-inspiration.md | 6 +- compendium/spells/divine-lance.md | 6 +- compendium/spells/divine-plagues-logm.md | 6 +- compendium/spells/divine-vessel.md | 5 +- compendium/spells/divine-wrath.md | 8 +- compendium/spells/diviners-sight.md | 6 +- compendium/spells/divinity-leech-aoe6.md | 10 +- compendium/spells/dominate.md | 10 +- compendium/spells/door-to-beyond-logm.md | 10 +- compendium/spells/downpour.md | 8 +- compendium/spells/draconic-barrage-logm.md | 5 +- compendium/spells/dragon-breath.md | 4 +- compendium/spells/dragon-claws.md | 3 +- compendium/spells/dragon-form.md | 5 +- compendium/spells/dragon-wings.md | 3 +- compendium/spells/drain-life.md | 6 +- compendium/spells/draw-ire-som.md | 10 +- compendium/spells/draw-the-lightning-som.md | 10 +- compendium/spells/dread-aura.md | 4 +- compendium/spells/dread-secret-apg.md | 8 +- compendium/spells/dream-council.md | 8 +- compendium/spells/dream-message.md | 8 +- compendium/spells/dreamers-call.md | 10 +- compendium/spells/dreaming-potential.md | 8 +- compendium/spells/drop-dead.md | 10 +- compendium/spells/dull-ambition-apg.md | 10 +- compendium/spells/duplicate-foe.md | 10 +- compendium/spells/dust-storm-logm.md | 8 +- compendium/spells/dutiful-challenge-logm.md | 8 +- compendium/spells/earthbind.md | 10 +- compendium/spells/earthquake.md | 8 +- compendium/spells/echoing-weapon-som.md | 8 +- compendium/spells/eclipse-burst.md | 8 +- .../spells/ectoplasmic-expulsion-av3.md | 6 +- .../spells/ectoplasmic-interstice-logm.md | 8 +- compendium/spells/efficient-apport-som.md | 4 +- compendium/spells/eidolons-wrath-som.md | 4 +- compendium/spells/eject-soul-logm.md | 6 +- compendium/spells/electric-arc.md | 8 +- .../spells/electrified-crystal-ward-aoa4.md | 4 +- compendium/spells/element-embodied-som.md | 5 +- compendium/spells/elemental-absorption-som.md | 5 +- .../spells/elemental-annihilation-wave-som.md | 6 +- compendium/spells/elemental-betrayal-apg.md | 6 +- compendium/spells/elemental-blast.md | 6 +- compendium/spells/elemental-confluence-som.md | 8 +- compendium/spells/elemental-form.md | 5 +- compendium/spells/elemental-gift-som.md | 8 +- compendium/spells/elemental-motion.md | 3 +- compendium/spells/elemental-tempest.md | 1 + compendium/spells/elemental-toss.md | 4 +- compendium/spells/elemental-zone-som.md | 8 +- compendium/spells/embrace-the-pit.md | 3 +- compendium/spells/empathic-link-lokl.md | 8 +- compendium/spells/empty-body.md | 3 +- compendium/spells/empty-inside-logm.md | 3 +- compendium/spells/empty-pack-da.md | 8 +- compendium/spells/endure-elements.md | 8 +- compendium/spells/endure-logm.md | 8 +- compendium/spells/enduring-might.md | 5 +- compendium/spells/energy-absorption.md | 3 +- compendium/spells/energy-aegis.md | 8 +- compendium/spells/enervation-apg.md | 6 +- compendium/spells/enhance-senses-lokl.md | 8 +- compendium/spells/enhance-victuals.md | 8 +- compendium/spells/enlarge-companion-apg.md | 6 +- compendium/spells/enlarge.md | 8 +- compendium/spells/entangle.md | 8 +- compendium/spells/enthrall.md | 10 +- compendium/spells/entrancing-eyes-ec4.md | 6 +- compendium/spells/entropic-wheel-da.md | 5 +- compendium/spells/envenom-companion-som.md | 8 +- compendium/spells/ephemeral-hazards-logm.md | 6 +- compendium/spells/ephemeral-tracking-apg.md | 3 +- compendium/spells/eradicate-undeath.md | 6 +- compendium/spells/erase-trail-lokl.md | 6 +- compendium/spells/establish-ward-apg.md | 4 +- compendium/spells/ethereal-jaunt.md | 5 +- compendium/spells/etheric-shards-da.md | 10 +- compendium/spells/euphoric-renewal-da.md | 5 +- compendium/spells/evil-eye-apg.md | 8 +- compendium/spells/evolution-surge-som.md | 6 +- compendium/spells/exchange-image-aoa3.md | 12 +- .../spells/expeditious-excavation-logm.md | 6 +- compendium/spells/extend-boost-som.md | 1 + compendium/spells/extend-spell.md | 1 + compendium/spells/extract-poison-som.md | 6 +- compendium/spells/eyes-of-the-dead-botd.md | 6 +- compendium/spells/fabricated-truth.md | 10 +- compendium/spells/face-in-the-crowd.md | 5 +- compendium/spells/faerie-dust.md | 8 +- compendium/spells/faerie-fire.md | 8 +- compendium/spells/falling-sky-da.md | 6 +- compendium/spells/fallow-field-logm.md | 10 +- compendium/spells/false-life.md | 5 +- compendium/spells/false-nature-da.md | 8 +- compendium/spells/false-vision.md | 8 +- compendium/spells/familiar-form-lopsg.md | 3 +- compendium/spells/familiars-face-apg.md | 8 +- compendium/spells/fatal-aria.md | 4 +- compendium/spells/fated-confrontation-som.md | 8 +- compendium/spells/favorable-review-ec2.md | 10 +- compendium/spells/fear-the-sun-sot4.md | 8 +- compendium/spells/fear.md | 10 +- compendium/spells/fearful-feast-av3.md | 12 +- compendium/spells/feast-of-ashes-logm.md | 10 +- compendium/spells/feather-fall.md | 10 +- compendium/spells/feeblemind.md | 10 +- compendium/spells/feet-to-fins.md | 8 +- compendium/spells/feral-shades-som.md | 6 +- compendium/spells/fey-disappearance.md | 3 +- compendium/spells/fey-form-som.md | 5 +- compendium/spells/fey-glamour.md | 6 +- compendium/spells/field-of-life.md | 8 +- compendium/spells/fiery-body.md | 5 +- compendium/spells/final-sacrifice-apg.md | 6 +- compendium/spells/finger-of-death.md | 8 +- compendium/spells/fire-ray.md | 6 +- compendium/spells/fire-seeds.md | 7 +- compendium/spells/fire-shield.md | 5 +- compendium/spells/fireball.md | 8 +- compendium/spells/flame-barrier.md | 8 +- compendium/spells/flame-strike.md | 8 +- compendium/spells/flame-vortex-som.md | 10 +- compendium/spells/flame-wisp-som.md | 5 +- compendium/spells/flaming-fusillade-apg.md | 3 +- compendium/spells/flaming-sphere.md | 10 +- compendium/spells/flammable-fumes-som.md | 8 +- compendium/spells/fleet-step.md | 5 +- compendium/spells/flesh-to-stone.md | 10 +- compendium/spells/floating-disk.md | 5 +- compendium/spells/flowing-strike-som.md | 3 +- compendium/spells/fly.md | 8 +- compendium/spells/focusing-hum-da.md | 6 +- compendium/spells/font-of-serenity-logm.md | 8 +- .../spells/for-love-for-lightning-lokl.md | 5 +- compendium/spells/forbidden-thought-da.md | 6 +- compendium/spells/forbidding-ward.md | 8 +- compendium/spells/force-bolt.md | 4 +- compendium/spells/force-cage-apg.md | 10 +- compendium/spells/force-fang-som.md | 4 +- compendium/spells/forced-mercy-lokl.md | 10 +- compendium/spells/forced-quiet.md | 10 +- compendium/spells/forceful-hand-som.md | 6 +- compendium/spells/foresee-the-path-da.md | 6 +- compendium/spells/foresight.md | 10 +- compendium/spells/forgotten-lines-aoa3.md | 6 +- compendium/spells/foul-miasma-logm.md | 10 +- compendium/spells/freedom-of-movement.md | 8 +- compendium/spells/frenzied-revelry-da.md | 8 +- compendium/spells/friendfetch-sot1.md | 6 +- compendium/spells/frigid-flurry-som.md | 6 +- compendium/spells/frosts-touch-tv.md | 4 +- compendium/spells/fungal-hyphae-logm.md | 5 +- compendium/spells/fungal-infestation-apg.md | 8 +- compendium/spells/gale-blast-som.md | 5 +- compendium/spells/gaseous-form.md | 8 +- compendium/spells/gasping-marsh-sot3.md | 10 +- compendium/spells/gate.md | 6 +- compendium/spells/genies-veil-apg.md | 6 +- compendium/spells/gentle-repose.md | 8 +- compendium/spells/geyser-som.md | 10 +- compendium/spells/ghost-sound.md | 6 +- compendium/spells/ghostly-shift-da.md | 6 +- compendium/spells/ghostly-tragedy-apg.md | 6 +- .../spells/ghostly-transcription-logm.md | 8 +- compendium/spells/ghostly-weapon.md | 8 +- compendium/spells/ghoulish-cravings.md | 8 +- compendium/spells/girzanjes-march-sot3.md | 10 +- compendium/spells/glacial-heart-lol.md | 8 +- compendium/spells/glibness.md | 5 +- compendium/spells/glimmer-of-charm-som.md | 8 +- compendium/spells/glimpse-the-truth.md | 6 +- compendium/spells/glimpse-weakness-da.md | 6 +- compendium/spells/glitterdust.md | 8 +- compendium/spells/globe-of-invulnerability.md | 6 +- compendium/spells/gluttons-jaws.md | 3 +- compendium/spells/glyph-of-warding.md | 8 +- compendium/spells/goblin-pox.md | 8 +- compendium/spells/goodberry.md | 6 +- compendium/spells/gouging-claw-som.md | 6 +- compendium/spells/grasping-grave.md | 6 +- compendium/spells/grave-impressions-sot1.md | 8 +- compendium/spells/gravitational-pull-som.md | 8 +- compendium/spells/gravity-weapon-apg.md | 3 +- compendium/spells/gravity-well-logm.md | 8 +- compendium/spells/gray-shadow-sot3.md | 8 +- compendium/spells/grease.md | 10 +- compendium/spells/grim-tendrils.md | 6 +- compendium/spells/grisly-growths-apg.md | 8 +- compendium/spells/gritty-wheeze-tok.md | 8 +- compendium/spells/guidance.md | 8 +- compendium/spells/guiding-star-som.md | 8 +- compendium/spells/gust-of-wind.md | 6 +- compendium/spells/halcyon-infusion-lol.md | 12 +- compendium/spells/hallowed-ground-botd.md | 6 +- compendium/spells/hallucination.md | 8 +- compendium/spells/hallucinatory-terrain.md | 8 +- compendium/spells/hand-of-the-apprentice.md | 4 +- compendium/spells/harm.md | 6 +- compendium/spells/haste.md | 8 +- compendium/spells/hasted-assault-som.md | 3 +- compendium/spells/haunting-hymn-som.md | 6 +- compendium/spells/heal-animal.md | 4 +- compendium/spells/heal-companion-apg.md | 4 +- compendium/spells/heal.md | 6 +- compendium/spells/healers-blessing.md | 8 +- compendium/spells/healing-plaster-som.md | 8 +- compendium/spells/healing-well-som.md | 6 +- compendium/spells/hearts-desire-apg.md | 8 +- compendium/spells/heat-metal-apg.md | 6 +- compendium/spells/hellfire-plume.md | 6 +- compendium/spells/heroic-feat-apg.md | 1 + compendium/spells/heroism.md | 8 +- compendium/spells/heros-defiance.md | 3 +- compendium/spells/hideous-laughter.md | 10 +- compendium/spells/hollow-heart-da.md | 10 +- compendium/spells/hologram-cage-da.md | 6 +- compendium/spells/holy-cascade.md | 10 +- .../spells/horizon-thunder-sphere-som.md | 6 +- compendium/spells/horrid-wilting.md | 8 +- compendium/spells/horrific-visage.md | 4 +- compendium/spells/house-of-imaginary-walls.md | 4 +- compendium/spells/humanoid-form.md | 5 +- compendium/spells/hunters-luck-apg.md | 3 +- compendium/spells/hunters-vision-apg.md | 6 +- compendium/spells/hurtling-stone.md | 6 +- compendium/spells/hydraulic-push.md | 6 +- compendium/spells/hydraulic-torrent.md | 6 +- compendium/spells/hymn-of-healing-apg.md | 6 +- compendium/spells/hypercognition.md | 3 +- compendium/spells/hyperfocus-logm.md | 10 +- compendium/spells/hypnotic-pattern.md | 10 +- compendium/spells/ice-storm-apg.md | 10 +- compendium/spells/ignite-fireworks-som.md | 8 +- compendium/spells/ill-omen-logm.md | 8 +- compendium/spells/illusory-creature.md | 6 +- compendium/spells/illusory-disguise.md | 5 +- compendium/spells/illusory-object.md | 8 +- compendium/spells/illusory-scene.md | 8 +- compendium/spells/imaginary-weapon-da.md | 4 +- compendium/spells/imp-sting-aoe4.md | 8 +- compendium/spells/impaling-briars.md | 4 +- compendium/spells/impaling-spike-apg.md | 10 +- compendium/spells/impeccable-flow-sot1.md | 5 +- compendium/spells/impending-doom-som.md | 10 +- .../spells/implement-of-destruction-da.md | 10 +- compendium/spells/implosion.md | 10 +- compendium/spells/imprint-message-apg.md | 6 +- compendium/spells/incendiary-aura-apg.md | 4 +- compendium/spells/indestructibility-apg.md | 5 +- .../spells/inevitable-destination-da.md | 8 +- compendium/spells/inevitable-disaster-som.md | 8 +- .../spells/inexhaustible-cynicism-som.md | 8 +- .../spells/infectious-enthusiasm-som.md | 5 +- compendium/spells/infectious-melody-som.md | 10 +- .../spells/inner-radiance-torrent-som.md | 6 +- compendium/spells/inscrutable-mask-som.md | 3 +- compendium/spells/insect-form.md | 5 +- compendium/spells/inspire-competence.md | 6 +- compendium/spells/inspire-courage.md | 4 +- compendium/spells/inspire-defense.md | 4 +- compendium/spells/inspire-heroics.md | 1 + compendium/spells/instant-armor-som.md | 13 +- compendium/spells/interstellar-void-apg.md | 8 +- compendium/spells/invisibility-cloak.md | 3 +- compendium/spells/invisibility-curtain-som.md | 6 +- compendium/spells/invisibility-sphere.md | 8 +- compendium/spells/invisibility.md | 8 +- compendium/spells/invisible-item-apg.md | 8 +- compendium/spells/invoke-spirits-som.md | 10 +- .../spells/invoke-the-crimson-oath-locg.md | 2 +- compendium/spells/invoke-true-name-som.md | 6 +- compendium/spells/iron-gut-logm.md | 5 +- compendium/spells/isolation-da.md | 10 +- compendium/spells/item-facade.md | 8 +- compendium/spells/jealous-hex.md | 8 +- compendium/spells/join-pasts-aoa3.md | 8 +- compendium/spells/jump.md | 3 +- compendium/spells/juvenile-companion-som.md | 8 +- compendium/spells/ki-blast.md | 4 +- compendium/spells/ki-form-apg.md | 3 +- compendium/spells/ki-rush.md | 1 + compendium/spells/ki-strike.md | 1 + compendium/spells/kinetic-ram-da.md | 8 +- compendium/spells/knock.md | 8 +- compendium/spells/know-direction.md | 3 +- compendium/spells/know-the-enemy.md | 5 +- compendium/spells/lament-logm.md | 8 +- .../spells/lashuntas-life-bubble-gw1.md | 27 + compendium/spells/lay-on-hands.md | 4 +- compendium/spells/leng-sting-aoe4.md | 8 +- compendium/spells/levitate.md | 8 +- compendium/spells/liberating-command-logm.md | 6 +- compendium/spells/life-boost-apg.md | 6 +- compendium/spells/life-connection-som.md | 15 +- compendium/spells/life-giving-form-apg.md | 3 +- compendium/spells/life-link-apg.md | 6 +- compendium/spells/life-pact-lokl.md | 8 +- compendium/spells/life-siphon.md | 3 +- compendium/spells/lifelink-surge-som.md | 3 +- compendium/spells/lift-natures-caul-av3.md | 10 +- compendium/spells/light-of-revelation-locg.md | 4 +- compendium/spells/light.md | 8 +- compendium/spells/lightning-bolt.md | 6 +- compendium/spells/lightning-storm-apg.md | 10 +- compendium/spells/lingering-composition.md | 1 + compendium/spells/linnorm-sting-aoe4.md | 8 +- compendium/spells/litany-against-sloth.md | 8 +- compendium/spells/litany-against-wrath.md | 8 +- compendium/spells/litany-of-depravity-apg.md | 6 +- compendium/spells/litany-of-righteousness.md | 6 +- .../spells/litany-of-self-interest-apg.md | 8 +- compendium/spells/localized-quake.md | 6 +- compendium/spells/locate.md | 8 +- compendium/spells/lock-item-lokl.md | 10 +- compendium/spells/lock.md | 8 +- compendium/spells/longstrider.md | 5 +- compendium/spells/loose-times-arrow-da.md | 8 +- compendium/spells/loremasters-etude.md | 6 +- compendium/spells/lose-the-path-som.md | 10 +- compendium/spells/lucky-break.md | 5 +- compendium/spells/lucky-number-som.md | 5 +- compendium/spells/mad-monkeys-apg.md | 8 +- compendium/spells/mage-armor.md | 9 +- compendium/spells/mage-hand.md | 8 +- compendium/spells/magic-aura.md | 8 +- compendium/spells/magic-fang.md | 8 +- compendium/spells/magic-hide-apg.md | 6 +- compendium/spells/magic-mailbox-som.md | 8 +- compendium/spells/magic-missile.md | 6 +- compendium/spells/magic-mouth.md | 8 +- compendium/spells/magic-stone-apg.md | 8 +- .../spells/magic-warrior-aspect-lowg.md | 3 +- .../magic-warrior-transformation-lowg.md | 3 +- compendium/spells/magic-weapon.md | 8 +- compendium/spells/magical-fetters-aoe2.md | 10 +- compendium/spells/magics-vessel.md | 8 +- .../spells/magnetic-acceleration-som.md | 6 +- compendium/spells/magnetic-attraction-som.md | 6 +- compendium/spells/magnetic-repulsion-som.md | 5 +- compendium/spells/magnificent-mansion.md | 6 +- compendium/spells/malicious-shadow-apg.md | 6 +- compendium/spells/malignant-sustenance.md | 8 +- compendium/spells/manifold-lives-da.md | 8 +- compendium/spells/mantis-form-lowg.md | 3 +- .../spells/mantle-of-the-frozen-heart-som.md | 5 +- .../spells/mantle-of-the-magma-heart-som.md | 5 +- compendium/spells/mariners-curse.md | 8 +- .../spells/martyrs-intervention-lokl.md | 10 +- compendium/spells/mask-of-terror.md | 8 +- compendium/spells/massacre.md | 6 +- .../spells/maze-of-locked-doors-aoe2.md | 10 +- compendium/spells/maze.md | 8 +- compendium/spells/medusas-wrath-apg.md | 1 + compendium/spells/meld-into-stone.md | 5 +- compendium/spells/mending.md | 6 +- compendium/spells/message-rune-logm.md | 8 +- compendium/spells/message.md | 8 +- compendium/spells/meteor-swarm.md | 8 +- compendium/spells/mimic-undead-som.md | 7 +- compendium/spells/mind-blank.md | 8 +- compendium/spells/mind-games-sot1.md | 12 +- compendium/spells/mind-of-menace-som.md | 5 +- compendium/spells/mind-probe.md | 10 +- compendium/spells/mind-reading.md | 10 +- compendium/spells/mindlink.md | 6 +- compendium/spells/miracle.md | 3 +- compendium/spells/mirecloak-sot3.md | 10 +- compendium/spells/mirror-image.md | 5 +- compendium/spells/mirror-malefactors-som.md | 10 +- compendium/spells/mirrors-misfortune-som.md | 5 +- compendium/spells/misdirection.md | 8 +- compendium/spells/mislead.md | 5 +- compendium/spells/modify-memory.md | 9 +- compendium/spells/moment-of-renewal.md | 6 +- compendium/spells/momentary-recovery-da.md | 4 +- compendium/spells/monstrosity-form.md | 5 +- compendium/spells/moon-frenzy.md | 12 +- compendium/spells/moonbeam.md | 6 +- compendium/spells/moonburst-sot4.md | 8 +- compendium/spells/moonlight-bridge-apg.md | 4 +- compendium/spells/moonlight-ray-sot4.md | 6 +- compendium/spells/morass-of-ages-da.md | 8 +- compendium/spells/moths-supper-da.md | 5 +- compendium/spells/mud-pit-som.md | 8 +- compendium/spells/murderous-vine-som.md | 8 +- compendium/spells/mystic-beacon.md | 8 +- compendium/spells/nature-incarnate.md | 5 +- compendium/spells/natures-bounty.md | 5 +- compendium/spells/natures-enmity.md | 10 +- compendium/spells/natures-reprisal-som.md | 8 +- .../spells/necromancers-generosity-som.md | 8 +- compendium/spells/necrotic-radiation-ec4.md | 8 +- compendium/spells/necrotize-som.md | 10 +- compendium/spells/needle-of-vengeance-apg.md | 8 +- compendium/spells/negate-aroma.md | 8 +- compendium/spells/nettleskin-tok.md | 5 +- compendium/spells/neutralize-poison.md | 6 +- compendium/spells/nightmare.md | 10 +- compendium/spells/nondetection.md | 8 +- compendium/spells/noxious-vapors-apg.md | 8 +- compendium/spells/nudge-fate-apg.md | 8 +- compendium/spells/nudge-the-odds-som.md | 5 +- compendium/spells/nullify-som.md | 8 +- compendium/spells/nymphs-token-apg.md | 3 +- .../spells/oathkeepers-insignia-logm.md | 7 +- compendium/spells/object-memory-logm.md | 6 +- compendium/spells/object-reading-apg.md | 6 +- compendium/spells/obscuring-mist.md | 8 +- compendium/spells/ocular-overload-som.md | 12 +- compendium/spells/ode-to-ouroboros-apg.md | 6 +- compendium/spells/omnidirectional-scan-da.md | 6 +- compendium/spells/one-with-the-land-som.md | 5 +- compendium/spells/oneiric-mire-som.md | 8 +- compendium/spells/ooze-form-som.md | 5 +- compendium/spells/ordained-purpose-aoe5.md | 6 +- compendium/spells/organsight-som.md | 8 +- compendium/spells/outcasts-curse.md | 8 +- compendium/spells/over-the-coals-da.md | 8 +- compendium/spells/overflowing-sorrow-logm.md | 8 +- compendium/spells/overstuff.md | 8 +- compendium/spells/overwhelming-presence.md | 10 +- compendium/spells/pact-broker-da.md | 8 +- compendium/spells/painful-vibrations-som.md | 8 +- compendium/spells/paralyze.md | 10 +- compendium/spells/paranoia.md | 10 +- compendium/spells/parch-logm.md | 8 +- compendium/spells/pass-without-trace.md | 5 +- compendium/spells/passwall.md | 8 +- .../spells/path-of-least-resistance-da.md | 1 + compendium/spells/penumbral-disguise-sot4.md | 8 +- compendium/spells/penumbral-shroud-logm.md | 8 +- compendium/spells/perfect-strike-locg.md | 3 +- compendium/spells/perfect-strike-lowg.md | 3 +- compendium/spells/perfected-form.md | 5 +- compendium/spells/perfected-mind.md | 3 +- .../spells/pernicious-poltergeist-som.md | 8 +- .../spells/perseiss-precautions-lopsg.md | 6 +- compendium/spells/persistent-servant-som.md | 8 +- compendium/spells/personal-blizzard-apg.md | 8 +- compendium/spells/personal-rain-cloud-ec1.md | 10 +- compendium/spells/pest-form.md | 5 +- compendium/spells/pet-cache-apg.md | 8 +- compendium/spells/petal-storm-som.md | 8 +- compendium/spells/phantasmal-calamity.md | 8 +- compendium/spells/phantasmal-killer.md | 8 +- compendium/spells/phantasmal-treasure-apg.md | 10 +- compendium/spells/phantom-crowd-som.md | 8 +- compendium/spells/phantom-pain.md | 10 +- compendium/spells/phantom-prison-som.md | 10 +- compendium/spells/phantom-steed.md | 6 +- compendium/spells/phase-bolt-da.md | 6 +- compendium/spells/phase-familiar-apg.md | 6 +- compendium/spells/physical-boost.md | 6 +- compendium/spells/pied-piping-apg.md | 6 +- compendium/spells/pillar-of-water-ec2.md | 6 +- compendium/spells/pillars-of-sand-ec5.md | 6 +- compendium/spells/plane-shift.md | 6 +- compendium/spells/plant-form.md | 5 +- compendium/spells/pocket-library-som.md | 5 +- compendium/spells/polar-ray.md | 6 +- compendium/spells/poltergeists-fury-da.md | 8 +- .../spells/portrait-of-the-artist-som.md | 5 +- compendium/spells/positive-attunement-som.md | 10 +- compendium/spells/positive-luminance.md | 5 +- compendium/spells/possession.md | 10 +- compendium/spells/power-word-blind.md | 8 +- compendium/spells/power-word-kill.md | 8 +- compendium/spells/power-word-stun.md | 8 +- compendium/spells/powerful-inhalation-som.md | 4 +- .../spells/practice-makes-perfect-aoa4.md | 6 +- compendium/spells/precious-metals.md | 8 +- compendium/spells/prestidigitation.md | 8 +- compendium/spells/primal-herd.md | 8 +- compendium/spells/primal-phenomenon.md | 3 +- compendium/spells/primal-summons.md | 1 + compendium/spells/prismatic-armor-som.md | 8 +- compendium/spells/prismatic-shield-aoe6.md | 5 +- compendium/spells/prismatic-sphere.md | 6 +- compendium/spells/prismatic-spray.md | 4 +- compendium/spells/prismatic-wall.md | 6 +- compendium/spells/private-sanctum.md | 8 +- compendium/spells/produce-flame.md | 6 +- compendium/spells/project-image.md | 6 +- compendium/spells/proliferating-eyes-som.md | 8 +- compendium/spells/protect-companion-som.md | 8 +- compendium/spells/protection.md | 8 +- compendium/spells/protective-ward.md | 4 +- compendium/spells/protector-tree-som.md | 6 +- compendium/spells/protectors-sacrifice.md | 6 +- compendium/spells/protectors-sphere.md | 6 +- compendium/spells/prying-eye.md | 6 +- compendium/spells/prying-survey-ec6.md | 6 +- compendium/spells/puff-of-poison-som.md | 8 +- compendium/spells/pulse-of-the-city.md | 4 +- compendium/spells/pulverizing-cascade-som.md | 6 +- compendium/spells/pummeling-rubble-apg.md | 6 +- compendium/spells/punishing-winds.md | 8 +- compendium/spells/purify-food-and-drink.md | 6 +- compendium/spells/purifying-icicle-lokl.md | 8 +- compendium/spells/purifying-veil-da.md | 8 +- compendium/spells/purple-worm-sting.md | 8 +- compendium/spells/pushing-gust.md | 8 +- .../spells/putrefy-food-and-drink-aoe2.md | 6 +- compendium/spells/pyrotechnics-ec2.md | 10 +- compendium/spells/quench-apg.md | 8 +- compendium/spells/quick-sort-som.md | 8 +- compendium/spells/quicken-time-da.md | 8 +- compendium/spells/quivering-palm.md | 5 +- compendium/spells/radiant-beam-lokl.md | 6 +- compendium/spells/radiant-field-sot4.md | 8 +- compendium/spells/raise-dead.md | 12 +- compendium/spells/rally-point-da.md | 8 +- compendium/spells/rangers-bramble-apg.md | 6 +- compendium/spells/rapid-adaptation-som.md | 8 +- compendium/spells/ravening-maw-ec3.md | 10 +- compendium/spells/ravenous-portal-som.md | 8 +- compendium/spells/ray-of-enfeeblement.md | 10 +- compendium/spells/ray-of-frost.md | 6 +- compendium/spells/read-aura.md | 6 +- compendium/spells/read-fate.md | 6 +- compendium/spells/read-omens.md | 3 +- compendium/spells/read-the-air-som.md | 5 +- compendium/spells/reapers-lantern-apg.md | 8 +- compendium/spells/rebounding-barrier-lol.md | 5 +- compendium/spells/rebuke-death.md | 6 +- compendium/spells/redact-logm.md | 8 +- .../spells/redistribute-potential-da.md | 6 +- compendium/spells/reflective-scales-logm.md | 5 +- compendium/spells/regenerate.md | 8 +- compendium/spells/reinforce-eidolon-som.md | 6 +- compendium/spells/rejuvenating-flames-frp3.md | 4 +- compendium/spells/remake.md | 4 +- compendium/spells/remember-the-lost-logm.md | 6 +- compendium/spells/remove-curse.md | 6 +- compendium/spells/remove-disease.md | 6 +- compendium/spells/remove-fear.md | 6 +- compendium/spells/remove-paralysis.md | 6 +- compendium/spells/repelling-pulse-som.md | 6 +- compendium/spells/replicate-som.md | 8 +- compendium/spells/repulsion.md | 8 +- compendium/spells/resilient-sphere.md | 8 +- compendium/spells/resist-energy.md | 8 +- compendium/spells/resplendent-mansion.md | 6 +- compendium/spells/restoration.md | 6 +- compendium/spells/restorative-moment-apg.md | 4 +- compendium/spells/restore-senses.md | 6 +- compendium/spells/restyle-som.md | 8 +- compendium/spells/retributive-pain.md | 10 +- compendium/spells/retrocognition.md | 5 +- compendium/spells/return-beacon-frp1.md | 10 +- compendium/spells/return-the-favor-da.md | 6 +- compendium/spells/return-to-essence-sot5.md | 10 +- compendium/spells/reverse-gravity.md | 8 +- compendium/spells/revival.md | 8 +- compendium/spells/rewinding-step-som.md | 5 +- compendium/spells/righteous-might.md | 7 +- compendium/spells/rime-slick-ec1.md | 10 +- compendium/spells/rip-the-spirit-som.md | 8 +- compendium/spells/rising-surf-som.md | 2 +- compendium/spells/rituals/abyssal-pact-b1.md | 1 + .../spells/rituals/angelic-messenger-b1.md | 1 + .../rituals/anima-invocation-modified-aoa6.md | 4 +- compendium/spells/rituals/animate-object.md | 4 +- .../spells/rituals/arcane-weaving-sot1.md | 1 + .../spells/rituals/asmodean-wager-som.md | 1 + .../spells/rituals/astral-projection-apg.md | 4 +- compendium/spells/rituals/atone.md | 4 +- compendium/spells/rituals/awaken-animal.md | 4 +- .../spells/rituals/awaken-object-som.md | 2 +- .../spells/rituals/awaken-portal-av1.md | 4 +- .../spells/rituals/bathe-in-blood-som.md | 4 +- compendium/spells/rituals/blight.md | 2 +- compendium/spells/rituals/call-spirit.md | 1 + compendium/spells/rituals/clone-apg.md | 2 +- .../spells/rituals/commune-with-nature.md | 1 + compendium/spells/rituals/commune.md | 1 + .../spells/rituals/community-repair-sot2.md | 4 +- .../rituals/concealments-curtain-som.md | 4 +- compendium/spells/rituals/consecrate.md | 4 +- .../spells/rituals/construct-mindscape-da.md | 5 +- compendium/spells/rituals/control-weather.md | 2 +- .../spells/rituals/create-demiplane-apg.md | 2 +- .../spells/rituals/create-skinstitch-aoe2.md | 4 +- compendium/spells/rituals/create-undead.md | 4 +- compendium/spells/rituals/daemonic-pact-b2.md | 1 + compendium/spells/rituals/div-pact-b3.md | 1 + .../spells/rituals/dread-ambience-som.md | 2 +- .../spells/rituals/elemental-sentinel-som.md | 2 +- .../spells/rituals/empower-ley-line-som.md | 4 +- .../spells/rituals/establish-nexus-som.md | 4 +- .../spells/rituals/fantastic-facade-apg.md | 4 +- .../spells/rituals/fey-abeyance-sot1.md | 2 +- compendium/spells/rituals/freedom.md | 4 +- .../spells/rituals/garden-of-death-som.md | 2 +- compendium/spells/rituals/geas.md | 4 +- .../spells/rituals/guardians-aegis-som.md | 1 + compendium/spells/rituals/heartbond-apg.md | 2 +- compendium/spells/rituals/heroes-feast-apg.md | 2 +- .../spells/rituals/ideal-mimicry-som.md | 4 +- compendium/spells/rituals/imprisonment.md | 8 +- compendium/spells/rituals/infernal-pact-b1.md | 1 + compendium/spells/rituals/inveigle.md | 4 +- compendium/spells/rituals/legend-lore.md | 1 + compendium/spells/rituals/lucky-month-lotg.md | 4 +- compendium/spells/rituals/mind-swap-som.md | 4 +- .../spells/rituals/mindscape-door-da.md | 1 + .../spells/rituals/mosquito-blight-lomm.md | 4 +- .../spells/rituals/mystic-carriage-som.md | 1 + compendium/spells/rituals/owb-pact-b3.md | 1 + compendium/spells/rituals/planar-ally.md | 1 + compendium/spells/rituals/planar-binding.md | 4 +- compendium/spells/rituals/plant-growth.md | 2 +- .../spells/rituals/portrait-of-spite-som.md | 2 +- compendium/spells/rituals/primal-call.md | 4 +- .../spells/rituals/purify-soul-path-som.md | 1 + .../rituals/raga-of-remembrance-lomm.md | 2 +- .../spells/rituals/ravenous-reanimation-b2.md | 1 + compendium/spells/rituals/reincarnate-apg.md | 4 +- compendium/spells/rituals/rest-eternal-apg.md | 4 +- compendium/spells/rituals/resurrect.md | 8 +- compendium/spells/rituals/simulacrum-apg.md | 4 +- compendium/spells/rituals/statuette-ec4.md | 4 +- .../spells/rituals/tattoo-whispers-sot1.md | 4 +- .../rituals/teleportation-circle-apg.md | 6 +- .../spells/rituals/terminate-bloodline-ec5.md | 6 +- .../spells/rituals/the-worlds-a-stage-som.md | 1 + .../spells/rituals/unfettered-mark-aoe5.md | 4 +- .../spells/rituals/unseen-custodians-apg.md | 2 +- compendium/spells/rituals/ward-domain-apg.md | 2 +- .../spells/rituals/word-of-recall-apg.md | 4 +- compendium/spells/roar-of-the-wyrm-logm.md | 8 +- compendium/spells/roaring-applause-som.md | 10 +- compendium/spells/rope-trick.md | 8 +- compendium/spells/rouse-skeletons-som.md | 10 +- compendium/spells/runic-impression-som.md | 6 +- compendium/spells/rusting-grasp-apg.md | 6 +- compendium/spells/safe-passage-apg.md | 8 +- compendium/spells/safeguard-secret.md | 8 +- compendium/spells/sages-curse-av2.md | 10 +- compendium/spells/sanctified-ground.md | 8 +- compendium/spells/sanctuary.md | 8 +- compendium/spells/sanguine-mist-som.md | 10 +- compendium/spells/savor-the-sting.md | 8 +- compendium/spells/scatter-scree-som.md | 10 +- compendium/spells/schadenfreude-som.md | 10 +- compendium/spells/scholarly-recollection.md | 5 +- compendium/spells/scintillating-pattern.md | 10 +- .../spells/scintillating-safeguard-apg.md | 8 +- compendium/spells/scorching-ray-som.md | 6 +- compendium/spells/scouring-pulse-lokl.md | 8 +- compendium/spells/scouring-sand-ec1.md | 8 +- compendium/spells/scrying.md | 10 +- compendium/spells/sculpt-sound-apg.md | 8 +- compendium/spells/sea-of-thought-da.md | 10 +- compendium/spells/sea-surge-ec1.md | 5 +- compendium/spells/seal-fate-apg.md | 8 +- compendium/spells/searing-light.md | 6 +- .../spells/seashell-of-stolen-sound-som.md | 8 +- compendium/spells/secret-chest-apg.md | 6 +- compendium/spells/secret-page.md | 8 +- compendium/spells/see-invisibility.md | 5 +- compendium/spells/sending.md | 6 +- compendium/spells/sepulchral-mask-apg.md | 8 +- compendium/spells/shadow-army-som.md | 10 +- compendium/spells/shadow-blast.md | 8 +- compendium/spells/shadow-illusion-apg.md | 4 +- compendium/spells/shadow-jump-apg.md | 4 +- compendium/spells/shadow-projectile-som.md | 7 +- compendium/spells/shadow-raid-som.md | 10 +- compendium/spells/shadow-siphon.md | 8 +- compendium/spells/shadow-spy-da.md | 6 +- compendium/spells/shadow-walk.md | 8 +- compendium/spells/shadows-web-apg.md | 4 +- compendium/spells/shaken-confidence-da.md | 9 +- .../shall-not-falter-shall-not-rout-lol.md | 3 +- compendium/spells/shambling-horror-botd.md | 6 +- compendium/spells/shape-stone.md | 6 +- compendium/spells/shape-wood.md | 6 +- compendium/spells/shapechange.md | 5 +- compendium/spells/share-burden-logm.md | 6 +- compendium/spells/share-lore-logm.md | 8 +- compendium/spells/shared-nightmare.md | 10 +- compendium/spells/shatter-mind-da.md | 4 +- compendium/spells/shatter.md | 6 +- compendium/spells/shattering-gem-logm.md | 8 +- compendium/spells/shepherd-of-souls-apg.md | 6 +- compendium/spells/shield-other.md | 8 +- compendium/spells/shield.md | 5 +- compendium/spells/shielding-strike-som.md | 1 + compendium/spells/shift-blame-som.md | 10 +- compendium/spells/shifting-form.md | 3 +- compendium/spells/shifting-sand-logm.md | 8 +- compendium/spells/shillelagh.md | 8 +- compendium/spells/shocking-grasp.md | 6 +- compendium/spells/shockwave-logm.md | 6 +- compendium/spells/shooting-star-som.md | 3 +- compendium/spells/show-the-way-logm.md | 8 +- compendium/spells/shrink-item.md | 8 +- compendium/spells/shrink.md | 8 +- compendium/spells/shroud-of-flame-frp3.md | 4 +- compendium/spells/shroud-of-night-apg.md | 8 +- compendium/spells/sigil.md | 8 +- compendium/spells/sign-of-conviction-lokl.md | 5 +- compendium/spells/silence.md | 8 +- compendium/spells/silvers-refrain-aoa3.md | 4 +- compendium/spells/sleep.md | 8 +- compendium/spells/slough-skin-logm.md | 5 +- compendium/spells/slow.md | 10 +- compendium/spells/snare-hopping-apg.md | 4 +- compendium/spells/snowball-lowg.md | 6 +- compendium/spells/soft-landing-da.md | 8 +- compendium/spells/solid-fog.md | 8 +- compendium/spells/sonata-span-som.md | 6 +- compendium/spells/song-of-marching-apg.md | 4 +- compendium/spells/song-of-strength-apg.md | 4 +- compendium/spells/song-of-the-fallen-aoa6.md | 6 +- compendium/spells/soothe.md | 8 +- compendium/spells/soothing-ballad.md | 4 +- compendium/spells/soothing-blossoms-som.md | 8 +- compendium/spells/soothing-mist-apg.md | 4 +- compendium/spells/soothing-spring-som.md | 6 +- compendium/spells/soothing-words.md | 8 +- compendium/spells/soul-siphon-apg.md | 6 +- compendium/spells/sound-burst.md | 8 +- compendium/spells/speak-with-animals.md | 5 +- compendium/spells/speak-with-plants.md | 5 +- compendium/spells/speaking-sky-aoe2.md | 3 +- compendium/spells/speaking-sky-loil.md | 3 +- compendium/spells/spectral-hand.md | 6 +- compendium/spells/spell-immunity.md | 8 +- compendium/spells/spell-turning.md | 5 +- compendium/spells/spellmasters-ward-lopsg.md | 3 +- compendium/spells/spells.md | 1 + compendium/spells/spellwrack.md | 8 +- compendium/spells/spider-climb.md | 8 +- compendium/spells/spider-sting.md | 8 +- compendium/spells/spike-stones-apg.md | 8 +- compendium/spells/spinning-staff-som.md | 3 +- compendium/spells/spirit-blast.md | 8 +- compendium/spells/spirit-link.md | 8 +- compendium/spells/spirit-object-lol.md | 4 +- compendium/spells/spirit-sense-apg.md | 6 +- compendium/spells/spirit-song.md | 6 +- compendium/spells/spirit-veil-apg.md | 3 +- compendium/spells/spiritual-anamnesis-aoa3.md | 10 +- compendium/spells/spiritual-attunement-som.md | 5 +- compendium/spells/spiritual-epidemic.md | 10 +- compendium/spells/spiritual-guardian.md | 8 +- compendium/spells/spiritual-weapon.md | 6 +- compendium/spells/splash-of-art.md | 10 +- compendium/spells/split-the-tongue-aoe5.md | 7 +- compendium/spells/spout-som.md | 8 +- compendium/spells/spray-of-stars-apg.md | 4 +- compendium/spells/stabilize.md | 6 +- compendium/spells/stagnate-time-da.md | 10 +- compendium/spells/stasis-logm.md | 10 +- compendium/spells/status.md | 8 +- compendium/spells/steal-shadow-apg.md | 8 +- compendium/spells/steal-the-sky-aoe2.md | 3 +- compendium/spells/steal-the-sky-loil.md | 6 +- compendium/spells/stinking-cloud.md | 10 +- compendium/spells/stoke-the-heart-apg.md | 6 +- compendium/spells/stone-lance-som.md | 6 +- compendium/spells/stone-tell.md | 5 +- compendium/spells/stone-to-flesh.md | 6 +- compendium/spells/stoneskin.md | 12 +- compendium/spells/storm-lord.md | 6 +- compendium/spells/storm-of-vengeance.md | 8 +- compendium/spells/stormburst-sot3.md | 8 +- compendium/spells/stormwind-flight.md | 3 +- compendium/spells/strange-geometry-apg.md | 10 +- compendium/spells/string-of-fate-da.md | 8 +- compendium/spells/stumbling-curse-sot1.md | 8 +- compendium/spells/subconscious-suggestion.md | 10 +- compendium/spells/subjugate-undead-botd.md | 8 +- compendium/spells/sudden-blight-apg.md | 8 +- compendium/spells/sudden-bolt-ec1.md | 8 +- compendium/spells/sudden-recollection-som.md | 9 +- compendium/spells/sudden-shift.md | 7 +- compendium/spells/suggestion.md | 10 +- compendium/spells/summon-anarch-som.md | 10 +- .../spells/summon-ancient-fleshforged-loil.md | 6 +- compendium/spells/summon-animal.md | 10 +- compendium/spells/summon-archmage-som.md | 6 +- compendium/spells/summon-axiom-som.md | 10 +- compendium/spells/summon-celestial.md | 10 +- compendium/spells/summon-construct.md | 10 +- compendium/spells/summon-deific-herald-som.md | 8 +- .../spells/summon-draconic-legion-som.md | 6 +- compendium/spells/summon-dragon.md | 10 +- compendium/spells/summon-elemental.md | 10 +- compendium/spells/summon-entity.md | 10 +- compendium/spells/summon-fey.md | 10 +- compendium/spells/summon-fiend.md | 10 +- compendium/spells/summon-giant.md | 10 +- .../spells/summon-healing-servitor-loil.md | 6 +- compendium/spells/summon-instrument-apg.md | 5 +- compendium/spells/summon-irii-da.md | 6 +- compendium/spells/summon-kaiju-som.md | 6 +- .../spells/summon-lesser-servitor-som.md | 6 +- compendium/spells/summon-plant-or-fungus.md | 10 +- compendium/spells/summoners-precaution-som.md | 7 +- compendium/spells/summoners-visage-som.md | 8 +- compendium/spells/sun-blade-locg.md | 4 +- compendium/spells/sunburst.md | 8 +- compendium/spells/suns-fury-lol.md | 6 +- compendium/spells/suspended-retribution-da.md | 10 +- compendium/spells/swamp-of-sloth.md | 8 +- compendium/spells/swampcall-sot3.md | 8 +- compendium/spells/swarm-form-logm.md | 5 +- .../spells/swarming-wasp-stings-aoe4.md | 8 +- compendium/spells/swarmsense-logm.md | 5 +- compendium/spells/sweet-dream.md | 8 +- .../symphony-of-the-unfettered-heart-apg.md | 4 +- compendium/spells/synaptic-pulse.md | 8 +- compendium/spells/synchronize-som.md | 8 +- compendium/spells/synchronize-steps-lokl.md | 8 +- compendium/spells/synesthesia.md | 10 +- compendium/spells/take-its-course.md | 6 +- compendium/spells/talking-corpse.md | 10 +- compendium/spells/tame-som.md | 10 +- compendium/spells/tanglefoot.md | 6 +- compendium/spells/tangling-creepers.md | 8 +- .../spells/telekinetic-bombardment-da.md | 8 +- compendium/spells/telekinetic-haul.md | 8 +- compendium/spells/telekinetic-maneuver.md | 6 +- compendium/spells/telekinetic-projectile.md | 6 +- compendium/spells/telekinetic-rend-da.md | 6 +- compendium/spells/telepathic-bond.md | 8 +- compendium/spells/telepathic-demand.md | 10 +- compendium/spells/telepathy.md | 5 +- compendium/spells/teleport.md | 10 +- compendium/spells/tempest-form-apg.md | 3 +- compendium/spells/tempest-of-shades-som.md | 6 +- compendium/spells/tempest-surge.md | 6 +- compendium/spells/tempest-touch-apg.md | 6 +- compendium/spells/temporal-distortion-da.md | 6 +- compendium/spells/temporal-twin-da.md | 8 +- compendium/spells/temporal-ward-sot5.md | 10 +- compendium/spells/temporary-glyph-som.md | 8 +- compendium/spells/temporary-tool-logm.md | 5 +- compendium/spells/tempt-fate.md | 8 +- compendium/spells/tentacular-limbs.md | 3 +- .../spells/terrain-transposition-apg.md | 2 +- compendium/spells/tesseract-tunnel-da.md | 3 +- compendium/spells/tether-logm.md | 10 +- compendium/spells/thermal-stasis-da.md | 6 +- compendium/spells/thicket-of-knives-som.md | 5 +- compendium/spells/thoughtful-gift-apg.md | 6 +- compendium/spells/threefold-aspect-apg.md | 5 +- compendium/spells/thunderburst-apg.md | 6 +- compendium/spells/thundering-dominance-som.md | 8 +- compendium/spells/thunderous-strike-som.md | 3 +- compendium/spells/tidal-surge.md | 8 +- compendium/spells/time-beacon-logm.md | 5 +- compendium/spells/time-jump-som.md | 3 +- compendium/spells/time-pocket-da.md | 8 +- compendium/spells/time-sense-da.md | 3 +- compendium/spells/time-skip-da.md | 6 +- compendium/spells/time-stop.md | 3 +- compendium/spells/timely-tutor-som.md | 8 +- compendium/spells/tireless-worker-aoa4.md | 8 +- compendium/spells/tongues.md | 8 +- .../spells/tortoise-and-the-hare-som.md | 8 +- compendium/spells/touch-of-corruption-apg.md | 4 +- compendium/spells/touch-of-idiocy.md | 10 +- compendium/spells/touch-of-obedience.md | 10 +- compendium/spells/touch-of-the-moon.md | 8 +- compendium/spells/touch-of-undeath.md | 8 +- compendium/spells/transcribe-moment-lopsg.md | 1 + .../spells/transmute-rock-and-mud-apg.md | 6 +- compendium/spells/travelers-transit.md | 5 +- compendium/spells/tree-shape.md | 5 +- compendium/spells/tree-stride.md | 3 +- compendium/spells/tricksters-twin.md | 10 +- compendium/spells/triple-time.md | 4 +- compendium/spells/true-seeing.md | 5 +- compendium/spells/true-strike.md | 5 +- compendium/spells/true-target.md | 8 +- compendium/spells/umbral-extraction-som.md | 5 +- compendium/spells/umbral-graft-som.md | 5 +- .../spells/unblinking-flame-emblem-loil.md | 5 +- .../spells/unblinking-flame-ignition-loil.md | 5 +- .../unblinking-flame-revelation-lowg.md | 6 +- .../spells/unbreaking-wave-advance-lowg.md | 4 +- .../spells/unbreaking-wave-barrier-loil.md | 6 +- .../unbreaking-wave-containment-loil.md | 6 +- .../spells/unbreaking-wave-vapor-loil.md | 3 +- compendium/spells/uncontrollable-dance.md | 10 +- compendium/spells/undeaths-blessing.md | 8 +- compendium/spells/undermine-reality-ec6.md | 8 +- compendium/spells/undetectable-alignment.md | 8 +- .../spells/unexpected-transposition-som.md | 10 +- compendium/spells/unfathomable-song.md | 10 +- compendium/spells/unfetter-eidolon-som.md | 6 +- compendium/spells/unfettered-pack.md | 8 +- .../spells/unfolding-wind-blitz-loil.md | 1 + .../spells/unfolding-wind-buffet-loil.md | 1 + .../spells/unfolding-wind-crash-loil.md | 3 +- compendium/spells/unfolding-wind-rush-lowg.md | 1 + compendium/spells/unimpeded-stride.md | 3 +- compendium/spells/unity.md | 8 +- compendium/spells/unrelenting-observation.md | 10 +- compendium/spells/unseasonable-squall-ec1.md | 8 +- compendium/spells/unseen-servant.md | 6 +- compendium/spells/unspeakable-shadow-som.md | 10 +- .../untwisting-iron-augmentation-loil.md | 3 +- .../spells/untwisting-iron-buffer-lowg.md | 1 + .../spells/untwisting-iron-pillar-loil.md | 3 +- .../spells/untwisting-iron-roots-loil.md | 2 +- compendium/spells/unusual-anatomy.md | 3 +- compendium/spells/updraft-som.md | 6 +- compendium/spells/upheaval-ec6.md | 6 +- compendium/spells/vampiric-exsanguination.md | 6 +- compendium/spells/vampiric-maiden-apg.md | 8 +- compendium/spells/vampiric-touch.md | 8 +- compendium/spells/variable-gravity-som.md | 5 +- compendium/spells/vector-screen-da.md | 6 +- compendium/spells/veil-of-confidence.md | 5 +- compendium/spells/veil-of-dreams-apg.md | 8 +- compendium/spells/veil.md | 8 +- compendium/spells/ventriloquism.md | 5 +- compendium/spells/verdant-sprout-ec1.md | 4 +- compendium/spells/verminous-lure-sot1.md | 8 +- compendium/spells/vibrant-pattern.md | 10 +- compendium/spells/vibrant-thorns.md | 5 +- compendium/spells/victory-cry-da.md | 8 +- compendium/spells/vigilant-eye.md | 4 +- compendium/spells/vision-of-weakness-apg.md | 2 +- compendium/spells/visions-of-danger.md | 10 +- compendium/spells/vital-beacon.md | 5 +- compendium/spells/volcanic-eruption.md | 8 +- compendium/spells/vomit-swarm-apg.md | 6 +- compendium/spells/voracious-gestalt-som.md | 8 +- compendium/spells/wail-of-the-banshee.md | 8 +- compendium/spells/waking-dream-da.md | 8 +- compendium/spells/waking-nightmare.md | 10 +- compendium/spells/wall-of-fire.md | 6 +- compendium/spells/wall-of-flesh-apg.md | 6 +- compendium/spells/wall-of-force.md | 6 +- compendium/spells/wall-of-ice.md | 6 +- compendium/spells/wall-of-radiance-sot4.md | 6 +- compendium/spells/wall-of-shadow-sot4.md | 6 +- compendium/spells/wall-of-stone.md | 4 +- compendium/spells/wall-of-thorns.md | 6 +- compendium/spells/wall-of-virtue-lokl.md | 6 +- compendium/spells/wall-of-water-som.md | 6 +- compendium/spells/wall-of-wind.md | 6 +- compendium/spells/wanderers-guide.md | 5 +- compendium/spells/warding-aggression-som.md | 5 +- compendium/spells/warp-mind.md | 8 +- compendium/spells/warp-step-da.md | 3 +- compendium/spells/warped-terrain.md | 6 +- compendium/spells/warriors-regret-som.md | 8 +- compendium/spells/wash-your-luck-som.md | 5 +- compendium/spells/water-breathing.md | 8 +- compendium/spells/water-walk.md | 8 +- compendium/spells/weapon-of-judgment.md | 10 +- compendium/spells/weapon-storm.md | 6 +- 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compendium/spells/word-of-truth.md | 5 +- compendium/spells/wordsmith-da.md | 8 +- compendium/spells/worms-repast-av1.md | 10 +- compendium/spells/wronged-monks-wrath-frp1.md | 4 +- compendium/spells/wyvern-sting-aoe4.md | 8 +- compendium/spells/youre-mine.md | 8 +- compendium/spells/zeal-for-battle.md | 8 +- compendium/spells/zealous-conviction.md | 8 +- compendium/spells/zenith-star-logm.md | 10 +- compendium/spells/zero-gravity-som.md | 8 +- compendium/spells/zone-of-truth.md | 10 +- rules/abilities/aquatic-ambush.md | 1 + rules/abilities/attack-of-opportunity.md | 1 + rules/abilities/bone-missile-b3.md | 2 + rules/abilities/bone-storm-botd.md | 5 +- rules/abilities/buck.md | 1 + rules/abilities/butter-up-gmg.md | 1 + rules/abilities/catch-rock.md | 1 + rules/abilities/change-shape.md | 2 + rules/abilities/collapse.md | 1 + rules/abilities/constrict.md | 2 + rules/abilities/corrupting-gaze.md | 2 + rules/abilities/coven.md | 1 + rules/abilities/curse-of-the-werecreature.md | 1 + 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rules/traits/overflow-roe.md | 15 + rules/traits/range-increment.md | 2 +- rules/traits/spellshape-roe.md | 14 + rules/traits/traits.md | 13 + src-index.json | 832 +++++++++++++++++- 4773 files changed, 39465 insertions(+), 16054 deletions(-) create mode 100644 compendium/character/backgrounds/alloysmith-roe.md create mode 100644 compendium/character/backgrounds/concordance-researcher-roe.md create mode 100644 compendium/character/backgrounds/concordance-scout-roe.md create mode 100644 compendium/character/backgrounds/crystal-healer-roe.md create mode 100644 compendium/character/backgrounds/deep-sea-diver-roe.md create mode 100644 compendium/character/backgrounds/dendrologist-roe.md create mode 100644 compendium/character/backgrounds/elementally-infused-roe.md create mode 100644 compendium/character/backgrounds/fire-warden-roe.md create mode 100644 compendium/character/backgrounds/planar-migrant-roe.md create mode 100644 compendium/character/backgrounds/sky-rider-roe.md create mode 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compendium/feats/tree-of-duality-roe.md create mode 100644 compendium/feats/treespeech-roe.md create mode 100644 compendium/feats/tremor-roe.md create mode 100644 compendium/feats/tumbling-lumber-roe.md create mode 100644 compendium/feats/turn-the-wheel-of-seasons-roe.md create mode 100644 compendium/feats/two-element-infusion-roe.md create mode 100644 compendium/feats/usurp-the-lunar-reins-roe.md create mode 100644 compendium/feats/versatile-blasts-roe.md create mode 100644 compendium/feats/voice-of-elements-roe.md create mode 100644 compendium/feats/volcanic-escape-roe.md create mode 100644 compendium/feats/walk-through-the-conflagration-roe.md create mode 100644 compendium/feats/water-step-roe.md create mode 100644 compendium/feats/weapon-infusion-roe.md create mode 100644 compendium/feats/weight-of-stone-roe.md create mode 100644 compendium/feats/whirling-grindstone-roe.md create mode 100644 compendium/feats/whisper-on-the-wind-roe.md create mode 100644 compendium/feats/wiles-on-the-wind-roe.md create mode 100644 compendium/feats/wind-tossed-spell-roe.md create mode 100644 compendium/feats/winter-sleet-roe.md create mode 100644 compendium/feats/winters-clutch-roe.md create mode 100644 compendium/feats/witchwood-seed-roe.md create mode 100644 compendium/feats/wood-ward-roe.md create mode 100644 compendium/feats/wooden-mantle-roe.md create mode 100644 compendium/feats/wooden-palisade-roe.md create mode 100644 compendium/feats/woodworker-roe.md create mode 100644 compendium/gm/afflictions/blightburn-sickness-tv.md create mode 100644 compendium/gm/afflictions/obnubilate-curse-gw1.md create mode 100644 compendium/gm/hazards/blooming-jijioa-gw1.md create mode 100644 compendium/gm/hazards/cordon-alarm-gw1.md create mode 100644 compendium/gm/hazards/corpse-disposal-gw1.md create mode 100644 compendium/gm/hazards/exploding-stove-gw1.md create mode 100644 compendium/gm/hazards/falling-bridge-gw1.md create mode 100644 compendium/gm/hazards/formian-sting-trench-gw1.md create mode 100644 compendium/gm/hazards/haunted-aiudara-gw1.md create mode 100644 compendium/gm/hazards/mindhammer-mushrooms-gw1.md create mode 100644 compendium/gm/hazards/poisonous-atmosphere-gw1.md create mode 100644 compendium/gm/hazards/reservoir-trap-gw1.md create mode 100644 compendium/gm/hazards/rushing-wind-gw1.md create mode 100644 compendium/gm/hazards/sacred-geyser-gw1.md create mode 100644 compendium/gm/hazards/scholars-bane-gw1.md create mode 100644 compendium/gm/hazards/shadow-guards-gw1.md create mode 100644 compendium/gm/hazards/shadowshift-field-gw1.md create mode 100644 compendium/gm/hazards/violet-mister-gw1.md create mode 100644 compendium/spells/lashuntas-life-bubble-gw1.md create mode 100644 rules/actions/base-kinesis-roe.md create mode 100644 rules/actions/channel-elements-roe.md create mode 100644 rules/actions/elemental-blast-roe.md create mode 100644 rules/actions/extract-element-roe.md create mode 100644 rules/tables/gate-junction-roe.md create mode 100644 rules/traits/composite-roe.md create mode 100644 rules/traits/impulse-roe.md create mode 100644 rules/traits/infusion-roe.md create mode 100644 rules/traits/kineticist-roe.md create mode 100644 rules/traits/overflow-roe.md create mode 100644 rules/traits/spellshape-roe.md diff --git a/all-index.json b/all-index.json index 702e9fce2..4c36ebd04 100644 --- a/all-index.json +++ b/all-index.json @@ -98,6 +98,7 @@ "action|avoid notice|crb", "action|balance|crb", "action|barbed quills|lome", + "action|base kinesis|roe", "action|befriend a local|aoa0", "action|blend in|aoa5", "action|board|gmg", @@ -121,6 +122,7 @@ "action|change shape (beastkin)|loag", "action|change shape (kitsune)|loag", "action|change tradition focus|gmg", + "action|channel elements|roe", "action|check the walls|aoa4", "action|cleanse soul path|som", "action|clean|aoa2", @@ -173,6 +175,7 @@ "action|drop prone|crb", "action|dueling counter|gmg", "action|earn income|crb", + "action|elemental blast|roe", "action|energy emanation|locg", "action|energy shot|g&g", "action|envenom|loil", @@ -180,6 +183,7 @@ "action|expeditious inspection|apg", "action|explode|g&g", "action|exploit vulnerability|da", + "action|extract element|roe", "action|fade into daydreams|da", "action|feint|crb", "action|fight the fire|aoa6", @@ -524,6 +528,7 @@ "background|alkenstar outlaw|g&g", "background|alkenstar sojourner|g&g", "background|alkenstar tinker|lowg", + "background|alloysmith|roe", "background|amnesiac|apg", "background|animal whisperer|crb", "background|animal wrangler|ec0", @@ -570,13 +575,18 @@ "background|clockwork researcher|g&g", "background|clown|ec0", "background|codebreaker|g&g", + "background|concordance researcher|roe", + "background|concordance scout|roe", "background|cook|apg", "background|courier|apg", "background|criminal|crb", + "background|crystal healer|roe", "background|cultist|apg", "background|curandero|botd", "background|cursed family|lowg", "background|cursed|apg", + "background|deep-sea diver|roe", + "background|dendrologist|roe", "background|deputy|g&g", "background|desert tracker|lowg", "background|detective|crb", @@ -586,11 +596,13 @@ "background|doomcaller|lotg", "background|dragon scholar|aoa0", "background|dreamer of the verdant moon|ec3", + "background|dreams of vengeance|gw0", "background|driver|g&g", "background|droskari disciple|aoa4", "background|eclipseborn|lotg", "background|eidolon contact|som", "background|eldritch anatomist|av0", + "background|elementally infused|roe", "background|emancipated|aoa0", "background|emissary|crb", "background|energy scarred|som", @@ -603,6 +615,7 @@ "background|feybound|apg", "background|field medic|crb", "background|final blade survivor|lowg", + "background|fire warden|roe", "background|fireworks performer|g&g", "background|fogfen tale-teller|av0", "background|fortune teller|crb", @@ -647,6 +660,7 @@ "background|legacy of the hammer|da", "background|legendary parents|aoa6", "background|local scion|aoa0", + "background|lost loved one|gw0", "background|lumber consortium laborer|lowg", "background|magaambya academic|lowg", "background|magical experiment|som", @@ -690,6 +704,7 @@ "background|perfection seeker|lowg", "background|pilgrim|apg", "background|pillar|lokl", + "background|planar migrant|roe", "background|plant whisperer|som", "background|political scion|aoe0", "background|post guard of all trades|aoe0", @@ -735,6 +750,7 @@ "background|secular medic|lowg", "background|seer of the dead|som", "background|senghor sailor|lowg", + "background|sense of belonging|gw0", "background|sentinel reflectance|lokl", "background|servant|apg", "background|shadow haunted|lowg", @@ -742,6 +758,7 @@ "background|shoanti name-bearer|lowg", "background|shory seeker|lowg", "background|sign bound|lotg", + "background|sky rider|roe", "background|sleepless suns star|aoe0", "background|snubbed out stoolie|ooa0", "background|sodden scavenger|lowg", @@ -773,6 +790,7 @@ "background|time traveler|som", "background|tinker|crb", "background|tomb born|botd", + "background|total power|gw0", "background|touched by dahak|aoa6", "background|toymaker|g&g", "background|trade consortium underling|lowg", @@ -790,6 +808,7 @@ "background|varisian wanderer|lowg", "background|vidrian reformer|lowg", "background|wandering preacher|g&g", + "background|wanderlust|gw0", "background|wanted witness|ooa0", "background|ward|apg", "background|warrior|crb", @@ -799,6 +818,7 @@ "background|willing host|botd", "background|winter's child|lowg", "background|wished alive|g&g", + "background|wishes for riches|gw0", "background|witch wary|lowg", "background|witchlight follower|av0", "background|wonder taster|lowg", @@ -866,6 +886,7 @@ "curse|graveknight's curse|b1", "curse|lord's arrogance|loil", "curse|oath of the flesh|gmg", + "curse|obnubilate curse|gw1", "curse|rage of the excommunicant|da", "curse|reviled of nature|gmg", "curse|reviling earth|gmg", @@ -884,6 +905,7 @@ "curse|wizard's ward|gmg", "curse|yellow silt curse|ooa2", "data|book-crb", + "data|book-gmg", "data|book-logm", "data|book-lowg", "data|book-som", @@ -954,7 +976,7 @@ "deity|eritrice|logm", "deity|esoteric order of the palatine eye|logm", "deity|falayna|logm", - "deity|findeladlara|logm", + "deity|findeladlara|gw3", "deity|folgrit|logm", "deity|followers of fate|b2", "deity|fumeiyoshi|logm", @@ -1120,6 +1142,8 @@ "deity|zon-kuthon|crb", "deity|zura|logm", "deity|zyphus|logm", + "disease|blackfrost|gw3", + "disease|blightburn sickness|tv", "disease|blinding sickness|gmg", "disease|bog rot|gmg", "disease|bone chill|gmg", @@ -1227,6 +1251,7 @@ "feat|adaptive adept|crb", "feat|adaptive mask familiar|locg", "feat|adaptive vision|g&g", + "feat|add element|roe", "feat|additional companion|apg", "feat|additional lore|crb", "feat|additional recollection|apg", @@ -1247,6 +1272,7 @@ "feat|advanced devotion|crb", "feat|advanced dogma|crb", "feat|advanced domain|crb", + "feat|advanced element control|roe", "feat|advanced elemental spell|som", "feat|advanced first aid|apg", "feat|advanced flair|apg", @@ -1280,6 +1306,7 @@ "feat|advantageous assault|crb", "feat|aegis of arnisant|locg", "feat|aeon resonance|som", + "feat|aerial boomerang|roe", "feat|aerial piledriver|lotgb", "feat|aerobatics mastery|apg", "feat|affliction mercy|crb", @@ -1294,6 +1321,8 @@ "feat|agile maneuvers|apg", "feat|agile shield grip|lokl", "feat|agonizing rebuke|locg", + "feat|air cushion|roe", + "feat|air shroud|roe", "feat|airborne form|som", "feat|airy step|loag", "feat|alabaster eyes|loil", @@ -1314,14 +1343,18 @@ "feat|alkenstar agent dedication|ooa1", "feat|all in my head|apg", "feat|all in your head|da", + "feat|all shall end in flames|roe", "feat|all the time in the world|frp3", "feat|allegro|crb", + "feat|alloy flesh and steel|roe", "feat|alluring performance|loil", "feat|ally's shelter|apg", "feat|alter ego dedication|da", "feat|alter resistance|loag", "feat|always ready|lokl", + "feat|ambersoul|roe", "feat|ambush awareness|lome", + "feat|ambush bladderwort|roe", "feat|ambushing knockdown|aoe3", "feat|ammunition thaumaturgy|da", "feat|amorphous aspect|loag", @@ -1400,12 +1433,14 @@ "feat|archaeologist's warning|lopsg", "feat|archer dedication|apg", "feat|archer's aim|apg", + "feat|architect of flame|roe", "feat|archon magic|apg", "feat|archwizard's might|crb", "feat|ardent armiger|lowg", "feat|arise, ye worthy!|loag", "feat|armiger's mobility|lowg", "feat|armor assist|apg", + "feat|armor in earth|roe", "feat|armor proficiency|crb", "feat|armor rune shifter|aoa4", "feat|armor specialist|apg", @@ -1418,10 +1453,12 @@ "feat|artillerist dedication|g&g", "feat|artokus's fire|lol", "feat|as in life, so in death|botd", + "feat|ash strider|roe", "feat|ashen veil|lokl", "feat|assassin dedication|apg", "feat|assassinate|apg", "feat|assisting shot|crb", + "feat|assume earth's mantle|roe", "feat|assurance|crb", "feat|assured identification|apg", "feat|assured knowledge|apg", @@ -1448,6 +1485,7 @@ "feat|aura of righteousness|crb", "feat|aura of unbreakable virtue|aoa6", "feat|aura of vengeance|crb", + "feat|aura shaping|roe", "feat|aura sight|da", "feat|auspicious mount|crb", "feat|automatic knowledge|crb", @@ -1483,7 +1521,9 @@ "feat|bark and tendril|locg", "feat|barreling charge (barbarian)|apg", "feat|barreling charge (fighter)|apg", + "feat|barrier of boreal frost|roe", "feat|barrier shield|lotgb", + "feat|base kinesis|roe", "feat|bashing charge|apg", "feat|basic arcana|crb", "feat|basic bard spellcasting|crb", @@ -1516,6 +1556,7 @@ "feat|basic red mantis magic|lowg", "feat|basic scroll cache|apg", "feat|basic shooting|g&g", + "feat|basic skysage divination|gw1", "feat|basic sorcerer spellcasting|crb", "feat|basic spellcasting|som", "feat|basic summoner spellcasting|som", @@ -1547,6 +1588,7 @@ "feat|beastmaster dedication|apg", "feat|beastmaster's call|apg", "feat|beastmaster's trance|apg", + "feat|beasts of slumbering steel|roe", "feat|become thought|da", "feat|bellflower dedication|aoa3", "feat|bend space|loil", @@ -1555,6 +1597,7 @@ "feat|bespell weapon (wizard)|crb", "feat|bespell weapon|apg", "feat|bestiary scholar|lopsg", + "feat|betraying shank|gw3", "feat|between the scales|apg", "feat|big mouth|apg", "feat|biographical eye|apg", @@ -1577,6 +1620,7 @@ "feat|blazing aura|loag", "feat|blazing streak|som", "feat|blazing talon surge|lopsg", + "feat|blazing wave|roe", "feat|bleeding finisher|apg", "feat|bless shield|lokl", "feat|bless tonic|logm", @@ -1609,6 +1653,7 @@ "feat|bloody blows|apg", "feat|bloody debilitation|apg", "feat|boaster's challenge|locg", + "feat|body of air|roe", "feat|bolera's interrogation|aoe1", "feat|bolster soul cage|botd", "feat|bon mot|apg", @@ -1667,6 +1712,8 @@ "feat|bullseye|apg", "feat|bullying staff|ec1", "feat|burn it!|crb", + "feat|burning jet|roe", + "feat|burning spell|roe", "feat|burning spell|som", "feat|burrow elocutionist|crb", "feat|burrowing form|som", @@ -1676,6 +1723,7 @@ "feat|cackle|apg", "feat|cadence call|apg", "feat|calaca's showstopper|loag", + "feat|calcifying sand|roe", "feat|calculated splash|crb", "feat|call and response|apg", "feat|call bonded item|apg", @@ -1684,6 +1732,7 @@ "feat|call of elysium|loag", "feat|call of the green man|loag", "feat|call of the wild|crb", + "feat|call the hurricane|roe", "feat|call ursine ally|tv", "feat|call your shot|apg", "feat|called shot|g&g", @@ -1766,6 +1815,7 @@ "feat|ceremony of the evened hand|lome", "feat|ceremony of the strengthened hand|lome", "feat|certain strike|crb", + "feat|chain infusion|roe", "feat|chain reaction|g&g", "feat|champion dedication|crb", "feat|champion resiliency|crb", @@ -1801,6 +1851,7 @@ "feat|claws of the dragon|apg", "feat|cleansing light|loil", "feat|cleansing subroutine|loag", + "feat|clear as air|roe", "feat|clear the way|apg", "feat|cleave|crb", "feat|cleric dedication|crb", @@ -1847,6 +1898,7 @@ "feat|come and get me|crb", "feat|come at me!|g&g", "feat|command attention|apg", + "feat|command elemental|roe", "feat|command undead|crb", "feat|communal healing|crb", "feat|communal sustain|lopsg", @@ -1858,6 +1910,8 @@ "feat|concealing legerdemain|apg", "feat|conceited mindset|apg", "feat|concentrated assault|g&g", + "feat|conductive sphere|roe", + "feat|conductor's redirection|roe", "feat|confabulator|crb", "feat|conflux focus|som", "feat|conflux wellspring|som", @@ -1880,6 +1934,7 @@ "feat|consult the spirits|apg", "feat|consult the stars|loag", "feat|consume energy|da", + "feat|consume power|roe", "feat|consume spell|apg", "feat|contagious rage|crb", "feat|contingency gadgets|g&g", @@ -1905,6 +1960,7 @@ "feat|corrupted shield|apg", "feat|coughing dragon display|g&g", "feat|counter curse|da", + "feat|counter element|roe", "feat|counter perform|crb", "feat|counter thought|da", "feat|countercharm|lotgb", @@ -1927,6 +1983,7 @@ "feat|crane flutter|crb", "feat|crane stance|crb", "feat|cranial detonation|da", + "feat|crawling fire|roe", "feat|creative prodigy|loag", "feat|cremate undead|crb", "feat|criminal connections|apg", @@ -1945,6 +2002,7 @@ "feat|crossbow terror|apg", "feat|crowd mastery|lowg", "feat|crown of the saumen kar|lomm", + "feat|crowned in tempest's fury|roe", "feat|crude communication|apg", "feat|cruelty|apg", "feat|crunch|lome", @@ -1962,12 +2020,14 @@ "feat|cunning tinker|lotgb", "feat|cunning trickster mask|sot6", "feat|current spell|apg", + "feat|current spell|roe", "feat|curse maelstrom dedication|da", "feat|curse of the saumen kar|lomm", "feat|cursed effigy|da", "feat|cut from the air|apg", "feat|cut the bonds|aoa3", "feat|cycle spell|botd", + "feat|cyclonic ascent|roe", "feat|cynical|aaws", "feat|daemon magic|apg", "feat|dance of intercession|frp3", @@ -1984,6 +2044,7 @@ "feat|dark persona's presence|da", "feat|darkseer|locg", "feat|darting monkey|loil", + "feat|dash of herbs|roe", "feat|daywalker|botd", "feat|daywalker|loag", "feat|dazing blow|apg", @@ -2024,6 +2085,7 @@ "feat|deflect arrow|crb", "feat|deflecting cloud|sot3", "feat|deflecting shot|g&g", + "feat|deflecting wave|roe", "feat|deft cooperation|lowg", "feat|defy death|loag", "feat|defy fey|loil", @@ -2046,6 +2108,7 @@ "feat|deny support|aoe3", "feat|deny the songs of war|sot2", "feat|derring-do|apg", + "feat|desert wind|roe", "feat|desiccating inhalation|botd", "feat|desperate finisher|crb", "feat|desperate prayer|apg", @@ -2082,6 +2145,7 @@ "feat|disarming assault|apg", "feat|disarming block|apg", "feat|disarming flair|apg", + "feat|disarming smile|gw3", "feat|disarming stance|crb", "feat|disarming twist|crb", "feat|discerning gaze|ngd", @@ -2155,6 +2219,7 @@ "feat|double shot|crb", "feat|double slice|crb", "feat|doublespeak|apg", + "feat|dousing spell|roe", "feat|dousing spell|som", "feat|dracomancer|apg", "feat|draconic arrogance|apg", @@ -2189,8 +2254,10 @@ "feat|dream may|apg", "feat|drenching mist|lotgb", "feat|drifter's juke|g&g", + "feat|drifting pollen|roe", "feat|drive back|lokl", "feat|drive-by attack|g&g", + "feat|driving rain|roe", "feat|drow shootist dedication|av3", "feat|druid dedication|crb", "feat|dual energy heart|som", @@ -2263,6 +2330,7 @@ "feat|effortless concentration (wizard)|crb", "feat|effortless concentration|apg", "feat|effortless concentration|som", + "feat|effortless impulse|roe", "feat|effortless reach|frp2", "feat|efreeti magic|loag", "feat|eidetic ear|lome", @@ -2281,17 +2349,25 @@ "feat|eldritch researcher dedication|av2", "feat|electric counter|frp2", "feat|electrify armor|g&g", + "feat|elemental apotheosis|roe", + "feat|elemental artillery|roe", "feat|elemental assault|loag", "feat|elemental bulwark|loag", "feat|elemental embellish|loag", + "feat|elemental evolution|roe", + "feat|elemental explosion|roe", "feat|elemental eyes|loag", + "feat|elemental familiar|roe", "feat|elemental familiar|som", "feat|elemental fist|crb", "feat|elemental lore|loag", + "feat|elemental overlap|roe", "feat|elemental shape|crb", "feat|elemental summons|apg", "feat|elemental trade|loag", + "feat|elemental transformation|roe", "feat|elemental wrath|locg", + "feat|elementalist dedication|roe", "feat|elementalist dedication|som", "feat|elf atavism|crb", "feat|elf step|crb", @@ -2327,8 +2403,10 @@ "feat|emotional partitions|loil", "feat|emotional surge|da", "feat|emotionless|loag", + "feat|empathetic envoy|gw3", "feat|empathetic plea|apg", "feat|empathic calm|loil", + "feat|emphatic emissary|gw3", "feat|empty body|crb", "feat|empyreal aura|lokl", "feat|empyreal blessing|apg", @@ -2396,6 +2474,7 @@ "feat|eternal composition|crb", "feat|eternal elixir|crb", "feat|eternal memories|loil", + "feat|eternal torch|roe", "feat|eternal wings|apg", "feat|eternal wings|loag", "feat|evade doom|loag", @@ -2418,6 +2497,7 @@ "feat|expand aura|apg", "feat|expand spiral|botd", "feat|expanded domain initiate|logm", + "feat|expanded elemental magic|roe", "feat|expanded luck|apg", "feat|expanded senses|som", "feat|expanded splash|crb", @@ -2441,12 +2521,14 @@ "feat|expert eldritch archer spellcasting|apg", "feat|expert fireworks crafter|g&g", "feat|expert herbalism|apg", + "feat|expert kinetic control|roe", "feat|expert longevity|crb", "feat|expert magus spellcasting|som", "feat|expert oracle spellcasting|apg", "feat|expert poisoner|apg", "feat|expert psychic spellcasting|da", "feat|expert scroll cache|apg", + "feat|expert skysage divination|gw1", "feat|expert snowcasting|tv", "feat|expert sorcerer spellcasting|crb", "feat|expert spellcasting|som", @@ -2467,6 +2549,7 @@ "feat|extend armament alignment|crb", "feat|extend boost|som", "feat|extend elixir|crb", + "feat|extended kinesis|roe", "feat|extinguish light|loag", "feat|extra squishy|apg", "feat|extradimensional stash|frp3", @@ -2516,6 +2599,7 @@ "feat|favored enemy|crb", "feat|favored terrain|crb", "feat|fearsome brute|crb", + "feat|fearsome familiar|roe", "feat|fearsome fangs|tv", "feat|feast|botd", "feat|feather step|crb", @@ -2529,6 +2613,7 @@ "feat|ferocious beasts|apg", "feat|ferocious gust|loag", "feat|ferocious shape|crb", + "feat|ferrousoul|roe", "feat|festering wounds|botd", "feat|fetchling lore|loag", "feat|feverish enzymes|botd", @@ -2583,6 +2668,7 @@ "feat|flamboyant leap|apg", "feat|flame jump|loag", "feat|flash your badge|ooa1", + "feat|flashforge|roe", "feat|flashing shield|lokl", "feat|fledgling flight|loag", "feat|fleet tempo|sot2", @@ -2600,12 +2686,15 @@ "feat|flicker|lowg", "feat|flinging blow|apg", "feat|flinging shove|crb", + "feat|flinging updraft|roe", "feat|flourish and ruin|loag", "feat|flourishing finish|aoe3", "feat|flower magic|loil", + "feat|flowering path|roe", "feat|fluid contortionist|loag", "feat|flurry of maneuvers|crb", "feat|flying blade|apg", + "feat|flying flame|roe", "feat|flying kick|crb", "feat|focus ally|lopsg", "feat|focused cat nap|loag", @@ -2651,10 +2740,12 @@ "feat|fortify shield|loag", "feat|fortuitous shift|locg", "feat|fountain of secrets|lome", + "feat|four winds|roe", "feat|fox trick|loag", "feat|foxfire|loag", "feat|freeze it!|locg", "feat|fresh ingredients|apg", + "feat|fresh produce|roe", "feat|friendform|lome", "feat|friendly toss|apg", "feat|frighten undead|botd", @@ -2675,6 +2766,7 @@ "feat|furious grab|crb", "feat|furious sprint|crb", "feat|furious vengeance|apg", + "feat|furnace form|roe", "feat|fuse stance|crb", "feat|fused polearm|som", "feat|fused staff|som", @@ -2697,6 +2789,7 @@ "feat|genie weapon familiarity|loag", "feat|genie weapon flourish|loag", "feat|genius mutagen|crb", + "feat|geologic attunement|roe", "feat|geomancer dedication|som", "feat|ghoran lore|loil", "feat|ghoran weapon expertise|loil", @@ -2714,6 +2807,7 @@ "feat|ghostly grasp|botd", "feat|ghostly grasp|da", "feat|ghostly resistance|botd", + "feat|ghosts in the storm|roe", "feat|ghoul dedication|botd", "feat|giant snare|apg", "feat|giant's lunge|crb", @@ -2722,6 +2816,8 @@ "feat|gift of the moon|loag", "feat|gigaton strike|g&g", "feat|gigavolt|g&g", + "feat|gildedsoul|roe", + "feat|glacial prison|roe", "feat|glad-hand|crb", "feat|gladiator dedication|apg", "feat|glamour|loil", @@ -2827,7 +2923,9 @@ "feat|group aid|apg", "feat|group coercion|crb", "feat|group impression|crb", + "feat|grove-harbored|roe", "feat|grovel|apg", + "feat|growth spell|roe", "feat|gruesome strike|apg", "feat|guarded advance|lokl", "feat|guarded movement|crb", @@ -2845,6 +2943,7 @@ "feat|hag claws|apg", "feat|hag magic|apg", "feat|hag's sight|apg", + "feat|hail of splinters|roe", "feat|hair trigger|g&g", "feat|halcyon speaker dedication|locg", "feat|halcyon spellcasting adept|locg", @@ -2868,6 +2967,7 @@ "feat|hard tail|locg", "feat|hard to fool|loag", "feat|harden flesh|som", + "feat|hardwood armor|roe", "feat|hardy traveler|apg", "feat|harming hands|crb", "feat|harmless doll|lotgb", @@ -2895,10 +2995,12 @@ "feat|heat wave|loag", "feat|heaven's thunder|aoe2", "feat|heaven's thunder|loil", + "feat|hedge maze|roe", "feat|hefting shadow|loag", "feat|hefty hauler|crb", "feat|heightened captivation|lotgb", "feat|heir of the saoc|locg", + "feat|hell of 1,000,000 needles|roe", "feat|hell's armaments|locg", "feat|hellknight armiger dedication|lowg", "feat|hellknight dedication|locg", @@ -2967,13 +3069,18 @@ "feat|icy apotheosis|tv", "feat|idol threat|loil", "feat|idyllkin|loag", + "feat|igneogenesis|roe", + "feat|ignite the sun|roe", "feat|illusion sense|crb", + "feat|ilverani purist|gw3", "feat|immortal bear|tv", "feat|impaling briars|crb", "feat|impaling finisher|apg", "feat|impaling thrust|apg", "feat|impassable wall stance|locg", "feat|impeccable crafting|crb", + "feat|impenetrable fog|roe", + "feat|imperious aura|roe", "feat|impervious vehicle|g&g", "feat|implausible infiltration|crb", "feat|implausible purchase (investigator)|apg", @@ -3000,6 +3107,7 @@ "feat|improved command undead|crb", "feat|improved communal healing|crb", "feat|improved dueling riposte|crb", + "feat|improved elemental blast|roe", "feat|improved elemental bulwark|loag", "feat|improved familiar (familiar master)|apg", "feat|improved familiar (witch)|apg", @@ -3043,6 +3151,7 @@ "feat|inexhaustible countermoves|apg", "feat|infectious emotions|som", "feat|infiltrate dream|da", + "feat|infinite expanse of bluest heaven|roe", "feat|infinite possibilities|crb", "feat|influence nature|apg", "feat|initial eidolon ability|som", @@ -3123,6 +3232,7 @@ "feat|iruxi spirit strike|loag", "feat|iruxi unarmed cunning|locg", "feat|it's alive!|ooa3", + "feat|jagged berms|roe", "feat|jalmeri heavenseeker dedication|aoe2", "feat|jalmeri heavenseeker dedication|loil", "feat|jalmeri rakshasa magic|loil", @@ -3158,11 +3268,16 @@ "feat|ki rush|crb", "feat|ki strike|crb", "feat|killing stone|loag", + "feat|kindle inner flames|roe", + "feat|kinetic activation|roe", + "feat|kinetic pinnacle|roe", + "feat|kineticist dedication|roe", "feat|kip up|crb", "feat|kitsune lore|loag", "feat|kitsune spell expertise|loag", "feat|kitsune spell familiarity|loag", "feat|kitsune spell mysteries|loag", + "feat|kizidhar magic|roe", "feat|kneecap|apg", "feat|kneel for no god|locg", "feat|knight in shining armor|locg", @@ -3195,6 +3310,7 @@ "feat|lastwall sentry dedication|lowg", "feat|lastwall warden|lowg", "feat|laughing gnoll|lome", + "feat|lava leap|roe", "feat|lavasoul|loag", "feat|lawbringer|apg", "feat|lead climber|apg", @@ -3250,6 +3366,8 @@ "feat|light paws|apg", "feat|light step|crb", "feat|lightless litheness|loag", + "feat|lightning dash|roe", + "feat|lightning rod|roe", "feat|lightning snares|crb", "feat|lightning tongue|loag", "feat|lightslayer oath|apg", @@ -3269,6 +3387,7 @@ "feat|litany of righteousness|crb", "feat|litany of self-interest|apg", "feat|live ammunition|g&g", + "feat|living bonfire|roe", "feat|living hair|apg", "feat|living monolith dedication|lowg", "feat|living rune|lowg", @@ -3324,6 +3443,8 @@ "feat|magical shorthand|crb", "feat|magical trickster|crb", "feat|magical understudy|som", + "feat|magnetic field|roe", + "feat|magnetic pinions|roe", "feat|magpie snatch|loag", "feat|magus dedication|som", "feat|magus's analysis|som", @@ -3374,6 +3495,7 @@ "feat|master psychic spellcasting|da", "feat|master scroll cache|apg", "feat|master siege engineer|g&g", + "feat|master skysage divination|gw1", "feat|master snowcasting|tv", "feat|master sorcerer spellcasting|crb", "feat|master spellcasting|som", @@ -3413,9 +3535,12 @@ "feat|merciless rend|som", "feat|mercy|crb", "feat|mesmerizing gaze|apg", + "feat|metabolize element|roe", "feat|metabolize element|som", + "feat|metal carapace|roe", "feat|metal-veined strikes|loag", "feat|metallic envisionment|da", + "feat|metallic skin|roe", "feat|metamagic channel|crb", "feat|metamagic mastery (sorcerer)|crb", "feat|metamagic mastery (wizard)|crb", @@ -3434,6 +3559,7 @@ "feat|miniaturize|som", "feat|minion guise|apg", "feat|minor magic|crb", + "feat|minor omen|gw1", "feat|miracle worker|crb", "feat|miraculous flight|g&g", "feat|miraculous intervention|lokl", @@ -3456,6 +3582,8 @@ "feat|mobility|crb", "feat|moderate enhance venom|loil", "feat|modular dynamo|g&g", + "feat|moldersoul|roe", + "feat|molten wire|roe", "feat|molten wit|loil", "feat|moment of clarity|crb", "feat|monastic archer stance|apg", @@ -3515,6 +3643,7 @@ "feat|native waters|loil", "feat|natural ambition|crb", "feat|natural illusionist|locg", + "feat|natural magnetism|roe", "feat|natural medicine|crb", "feat|natural performer|locg", "feat|natural skill|crb", @@ -3532,6 +3661,9 @@ "feat|nestling fall|loag", "feat|never tire|apg", "feat|night magic|apg", + "feat|night's glow|gw1", + "feat|night's shine|gw1", + "feat|night's warning|gw1", "feat|nightvision adaptation|loag", "feat|nimble crawl|crb", "feat|nimble dodge (rogue)|crb", @@ -3558,20 +3690,24 @@ "feat|nonlethal takedown|lokl", "feat|nosoi's mask|loag", "feat|nothing but fluff|lotgb", + "feat|nourishing gate|roe", "feat|numb to death|logm", "feat|numb|botd", + "feat|oatia skysage dedication|gw1", "feat|obscured emergence|da", "feat|obscured terrain|lotgb", "feat|observant explorer|lopsg", "feat|occult breadth|crb", "feat|occult evolution|crb", "feat|occult resistance|apg", + "feat|ocean's balm|roe", "feat|oddity identification|crb", "feat|ode to ouroboros|apg", "feat|offensive analysis|loag", "feat|offensive subroutine|loag", "feat|old soul|loag", "feat|olethros's decree|loag", + "feat|omnikinesis|roe", "feat|one for all|apg", "feat|one more activation|da", "feat|one with earth|loag", @@ -3601,6 +3737,7 @@ "feat|orc weapon carnage|crb", "feat|orc weapon expertise|crb", "feat|orc weapon familiarity|crb", + "feat|orchard's endurance|roe", "feat|order explorer|crb", "feat|order magic|crb", "feat|order spell|crb", @@ -3732,6 +3869,7 @@ "feat|planar survival|crb", "feat|plant evidence|apg", "feat|plant shape|crb", + "feat|plate in treasure|roe", "feat|play dead|botd", "feat|play to the crowd|apg", "feat|plentiful snares|apg", @@ -3769,6 +3907,7 @@ "feat|prairie rider|apg", "feat|prayer attack|lol", "feat|prayer-touched weapon|lokl", + "feat|precious alloys|roe", "feat|precious arrow|apg", "feat|precious munitions|g&g", "feat|precise debilitations|crb", @@ -3824,6 +3963,7 @@ "feat|puncturing horn|loil", "feat|purge of moments|da", "feat|purge sins|loag", + "feat|purify element|roe", "feat|purifying breeze|lokl", "feat|purifying spell|som", "feat|push back the dead!|lokl", @@ -3870,6 +4010,7 @@ "feat|quickened casting (sorcerer)|crb", "feat|quickened casting (witch)|apg", "feat|quickened casting (wizard)|crb", + "feat|quicksoul|roe", "feat|quiet allies|crb", "feat|quill spray|lome", "feat|quivering palm|crb", @@ -3886,6 +4027,8 @@ "feat|raging thrower|crb", "feat|rain of bolts|g&g", "feat|rain of embers stance|lopsg", + "feat|rain of razors|roe", + "feat|rain of rust|roe", "feat|rain-scribe mobility|locg", "feat|rain-scribe sustenance|locg", "feat|raise a tome|som", @@ -3904,6 +4047,7 @@ "feat|rapid affixture|apg", "feat|rapid manifestation|som", "feat|rapid mantel|crb", + "feat|rapid reattunement|roe", "feat|rapid recharge|som", "feat|rapid response|apg", "feat|rat familiar|apg", @@ -3913,6 +4057,8 @@ "feat|ratfolk lore|apg", "feat|ratfolk roll|loag", "feat|ratspeak|apg", + "feat|rattle the earth|roe", + "feat|ravel of thorns|roe", "feat|ravening's desperation|ec3", "feat|ravenous charge|botd", "feat|razor claws|locg", @@ -3939,12 +4085,14 @@ "feat|read psychometric resonance|da", "feat|read shibboleths|apg", "feat|read the land|som", + "feat|read the roots|roe", "feat|read the stars|loag", "feat|reanimating spark|lotgb", "feat|reanimator dedication|botd", "feat|reaper of repose|locg", "feat|reason rapidly|apg", "feat|reassuring presence|lome", + "feat|rebirth in living stone|roe", "feat|rebounding assault|g&g", "feat|rebounding toss|apg", "feat|reckless abandon (barbarian)|crb", @@ -3962,6 +4110,7 @@ "feat|red herring|apg", "feat|red mantis assassin dedication|lowg", "feat|redirect attention|da", + "feat|redirect elements|roe", "feat|redirect elements|som", "feat|redirecting shot|g&g", "feat|reflect foe|da", @@ -3969,6 +4118,7 @@ "feat|reflect spell (witch)|apg", "feat|reflect spell (wizard)|crb", "feat|reflecting riposte|ec6", + "feat|reflective defense|roe", "feat|reflective pocket|da", "feat|reflective ripple stance|som", "feat|reflexive catch|ec1", @@ -4027,14 +4177,17 @@ "feat|resuscitate|apg", "feat|retain absorbed spell|lopsg", "feat|retaliatory cleansing|lokl", + "feat|retch rust|roe", "feat|retractable claws|loag", "feat|return fire|apg", + "feat|return to the sea|roe", "feat|returning throw|apg", "feat|reveal hidden self|loil", "feat|reveal machinations|aoa3", "feat|reveal true name|som", "feat|revealing stab|crb", "feat|reverberate|apg", + "feat|reverberating spell|roe", "feat|reverse curse|da", "feat|reverse engineering|apg", "feat|reverse engineer|g&g", @@ -4048,6 +4201,7 @@ "feat|ricochet stance (fighter)|apg", "feat|ricochet stance (rogue)|apg", "feat|ricocheting leap|lome", + "feat|ride the tsunami|roe", "feat|ride|crb", "feat|riftmarked|loag", "feat|right-hand blood|lome", @@ -4055,6 +4209,7 @@ "feat|ringmaster's introduction|ec6", "feat|rippling spin|som", "feat|riptide|aaws", + "feat|rising hurricane|roe", "feat|risky reload|g&g", "feat|risky surgery|apg", "feat|rites of convocation|apg", @@ -4064,9 +4219,12 @@ "feat|ritualist dedication|apg", "feat|roadkill|g&g", "feat|robust recovery|crb", + "feat|rock rampart|roe", "feat|rock runner|crb", + "feat|rockslide spell|roe", "feat|rockslide spell|som", "feat|rogue dedication|crb", + "feat|roiling mudslide|roe", "feat|rokoan arts|loag", "feat|roll with it|locg", "feat|root magic|apg", @@ -4076,6 +4234,7 @@ "feat|rough rider|crb", "feat|rough terrain stance|som", "feat|round ears|locg", + "feat|rouse the forest's fury|roe", "feat|ru-shi|loag", "feat|rubbery skin|sli", "feat|ruby resurrection|frp3", @@ -4099,11 +4258,14 @@ "feat|sacred ki|logm", "feat|sacred spells|botd", "feat|sacrifice armor|apg", + "feat|safe elements|roe", "feat|safe house|apg", "feat|safeguard soul|botd", "feat|safeguarded spell|apg", "feat|safety measures|g&g", "feat|sanctify water|logm", + "feat|sand snatcher|roe", + "feat|sanguivolent roots|roe", "feat|saoc astrology|locg", "feat|sap life|crb", "feat|savage critical|crb", @@ -4121,6 +4283,7 @@ "feat|scatter blast|g&g", "feat|scattered fire|lotgb", "feat|scavenger's search|apg", + "feat|scholar's hunch|gw1", "feat|scholar's inheritance|loag", "feat|scholarly defense|av2", "feat|scholastic identification|apg", @@ -4129,6 +4292,7 @@ "feat|schooled in secrets|apg", "feat|scintillating spell|apg", "feat|scion transformation|loag", + "feat|scorching column|roe", "feat|scorching disarm|loag", "feat|scour the library|da", "feat|scouring rage|apg", @@ -4138,6 +4302,7 @@ "feat|scout's speed|apg", "feat|scout's warning (ranger)|crb", "feat|scout's warning (rogue)|crb", + "feat|scrap barricade|roe", "feat|scroll esoterica|da", "feat|scroll savant|crb", "feat|scroll thaumaturgy|da", @@ -4147,6 +4312,7 @@ "feat|scrutinizing gaze|g&g", "feat|sculpt shadows|loag", "feat|scuttle up|loil", + "feat|sea glass guardians|roe", "feat|sealed poppet|lotgb", "feat|searing restoration|g&g", "feat|seasoned|apg", @@ -4220,6 +4386,7 @@ "feat|shape of the dragon|apg", "feat|shapechanger's intuition|loag", "feat|shaped contaminant|aoa5", + "feat|shard strike|roe", "feat|share burden|da", "feat|share eidolon magic|som", "feat|share rage|crb", @@ -4246,6 +4413,7 @@ "feat|shattering shot|g&g", "feat|shattering strike|apg", "feat|shattering strike|crb", + "feat|shattershields|roe", "feat|shed tail|locg", "feat|sheltering cave|som", "feat|sheltering slab|apg", @@ -4396,6 +4564,7 @@ "feat|social camouflage|loil", "feat|social purview|apg", "feat|sodbuster|ec3", + "feat|solar detonation|roe", "feat|solar rejuvenation|locg", "feat|solar rejuvenation|loil", "feat|solid lead|apg", @@ -4452,6 +4621,7 @@ "feat|spellstriker|som", "feat|spelunker|lome", "feat|spew tentacles|loag", + "feat|spike skin|roe", "feat|spine stabber|lome", "feat|spinebreaker|lotgb", "feat|spiral sworn|botd", @@ -4477,6 +4647,7 @@ "feat|spring attack|crb", "feat|spring from the shadows|crb", "feat|springing leaper|apg", + "feat|springsoul|roe", "feat|sprite's spark|loag", "feat|spy's countermeasures|lowg", "feat|spyglass modification|g&g", @@ -4495,7 +4666,10 @@ "feat|stand still|crb", "feat|standby spell|som", "feat|star orb|loag", + "feat|stargazer's eyes|gw1", + "feat|starlight armor|gw1", "feat|starlit eyes|som", + "feat|starlit spells|gw1", "feat|startling appearance|apg", "feat|startling appearance|loag", "feat|stasian smash|g&g", @@ -4521,6 +4695,7 @@ "feat|steal time|da", "feat|steal vitality|lotgb", "feat|stealthy companion|crb", + "feat|steam knight|roe", "feat|steam spell|loag", "feat|steed form|som", "feat|steel skin|apg", @@ -4528,6 +4703,7 @@ "feat|steel yourself!|apg", "feat|stella's stab and snag|lopsg", "feat|step lively|apg", + "feat|stepping stones|roe", "feat|sterling dynamo dedication|g&g", "feat|sticky bomb|crb", "feat|sticky poison|apg", @@ -4545,6 +4721,7 @@ "feat|storm form|loag", "feat|storm retribution|crb", "feat|storm shroud|botd", + "feat|storm spiral|roe", "feat|storm's lash|apg", "feat|storming breath|da", "feat|stormsoul|loag", @@ -4599,13 +4776,16 @@ "feat|summon ensemble|lotgb", "feat|summon fiendish kin|apg", "feat|summon fire elemental|loag", + "feat|summon metal elemental|roe", "feat|summon water elemental|loag", + "feat|summon wood elemental|roe", "feat|summoner dedication|som", "feat|summoner's call|som", "feat|sun blade|locg", "feat|sun's fury|lol", "feat|sunder enchantment|apg", "feat|sunder spell|apg", + "feat|sunlit vitality|roe", "feat|superimpose time duplicates|da", "feat|superior bond|crb", "feat|superior propulsion|g&g", @@ -4648,6 +4828,7 @@ "feat|swift swimmer|locg", "feat|swift tracker|crb", "feat|swift|loag", + "feat|swim through earth|roe", "feat|swimming poppet|lotgb", "feat|swipe (barbarian)|crb", "feat|swipe (fighter)|crb", @@ -4726,9 +4907,11 @@ "feat|thaumaturge's investiture|da", "feat|thaumaturgic ritualist|da", "feat|the harder they fall|apg", + "feat|the shattered mountain weeps|roe", "feat|the tyrant falls!|lokl", "feat|their master's call|botd", "feat|theoretical acumen|locg", + "feat|thermal nimbus|roe", "feat|thick hide mask|sot6", "feat|thorned seedpod|loag", "feat|thorough reports|lowg", @@ -4739,16 +4922,19 @@ "feat|thousand faces|crb", "feat|thrash|crb", "feat|through spell|apg", + "feat|through the gate|roe", "feat|thrown voice|loag", "feat|thunder clap|ooa1", "feat|thunder god's fan|loag", "feat|thwart evil|lokl", + "feat|tidal hands|roe", "feat|tidal shield|loag", "feat|tide-hardened|loag", "feat|tiger slash|crb", "feat|tiger stance|crb", "feat|tiller's aid|aoa3", "feat|tiller's drive|aoa3", + "feat|timber sentinel|roe", "feat|time dilation cascade|frp3", "feat|time mage dedication|da", "feat|timeless body|crb", @@ -4772,6 +4958,7 @@ "feat|toppling dance|apg", "feat|toppling tentacles|lotgb", "feat|torch goblin|locg", + "feat|torrent in the blood|roe", "feat|torrential backlash|da", "feat|touch focus|frp2", "feat|tough skin|loil", @@ -4797,7 +4984,10 @@ "feat|treat condition|apg", "feat|tree climber|apg", "feat|tree climber|locg", + "feat|tree of duality|roe", "feat|tree's ward|loil", + "feat|treespeech|roe", + "feat|tremor|roe", "feat|trespass teleportation|da", "feat|triangle shot|apg", "feat|triangulate|g&g", @@ -4822,17 +5012,20 @@ "feat|truespeech|loag", "feat|tumble behind (rogue)|apg", "feat|tumble behind (swashbuckler)|apg", + "feat|tumbling lumber|roe", "feat|tumbling opportunist|apg", "feat|tumbling strike|apg", "feat|tupilaq carver|locg", "feat|turn away misfortune|da", "feat|turn back the clock|da", + "feat|turn the wheel of seasons|roe", "feat|turn to mist|botd", "feat|turn undead|crb", "feat|turpin rowe lumberjack dedication|ec3", "feat|tusks|apg", "feat|tusks|locg", "feat|tweak appearances|aoa3", + "feat|twilight speaker dedication|gw3", "feat|twin distraction|apg", "feat|twin eidolon|som", "feat|twin feint|crb", @@ -4851,6 +5044,7 @@ "feat|twist the knife|crb", "feat|twitchy|apg", "feat|two truths|da", + "feat|two-element infusion|roe", "feat|two-weapon flurry|crb", "feat|two-weapon fusillade|g&g", "feat|ubiquitous gadgets|g&g", @@ -4930,6 +5124,7 @@ "feat|unyielding disguise|da", "feat|urgent upwelling|som", "feat|ursine avenger form|tv", + "feat|usurp the lunar reins|roe", "feat|uzunjati recollection|locg", "feat|uzunjati storytelling|locg", "feat|vacate vision|sli", @@ -4958,6 +5153,7 @@ "feat|verdant presence|ec6", "feat|verdant weapon|apg", "feat|vernai training|lol", + "feat|versatile blasts|roe", "feat|versatile font|crb", "feat|versatile performance|crb", "feat|versatile signature|crb", @@ -5008,11 +5204,14 @@ "feat|vivacious conduit|crb", "feat|voice cold as death|lokl", "feat|voice of authority|ngd", + "feat|voice of elements|roe", "feat|voice of the night|apg", "feat|volatile grease|lotgb", + "feat|volcanic escape|roe", "feat|waking dream|da", "feat|walk on the wind|da", "feat|walk the plank|apg", + "feat|walk through the conflagration|roe", "feat|wall jump|crb", "feat|wall run|crb", "feat|wandering heart|locg", @@ -5051,6 +5250,7 @@ "feat|water nagaji|loil", "feat|water sprint|apg", "feat|water step|crb", + "feat|water step|roe", "feat|water strider|loag", "feat|wave spiral|som", "feat|wave the flag|lokl", @@ -5060,6 +5260,7 @@ "feat|wayfinder resonance tinkerer|lowg", "feat|we march on|loag", "feat|weapon improviser dedication|apg", + "feat|weapon infusion|roe", "feat|weapon proficiency|crb", "feat|weapon supremacy|crb", "feat|weapon-rune shifter|aoa4", @@ -5068,6 +5269,7 @@ "feat|web weaver|lome", "feat|webslinger|lome", "feat|weight of guilt|crb", + "feat|weight of stone|roe", "feat|weighty impact|som", "feat|well of potential|loil", "feat|well-armed|botd", @@ -5080,6 +5282,7 @@ "feat|what could have been|da", "feat|wheedle and jig|lotgb", "feat|whirling blade stance|apg", + "feat|whirling grindstone|roe", "feat|whirling knockdown|g&g", "feat|whirling throw|crb", "feat|whirlwind spell|som", @@ -5087,6 +5290,7 @@ "feat|whirlwind strike (barbarian)|crb", "feat|whirlwind strike (fighter)|crb", "feat|whirlwind toss|frp3", + "feat|whisper on the wind|roe", "feat|whispering steps|da", "feat|whitecape|loil", "feat|whodunnit?|apg", @@ -5107,12 +5311,14 @@ "feat|wildborn adept|locg", "feat|wildborn magic|locg", "feat|wilderness spotter|fop", + "feat|wiles on the wind|roe", "feat|willing death|loag", "feat|wind caller|crb", "feat|wind god's fan|loag", "feat|wind jump|crb", "feat|wind pillow|loil", "feat|wind tempered|loag", + "feat|wind-tossed spell|roe", "feat|wind-tossed spell|som", "feat|winding flow|crb", "feat|wing step|loag", @@ -5120,6 +5326,8 @@ "feat|wings of air|loag", "feat|wings of the dragon|apg", "feat|winter cat senses|loag", + "feat|winter sleet|roe", + "feat|winter's clutch|roe", "feat|winter's embrace|tv", "feat|winter's kiss|tv", "feat|wish alchemy|lol", @@ -5129,16 +5337,22 @@ "feat|witch's charge|apg", "feat|witch's communion|apg", "feat|witch's hut|apg", + "feat|witchwood seed|roe", "feat|withstand death|lokl", "feat|wizard dedication|crb", "feat|wolf drag|crb", "feat|wolf in sheep's clothing|da", "feat|wolf stance|crb", "feat|wonder worker|da", + "feat|wood ward|roe", "feat|woodcraft|locg", + "feat|wooden mantle|roe", + "feat|wooden palisade|roe", "feat|woodland stride|crb", + "feat|woodworker|roe", "feat|words of unraveling|av2", "feat|work yourself up|som", + "feat|world-wise vigilance|gw3", "feat|worldsphere gravity|frp3", "feat|wortwitch|apg", "feat|wounded rage|crb", @@ -5177,6 +5391,7 @@ "hazard|blood-soaked soil|botd", "hazard|bloodthirsty toy|botd", "hazard|bloodthirsty urge|crb", + "hazard|blooming jijioa|gw1", "hazard|boiling fountains|aoe1", "hazard|boiling tub trap|aoe3", "hazard|bottomless pit|crb", @@ -5207,6 +5422,8 @@ "hazard|confounding portal|da", "hazard|constricting hall|da", "hazard|convergence lattice|ec6", + "hazard|cordon alarm|gw1", + "hazard|corpse disposal|gw1", "hazard|cracked earth|loil", "hazard|crushing gate trap|ec5", "hazard|crystal pin|lomm", @@ -5226,6 +5443,7 @@ "hazard|dragon pillar|aoa2", "hazard|dragonstorm|aoa6", "hazard|dream pollen pods|ec1", + "hazard|dream-poisoned door|gw3", "hazard|drowning pit|crb", "hazard|echoes of betrayal|aoa4", "hazard|echoes of faith|ec2", @@ -5238,12 +5456,15 @@ "hazard|envenomed lock|bb", "hazard|envenomed thorns trap|ec1", "hazard|eternal flame|gmg", + "hazard|etward's nightmare|gw3", "hazard|exhaling portal|da", "hazard|exploding statue|aoe1", + "hazard|exploding stove|gw1", "hazard|explosive barrels|aoe1", "hazard|explosive furniture trap|ec4", "hazard|explosive steam trap|ooa2", "hazard|eyeball tank|aoe5", + "hazard|falling bridge|gw1", "hazard|falling ceiling|bb", "hazard|falling debris|fop", "hazard|falling portcullis trap|ooa2", @@ -5263,6 +5484,7 @@ "hazard|flying guillotine|aoe1", "hazard|footsteps of legends|qff2", "hazard|forest fire|qff2", + "hazard|formian sting trench|gw1", "hazard|freezing alarm|aoe6", "hazard|freezing floor tiles|frp2", "hazard|frenetic musician|botd", @@ -5287,6 +5509,7 @@ "hazard|hammer of forbiddance|crb", "hazard|hampering web|gmg", "hazard|hands of the forgotten|aoe2", + "hazard|haunted aiudara|gw1", "hazard|hidden chute|aoe1", "hazard|hidden pit|bb", "hazard|hidden pit|crb", @@ -5320,6 +5543,7 @@ "hazard|mental scream trap|aoa5", "hazard|mermaid fountain|bb", "hazard|methane flue|qff3", + "hazard|mindhammer mushrooms|gw1", "hazard|mirror door|da", "hazard|mogaru's breath|frp2", "hazard|mukradi summoning runes|ec4", @@ -5342,6 +5566,7 @@ "hazard|poisoned lock|crb", "hazard|poisoned lock|fop", "hazard|poisoned secret door trap|ec4", + "hazard|poisonous atmosphere|gw1", "hazard|polymorph trap|crb", "hazard|pouncing tiger haunt|qff1", "hazard|precarious pile|ltiba", @@ -5355,11 +5580,15 @@ "hazard|raving spirit|ec3", "hazard|reflected desires|da", "hazard|repeater crossbow trap|ooa1", + "hazard|reservoir trap|gw1", "hazard|rigged cubby|aoe2", "hazard|rockfall ceiling|qff2", + "hazard|rushing wind|gw1", "hazard|rusty grate pit|av2", + "hazard|sacred geyser|gw1", "hazard|sadistic conductor|botd", "hazard|sand whirlwind|frp1", + "hazard|scholar's bane|gw1", "hazard|scroll shock trap|sli", "hazard|scythe blades|bb", "hazard|scythe blades|crb", @@ -5367,6 +5596,8 @@ "hazard|second kiss engine|ooa2", "hazard|seismic spears trap|aoa5", "hazard|serpent ward|sot2", + "hazard|shadow guards|gw1", + "hazard|shadowshift field|gw1", "hazard|shattered window|botd", "hazard|shattering rune|qff3", "hazard|shrieker|gmg", @@ -5379,6 +5610,7 @@ "hazard|slamming door|bb", "hazard|slamming door|crb", "hazard|snowfall|gmg", + "hazard|soporific lecture|gw3", "hazard|soul draining cage|qff2", "hazard|spear launcher|bb", "hazard|spear launcher|crb", @@ -5421,6 +5653,7 @@ "hazard|tree of dreadful dreams|aoa3", "hazard|vengeful furnace|av1", "hazard|violent shove|botd", + "hazard|violet mister|gw1", "hazard|viper urn|tio", "hazard|vision of dahak|aoa2", "hazard|volatile reagents|ooa1", @@ -5468,6 +5701,7 @@ "item|aeon stone (clear quartz octagon)|ooa2", "item|aeon stone|crb", "item|aether appendage|tv", + "item|aether marbles|gw3", "item|aim-aiding|tv", "item|air bladder|lotgb", "item|air cartridge firing system|g&g", @@ -5652,6 +5886,7 @@ "item|big rock bullet|lotgb", "item|binding coil|som", "item|binding snare|g&g", + "item|bioluminescence bomb|gw1", "item|bird|lotg", "item|biting snare|crb", "item|bitter|lotgb", @@ -5741,6 +5976,7 @@ "item|bort's blessing|fop", "item|bottled air|crb", "item|bottled lightning|crb", + "item|bottled omen|gw1", "item|bottled roc|tv", "item|bottled screams|loil", "item|bottled sunlight|botd", @@ -5882,6 +6118,7 @@ "item|clinging ooze snare|pfum", "item|cloak of elvenkind|crb", "item|cloak of feline rest|som", + "item|cloak of gnawing leaves|gw1", "item|cloak of immolation|gmg", "item|cloak of repute|locg", "item|cloak of the bat|crb", @@ -6095,6 +6332,7 @@ "item|double-barreled pistol|g&g", "item|doubling rings|crb", "item|draconic toxin bottle|tv", + "item|draft of stellar radiance|gw1", "item|dragon bile|crb", "item|dragon handwraps|tv", "item|dragon mouth pistol|g&g", @@ -6624,6 +6862,7 @@ "item|hwacha|g&g", "item|hyldarf's fang|g&g", "item|hype|lol", + "item|ice forge|gw3", "item|ice slick snare|pfum", "item|ichthyosis mutagen|av2", "item|icy disposition|av2", @@ -6893,6 +7132,7 @@ "item|mindfog mist|crb", "item|mindlance|tv", "item|mindlock shot|tv", + "item|mindsponge|gw3", "item|minotaur chair|lotgb", "item|miogimo's mask|aoe5", "item|mirror goggles|tv", @@ -6986,6 +7226,7 @@ "item|ogre hook|b1", "item|oil (1 pint)|crb", "item|oil of animation|crb", + "item|oil of corpse restoration|gw3", "item|oil of keen edges|crb", "item|oil of mending|crb", "item|oil of object animation|apg", @@ -7150,6 +7391,7 @@ "item|private workshop|lotgb", "item|probing cane|lotgb", "item|psychic brigandine|lotgb", + "item|psychic colors elixir|gw3", "item|psychic warding bracelet|lopsg", "item|psychopomp mask|sot1", "item|pucker pickle|tv", @@ -7252,6 +7494,7 @@ "item|right of retribution|av2", "item|rime crystal|tv", "item|rime foil|tv", + "item|rime jar|gw3", "item|ring of climbing|crb", "item|ring of counterspells|crb", "item|ring of discretion|aoe1", @@ -7363,6 +7606,7 @@ "item|seventh prism|tv", "item|sextant of the night|tv", "item|shade hat|lotgb", + "item|shadewither key|gw1", "item|shadow essence|crb", "item|shadow signet|som", "item|shadowed scale, the jungle secret|sot6", @@ -7595,12 +7839,14 @@ "item|staff|crb", "item|stage fright missive|tv", "item|staining|gmg", + "item|stalk goggles|gw1", "item|stalker bane snare|crb", "item|stalwart's ring|fop", "item|stampede medallion|som", "item|stanching|lotgb", "item|standard of the primeval howl|tv", "item|star grenade|ooa3", + "item|star of cynosure|gw3", "item|starfall shield|tv", "item|starfaring cloak|tv", "item|stargazer|tv", @@ -7696,6 +7942,7 @@ "item|tears of death|crb", "item|tears of the last azlanti|ec6", "item|tekko-kagi|tv", + "item|telekinetic converters|gw3", "item|temple sword|crb", "item|ten-foot pole|crb", "item|tengu gale blade|apg", @@ -7822,6 +8069,7 @@ "item|vapor sphere|som", "item|vaporous pipe|tv", "item|varisian emblem|tv", + "item|vat-grown brain|gw3", "item|vaultbreaker's harness|aoe2", "item|vaultbreaker's harness|tv", "item|vengeful arm|loil", @@ -8636,6 +8884,7 @@ "spell|know direction|crb", "spell|know the enemy|crb", "spell|lament|logm", + "spell|lashunta's life bubble|gw1", "spell|lay on hands|crb", "spell|leng sting|aoe4", "spell|levitate|crb", @@ -9326,6 +9575,7 @@ "table|flexible spellcaster spells per day|som", "table|formulas|crb", "table|fundamental runes|crb", + "table|gate junction|roe", "table|general feats|crb", "table|general skill feats|crb", "table|hazard xp|crb", @@ -9364,6 +9614,7 @@ "table|skills, key abilities, and actions|crb", "table|spellcasting services|crb", "table|stamina and hit points by class|gmg", + "table|suggested character options|gw0", "table|suggested character options|ooa0", "table|temperature effects|crb", "table|the nine alignments|crb", @@ -9460,6 +9711,7 @@ "trait|common|crb", "trait|companion|crb", "trait|complex|crb", + "trait|composite|roe", "trait|composition|crb", "trait|concealable|g&g", "trait|concentrate|crb", @@ -9588,11 +9840,13 @@ "trait|ifrit|b2", "trait|illusion|crb", "trait|immeasurable|gmg", + "trait|impulse|roe", "trait|incapacitation|crb", "trait|incarnate|som", "trait|incorporeal|b1", "trait|inevitable|b1", "trait|infused|crb", + "trait|infusion|roe", "trait|ingested|crb", "trait|inhaled|crb", "trait|injection|g&g", @@ -9608,13 +9862,14 @@ "trait|kaiju|frp2", "trait|kashrishi|loil", "trait|kickback|g&g", + "trait|kineticist|roe", "trait|kitsune|loag", "trait|kobold|b1", "trait|laminar|tv", "trait|large|b1", "trait|launching|tv", "trait|lawful evil|b1", - "trait|lawful goo|b1", + "trait|lawful good|b1", "trait|lawful neutral|b1", "trait|lawful|crb", "trait|leshy|b1", @@ -9673,6 +9928,7 @@ "trait|oracle|apg", "trait|orc|crb", "trait|oread|b2", + "trait|overflow|roe", "trait|parry|crb", "trait|pervasive magic|som", "trait|petitioner|b2", @@ -9741,6 +9997,7 @@ "trait|soulbound|b1", "trait|spellgun|tv", "trait|spellheart|som", + "trait|spellshape|roe", "trait|spellshot|g&g", "trait|spirit|crb", "trait|splash|crb", diff --git a/compendium/character/archetypes/acrobat-apg.md b/compendium/character/archetypes/acrobat-apg.md index f784f2f5a..5489e0936 100644 --- a/compendium/character/archetypes/acrobat-apg.md +++ b/compendium/character/archetypes/acrobat-apg.md @@ -14,7 +14,6 @@ You have trained your body to perform incredible, seemingly superhuman feats of ```ad-embed-feat title: Acrobat Dedication, Feat 2 collapse: closed -# Acrobat Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) @@ -30,7 +29,6 @@ You become an expert in [Acrobatics](compendium/skills.md#Acrobatics). At 7th le ```ad-embed-feat title: Contortionist, Feat 4 collapse: closed -# Contortionist *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) @@ -46,7 +44,6 @@ You gain the [Quick Squeeze](compendium/feats/quick-squeeze.md) skill feat, and ```ad-embed-feat title: Dodge Away, Feat 6 collapse: closed -# Dodge Away [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) @@ -65,7 +62,6 @@ If the attack misses you, you can [Step](rules/actions/step.md) after the [Strik ```ad-embed-feat title: Graceful Leaper, Feat 7 collapse: closed -# Graceful Leaper *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md), master in [Acrobatics](compendium/skills.md#Acrobatics) @@ -79,7 +75,6 @@ Mass and muscle are meaningless when you leap; only grace and balance matter. Yo ```ad-embed-feat title: Tumbling Strike, Feat 8 collapse: closed -# Tumbling Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [move](rules/traits/move.md "Move Combat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) @@ -101,7 +96,6 @@ Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the Refle ```ad-embed-feat title: Tumbling Opportunist, Feat 10 collapse: closed -# Tumbling Opportunist [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Acrobat Dedication](compendium/feats/acrobat-dedication-apg.md) diff --git a/compendium/character/archetypes/alchemist.md b/compendium/character/archetypes/alchemist.md index 0493c10d9..9ef2b4444 100644 --- a/compendium/character/archetypes/alchemist.md +++ b/compendium/character/archetypes/alchemist.md @@ -27,7 +27,6 @@ The free alchemical items from the alchemist archetype are extremely useful to c ```ad-embed-feat title: Alchemist Dedication, Feat 2 collapse: closed -# Alchemist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -47,7 +46,6 @@ You also gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) ```ad-embed-feat title: Basic Concoction, Feat 4 collapse: closed -# Basic Concoction *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) @@ -61,7 +59,6 @@ You gain a 1st- or 2nd-level alchemist feat. ```ad-embed-feat title: Quick Alchemy, Feat 4 collapse: closed -# Quick Alchemy *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) @@ -75,7 +72,6 @@ You gain the [Quick Alchemy](rules/actions/quick-alchemy.md) action. ```ad-embed-feat title: Advanced Concoction, Feat 6 collapse: closed -# Advanced Concoction *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Concoction](compendium/feats/basic-concoction.md) @@ -91,7 +87,6 @@ You gain one alchemist feat. For the purpose of meeting its prerequisites, your ```ad-embed-feat title: Expert Alchemy, Feat 6 collapse: closed -# Expert Alchemy *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md), expert in [Crafting](compendium/skills.md#Crafting) @@ -105,7 +100,6 @@ Your advanced alchemy level increases to 3. At 10th level, it increases to 5. ```ad-embed-feat title: Master Alchemy, Feat 12* collapse: closed -# Master Alchemy *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Alchemy](compendium/feats/master-alchemy.md) is intended for use with the Alchemist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/aldori-duelist-lowg.md b/compendium/character/archetypes/aldori-duelist-lowg.md index a89a7697e..82a4eb6d3 100644 --- a/compendium/character/archetypes/aldori-duelist-lowg.md +++ b/compendium/character/archetypes/aldori-duelist-lowg.md @@ -14,7 +14,6 @@ You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed ```ad-embed-feat title: Aldori Duelist Dedication, Feat 2 collapse: closed -# Aldori Duelist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the [Broken](rules/conditions.md#Broken) Lands region. @@ -33,7 +32,6 @@ Whenever your proficiency rank in any weapon increases to expert or beyond, you ```ad-embed-feat title: Aldori Parry, Feat 4 collapse: closed -# Aldori Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) @@ -49,7 +47,6 @@ You can parry attacks against you with your Aldori dueling sword. You gain a +2 ```ad-embed-feat title: Duelist's Edge, Feat 4 collapse: closed -# Duelist's Edge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) @@ -65,7 +62,6 @@ You hone your reaction time through duels and learn to draw your weapon seamless ```ad-embed-feat title: Aldori Riposte, Feat 6 collapse: closed -# Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Parry](compendium/feats/aldori-parry-lowg.md) @@ -82,7 +78,6 @@ You riposte with your Aldori dueling sword when your enemy leaves an opening. Ma ```ad-embed-feat title: Unnerving Prowess, Feat 6 collapse: closed -# Unnerving Prowess [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) @@ -98,7 +93,6 @@ Your incredible skill with your blade unnerves your foes. You attempt to [Demora ```ad-embed-feat title: Saving Slash, Feat 10 collapse: closed -# Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) diff --git a/compendium/character/archetypes/alkenstar-agent-ooa1.md b/compendium/character/archetypes/alkenstar-agent-ooa1.md index b1ebde405..16ce810b2 100644 --- a/compendium/character/archetypes/alkenstar-agent-ooa1.md +++ b/compendium/character/archetypes/alkenstar-agent-ooa1.md @@ -14,7 +14,6 @@ Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and ```ad-embed-feat title: Alkenstar Agent Dedication, Feat 2 collapse: closed -# Alkenstar Agent Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You have been initiated by the grand duchess of Alkenstar or one of her agents. @@ -31,7 +30,6 @@ You put on the persona of a rough and tumble outlaw, but your real goals are to ```ad-embed-feat title: Loose Cannon, Feat 4 collapse: closed -# Loose Cannon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication @@ -52,7 +50,6 @@ Your unpredictable gunfire often catches enemies off guard or hits unprotected a ```ad-embed-feat title: Plant Evidence, Feat 4* collapse: closed -# Plant Evidence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Plant Evidence](compendium/feats/plant-evidence-apg.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -69,7 +66,6 @@ You can put a single item you're holding of light or negligible Bulk onto a pers ```ad-embed-feat title: Quick Draw (Ranger), Feat 4* collapse: closed -# Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -85,7 +81,6 @@ You draw your weapon and attack with the same motion. You [Interact](rules/actio ```ad-embed-feat title: Reactive Pursuit, Feat 6* collapse: closed -# Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -102,7 +97,6 @@ You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but ```ad-embed-feat title: Running Reload, Feat 6* collapse: closed -# Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Running Reload](compendium/feats/running-reload.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -118,7 +112,6 @@ You can reload your weapon on the move. You [Stride](rules/actions/stride.md), [ ```ad-embed-feat title: Prepare Papers, Feat 7 collapse: closed -# Prepare Papers *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication, master in [Society](compendium/skills.md#Society) @@ -132,7 +125,6 @@ You're practiced at creating forgeries that establish your outlaw credentials or ```ad-embed-feat title: Flash Your Badge, Feat 10 collapse: closed -# Flash Your Badge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Alkenstar Agent Dedication, master in [Intimidation](compendium/skills.md#Intimidation) @@ -147,7 +139,6 @@ You make a fearsome show of your authority. Roll [Intimidation](compendium/skill ```ad-embed-feat title: Snap Shot, Feat 10* collapse: closed -# Snap Shot *Feat 10* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Snap Shot](compendium/feats/snap-shot.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. @@ -162,7 +153,6 @@ You've learned to react with ranged weapons when a creature is in close quarters ```ad-embed-feat title: Instant Opening, Feat 18* collapse: closed -# Instant Opening [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Instant Opening](compendium/feats/instant-opening.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/alter-ego-da.md b/compendium/character/archetypes/alter-ego-da.md index 5ab23db3e..48ac65cc4 100644 --- a/compendium/character/archetypes/alter-ego-da.md +++ b/compendium/character/archetypes/alter-ego-da.md @@ -19,7 +19,6 @@ Performing an alter ego means going unregarded. Passing as just a face in the cr ````ad-embed-feat title: Alter Ego Dedication, Feat 2 collapse: closed -# Alter Ego Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth) @@ -27,8 +26,7 @@ collapse: closed You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in [Deception](compendium/skills.md#Deception). You gain the Assume a Role activity. ```ad-embed-ability -title: Assume a Role -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Assume a Role** ([concentrate](rules/traits/concentrate.md)) - **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information @@ -37,7 +35,9 @@ title: Assume a Role You perform the [Impersonate](rules/actions/impersonate.md) activity to pass as a member of the role you [observed](rules/conditions.md#Observed) and gain a +1 circumstance bonus to any [Deception](compendium/skills.md#Deception) checks you attempt in your impersonation. This takes the normal amount of time it takes you to [Impersonate](rules/actions/impersonate.md). You also choose one [Lore](compendium/skills.md#Lore) skill relevant to that role (such as [Farming Lore](compendium/skills.md#Lore) for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that [Lore](compendium/skills.md#Lore) skill, and if you're untrained in it, you can use your level as your proficiency bonus. You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. @@ -49,7 +49,6 @@ You stop assuming the role after 24 hours, if you start studying for a new role, ```ad-embed-feat title: Change of Face, Feat 4 collapse: closed -# Change of Face *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -63,7 +62,6 @@ You know that for the best disguise to work, one requires not only the right ski ```ad-embed-feat title: Fake It Till You Make It, Feat 4 collapse: closed -# Fake It Till You Make It *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -77,7 +75,6 @@ When you take on a role, you become more capable with all sorts of tasks involvi ```ad-embed-feat title: In Plain Sight, Feat 4 collapse: closed -# In Plain Sight *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -91,7 +88,6 @@ People often only see what they want to see, a weakness you know how to take ful ```ad-embed-feat title: Sound Mirror, Feat 6 collapse: closed -# Sound Mirror *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -105,7 +101,6 @@ You twist not just the visual, but the auditory as well, allowing you to pass wi ```ad-embed-feat title: Muscle Mimicry, Feat 7 collapse: closed -# Muscle Mimicry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md); trained in [Athletics](compendium/skills.md#Athletics), master in [Deception](compendium/skills.md#Deception) @@ -123,7 +118,6 @@ Your study of another allows you to mirror their movements subtly, even in the h ```ad-embed-feat title: Swap Reflections, Feat 8 collapse: closed -# Swap Reflections [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Prerequisites**: [Alter Ego Dedication](compendium/feats/alter-ego-dedication-da.md) @@ -145,7 +139,6 @@ You've learned how to use even your reflection to your advantage. You send your ```ad-embed-feat title: Borrow Memories, Feat 14* collapse: closed -# Borrow Memories *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Borrow Memories](compendium/feats/borrow-memories-da.md) is intended for use with the Alter Ego Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/animal-trainer-ec2.md b/compendium/character/archetypes/animal-trainer-ec2.md index 92bd85f8f..4bfb6aaaf 100644 --- a/compendium/character/archetypes/animal-trainer-ec2.md +++ b/compendium/character/archetypes/animal-trainer-ec2.md @@ -14,7 +14,6 @@ You have befriended an animal to serve as an able assistant and loyal guardian. ```ad-embed-feat title: Animal Trainer Dedication, Feat 2 collapse: closed -# Animal Trainer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Nature](compendium/skills.md#Nature) @@ -30,7 +29,6 @@ You gain the services of a young animal companion that travels with you and obey ```ad-embed-feat title: Beast Speaker, Feat 4 collapse: closed -# Beast Speaker *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) @@ -44,7 +42,6 @@ You constantly have the effects of [speak with animals](compendium/spells/speak- ````ad-embed-feat title: Mature Trained Companion, Feat 6 collapse: closed -# Mature Trained Companion *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Animal Trainer Dedication](compendium/feats/animal-trainer-dedication-ec2.md) @@ -76,7 +73,6 @@ The companion maintains its performance to captivate a single target within 30 f ```ad-embed-feat title: Insistent Command, Feat 8 collapse: closed -# Insistent Command *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Master in [Nature](compendium/skills.md#Nature), Animal Trainer Dedication @@ -90,7 +86,6 @@ When you roll a success to [Command an Animal](rules/actions/command-an-animal.m ```ad-embed-feat title: Splendid Companion, Feat 12* collapse: closed -# Splendid Companion *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Splendid Companion](compendium/feats/splendid-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. @@ -106,7 +101,6 @@ Your animal companion continues to develop. It becomes a nimble or savage animal ```ad-embed-feat title: Specialized Companion, Feat 18* collapse: closed -# Specialized Companion *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Specialized Companion](compendium/feats/specialized-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/archaeologist-apg.md b/compendium/character/archetypes/archaeologist-apg.md index 7bdbd53f8..653250a1a 100644 --- a/compendium/character/archetypes/archaeologist-apg.md +++ b/compendium/character/archetypes/archaeologist-apg.md @@ -14,7 +14,6 @@ Adventurers raid tombs for material gain, but true archaeologists treasure the k ```ad-embed-feat title: Archaeologist Dedication, Feat 2 collapse: closed -# Archaeologist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), and [Thievery](compendium/skills.md#Thievery) @@ -32,7 +31,6 @@ You become an expert in [Society](compendium/skills.md#Society) and [Thievery](c ```ad-embed-feat title: Magical Scholastics, Feat 4 collapse: closed -# Magical Scholastics *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) @@ -46,7 +44,6 @@ While study is key to your success, a bit of magic is a helpful tool in discover ```ad-embed-feat title: Settlement Scholastics, Feat 4 collapse: closed -# Settlement Scholastics *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) @@ -62,7 +59,6 @@ Your studies open up new horizons. You become an expert in a [Lore](compendium/s ```ad-embed-feat title: Trap Finder (Rogue), Feat 4* collapse: closed -# Trap Finder (Rogue) *Feat 4* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Trap Finder (Rogue)](compendium/feats/trap-finder-rogue.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. @@ -79,7 +75,6 @@ You can disable traps that require a proficiency rank of master in [Thievery](co ```ad-embed-feat title: Scholastic Identification, Feat 7 collapse: closed -# Scholastic Identification *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), master in [Society](compendium/skills.md#Society) @@ -93,7 +88,6 @@ You have the knowledge needed to understand ancient texts and cultural artifacts ```ad-embed-feat title: Archaeologist's Luck, Feat 8 collapse: closed -# Archaeologist's Luck *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md) @@ -109,7 +103,6 @@ You are more than just skillful; your drive to find the secrets of the past mani ```ad-embed-feat title: Delay Trap, Feat 10* collapse: closed -# Delay Trap [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Delay Trap](compendium/feats/delay-trap.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. @@ -126,7 +119,6 @@ You can jam the workings of a trap to delay its effects. Attempt a [Thievery](co ```ad-embed-feat title: Greater Magical Scholastics, Feat 10 collapse: closed -# Greater Magical Scholastics *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archaeologist Dedication](compendium/feats/archaeologist-dedication-apg.md), [Magical Scholastics](compendium/feats/magical-scholastics-apg.md) diff --git a/compendium/character/archetypes/archer-apg.md b/compendium/character/archetypes/archer-apg.md index 9eabe7cbe..2c972542f 100644 --- a/compendium/character/archetypes/archer-apg.md +++ b/compendium/character/archetypes/archer-apg.md @@ -14,7 +14,6 @@ Bows of all types are powerful weapons. Generals and hunters alike recognize the ```ad-embed-feat title: Archer Dedication, Feat 2 collapse: closed -# Archer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -29,7 +28,6 @@ You become trained in all simple and martial weapons in the bow weapon group. Wh ```ad-embed-feat title: Assisting Shot, Feat 4* collapse: closed -# Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Assisting Shot](compendium/feats/assisting-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -46,7 +44,6 @@ With a quick shot, you interfere with a foe in combat. Make a [Strike](rules/act ```ad-embed-feat title: Point-blank Shot, Feat 4* collapse: closed -# Point-blank Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Point-blank Shot](compendium/feats/point-blank-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -63,7 +60,6 @@ You take aim to pick off nearby enemies quickly. When using a ranged volley weap ```ad-embed-feat title: Quick Shot, Feat 4 collapse: closed -# Quick Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) @@ -78,7 +74,6 @@ You draw your bow and attack with the same action. You [Interact](rules/actions/ ```ad-embed-feat title: Advanced Bow Training, Feat 6 collapse: closed -# Advanced Bow Training *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) @@ -92,7 +87,6 @@ Through constant practice and the crucible of experience, you increase your skil ```ad-embed-feat title: Crossbow Terror, Feat 6 collapse: closed -# Crossbow Terror *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) @@ -106,7 +100,6 @@ You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage w ```ad-embed-feat title: Double Shot, Feat 6* collapse: closed -# Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Double Shot](compendium/feats/double-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -123,7 +116,6 @@ You shoot twice in blindingly fast succession. Make two [Strikes](rules/actions/ ```ad-embed-feat title: Parting Shot, Feat 6* collapse: closed -# Parting Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Parting Shot](compendium/feats/parting-shot-apg.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -140,7 +132,6 @@ You jump back and fire a quick shot that catches your opponent off guard. You [S ```ad-embed-feat title: Running Reload, Feat 6* collapse: closed -# Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Running Reload](compendium/feats/running-reload.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -156,7 +147,6 @@ You can reload your weapon on the move. You [Stride](rules/actions/stride.md), [ ```ad-embed-feat title: Archer's Aim, Feat 8 collapse: closed -# Archer's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Archer Dedication](compendium/feats/archer-dedication-apg.md) @@ -173,7 +163,6 @@ You gain a +2 circumstance bonus to the attack roll and ignore the target's [con ```ad-embed-feat title: Triple Shot, Feat 8* collapse: closed -# Triple Shot *Feat 8* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Triple Shot](compendium/feats/triple-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -189,7 +178,6 @@ You can quickly fire multiple shots with greater control. When you use Double Sh ```ad-embed-feat title: Mobile Shot Stance, Feat 10* collapse: closed -# Mobile Shot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Mobile Shot Stance](compendium/feats/mobile-shot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. @@ -205,7 +193,6 @@ Your shots become nimble and deadly. While you're in this stance, your ranged [S ```ad-embed-feat title: Multishot Stance, Feat 18* collapse: closed -# Multishot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* [fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Multishot Stance](compendium/feats/multishot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/artillerist-g-g.md b/compendium/character/archetypes/artillerist-g-g.md index b4081e1ba..9ebbecdd3 100644 --- a/compendium/character/archetypes/artillerist-g-g.md +++ b/compendium/character/archetypes/artillerist-g-g.md @@ -22,7 +22,6 @@ You're not just some daredevil demolitionist, though. You're part of a team, acc ```ad-embed-feat title: Artillerist Dedication, Feat 2 collapse: closed -# Artillerist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in martial weapons @@ -38,7 +37,6 @@ Artillery is a team sport, where every member of the crew has to rely on the oth ```ad-embed-feat title: Named Artillery, Feat 4 collapse: closed -# Named Artillery *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) @@ -56,7 +54,6 @@ If you fail to do so, or if you spend a full day designating a new piece of name ```ad-embed-feat title: Shorthanded, Feat 4 collapse: closed -# Shorthanded *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -71,7 +68,6 @@ In a pinch, however, you can operate it with fewer people, provided you know wha ```ad-embed-feat title: Cannon Corner Shot, Feat 6 collapse: closed -# Cannon Corner Shot *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -84,7 +80,6 @@ By loading special ammunition in a particular way, you can make your siege weapo ```ad-embed-feat title: Field Artillery, Feat 6 collapse: closed -# Field Artillery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) @@ -99,7 +94,6 @@ While castles are generally obliging enough to stay in one place, out in the fie ```ad-embed-feat title: Live Ammunition, Feat 8 collapse: closed -# Live Ammunition *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -112,7 +106,6 @@ There are generally few things as ill-advised as being shot out of a cannon or l ```ad-embed-feat title: Master Siege Engineer, Feat 16* collapse: closed -# Master Siege Engineer *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Siege Engineer](compendium/feats/master-siege-engineer-g-g.md) is intended for use with the Artillerist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/assassin-apg.md b/compendium/character/archetypes/assassin-apg.md index e2f92c2de..3936aec8e 100644 --- a/compendium/character/archetypes/assassin-apg.md +++ b/compendium/character/archetypes/assassin-apg.md @@ -14,7 +14,6 @@ Targeted killing through stealth and subterfuge is the expertise of an assassin. ````ad-embed-feat title: Assassin Dedication, Feat 2 collapse: closed -# Assassin Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Alchemical Crafting](compendium/feats/alchemical-crafting.md); trained in [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), and [Stealth](compendium/skills.md#Stealth) @@ -22,7 +21,7 @@ collapse: closed You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. ```ad-embed-ability -title: Mark for Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Mark for Death** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**: You can see and hear the creature you intend to mark @@ -40,7 +39,6 @@ If the weapon or unarmed attack already has the [deadly](rules/traits/deadly.md ```ad-embed-feat title: Expert Backstabber, Feat 4 collapse: closed -# Expert Backstabber *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) @@ -54,7 +52,6 @@ When you [Strike](rules/actions/strike.md) a [flat-footed](rules/conditions.md#F ```ad-embed-feat title: Poison Resistance (Alchemist), Feat 4* collapse: closed -# Poison Resistance (Alchemist) *Feat 4* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Poison Resistance (Alchemist)](compendium/feats/poison-resistance-alchemist.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -69,7 +66,6 @@ Repeated exposure to toxic reagents has fortified your body against poisons of a ```ad-embed-feat title: Surprise Attack, Feat 4 collapse: closed -# Surprise Attack *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) @@ -83,7 +79,6 @@ You act before foes can react. On the first round of combat, if you roll [Decept ```ad-embed-feat title: Poison Weapon, Feat 6* collapse: closed -# Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Poison Weapon](compendium/feats/poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -102,7 +97,6 @@ You apply a [poison](rules/traits/poison.md "Poison Effect Trait") to the requir ```ad-embed-feat title: Sneak Attacker, Feat 6* collapse: closed -# Sneak Attacker *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Sneak Attacker](compendium/feats/sneak-attacker.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -118,7 +112,6 @@ You gain the sneak attack class feature (page 181), except it deals `1d4` damage ```ad-embed-feat title: Angel Of Death, Feat 10 collapse: closed -# Angel Of Death *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Assassin Dedication](compendium/feats/assassin-dedication-apg.md) @@ -132,7 +125,6 @@ All your [Strikes](rules/actions/strike.md) against a creature you have [Marked ```ad-embed-feat title: Improved Poison Weapon, Feat 10* collapse: closed -# Improved Poison Weapon *Feat 10* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. @@ -148,7 +140,6 @@ You deliver poisons in ways that maximize their harmful effects. When you apply ```ad-embed-feat title: Assassinate, Feat 12* collapse: closed -# Assassinate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Assassinate](compendium/feats/assassinate-apg.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/barbarian.md b/compendium/character/archetypes/barbarian.md index d49ef9159..8627d132c 100644 --- a/compendium/character/archetypes/barbarian.md +++ b/compendium/character/archetypes/barbarian.md @@ -19,7 +19,6 @@ The barbarian archetype is a great choice for characters that emphasize Strength ```ad-embed-feat title: Barbarian Dedication, Feat 2 collapse: closed -# Barbarian Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Constitution 14 @@ -39,7 +38,6 @@ Choose an instinct|Barbarian||1 as you would if you were a barbarian. You have t ```ad-embed-feat title: Barbarian Resiliency, Feat 4 collapse: closed -# Barbarian Resiliency *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), class granting no more Hit Points per level than 10 + your Constitution modifier @@ -53,7 +51,6 @@ You gain 3 additional Hit Points for each barbarian archetype class feat you hav ```ad-embed-feat title: Basic Fury, Feat 4 collapse: closed -# Basic Fury *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) @@ -67,7 +64,6 @@ You gain a 1st- or 2nd-level barbarian feat. ```ad-embed-feat title: Advanced Fury, Feat 6 collapse: closed -# Advanced Fury *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Fury](compendium/feats/basic-fury.md) @@ -83,7 +79,6 @@ You gain one barbarian feat. For the purpose of meeting its prerequisites, your ```ad-embed-feat title: Instinct Ability, Feat 6 collapse: closed -# Instinct Ability *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) @@ -97,7 +92,6 @@ You gain the instinct|Barbarian||1 ability for the instinct you chose for [Barba ```ad-embed-feat title: Juggernaut's Fortitude, Feat 12* collapse: closed -# Juggernaut's Fortitude *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Juggernaut's Fortitude](compendium/feats/juggernauts-fortitude.md) is intended for use with the Barbarian Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bard.md b/compendium/character/archetypes/bard.md index 0e3e961c1..4727f67b4 100644 --- a/compendium/character/archetypes/bard.md +++ b/compendium/character/archetypes/bard.md @@ -20,7 +20,6 @@ The bard archetype grants powerful effects that tend to use actions; it's a grea ```ad-embed-feat title: Bard Dedication, Feat 2 collapse: closed -# Bard Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -38,7 +37,6 @@ Choose a muse as you would if you were a bard. You have that muse for all purpos ```ad-embed-feat title: Basic Bard Spellcasting, Feat 4 collapse: closed -# Basic Bard Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -52,7 +50,6 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n ```ad-embed-feat title: Basic Muse's Whispers, Feat 4 collapse: closed -# Basic Muse's Whispers *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -66,7 +63,6 @@ You gain a 1st- or 2nd-level bard feat. ```ad-embed-feat title: Advanced Muse's Whispers, Feat 6 collapse: closed -# Advanced Muse's Whispers *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Muse's Whispers](compendium/feats/basic-muses-whispers.md) @@ -82,7 +78,6 @@ You gain one bard feat. For the purpose of meeting its prerequisites, your bard ```ad-embed-feat title: Counter Perform, Feat 6 collapse: closed -# Counter Perform *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -96,7 +91,6 @@ You gain the [counter performance](compendium/spells/counter-performance.md) com ```ad-embed-feat title: Inspirational Performance, Feat 8 collapse: closed -# Inspirational Performance *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) @@ -110,7 +104,6 @@ You gain the [inspire courage](compendium/spells/inspire-courage.md) composition ```ad-embed-feat title: Occult Breadth, Feat 8 collapse: closed -# Occult Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md) @@ -124,7 +117,6 @@ Your repertoire expands, and you can cast more occult spells each day. Increase ```ad-embed-feat title: Expert Bard Spellcasting, Feat 12* collapse: closed -# Expert Bard Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. @@ -140,7 +132,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Bard Spellcasting, Feat 18* collapse: closed -# Master Bard Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Bard Spellcasting](compendium/feats/master-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bastion-apg.md b/compendium/character/archetypes/bastion-apg.md index 38588cea6..476ce596a 100644 --- a/compendium/character/archetypes/bastion-apg.md +++ b/compendium/character/archetypes/bastion-apg.md @@ -14,7 +14,6 @@ Some say that a good offense is the best defense, but you find such boasting sma ```ad-embed-feat title: Bastion Dedication, Feat 2 collapse: closed -# Bastion Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) @@ -32,7 +31,6 @@ This fulfills any prerequisites requiring [Reactive Shield](compendium/feats/rea ```ad-embed-feat title: Disarming Block, Feat 4 collapse: closed -# Disarming Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) @@ -48,7 +46,6 @@ You attempt to [Disarm](rules/actions/disarm.md) the creature whose attack you b ```ad-embed-feat title: Nimble Shield Hand, Feat 6 collapse: closed -# Nimble Shield Hand *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) @@ -62,7 +59,6 @@ You are so used to wielding a shield that you can do so even while using the han ```ad-embed-feat title: Shielded Stride, Feat 6* collapse: closed -# Shielded Stride *Feat 6* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shielded Stride](compendium/feats/shielded-stride.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -77,7 +73,6 @@ When your shield is up, your enemies' blows can't touch you. When you have your ```ad-embed-feat title: Reflexive Shield, Feat 8* collapse: closed -# Reflexive Shield *Feat 8* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Reflexive Shield](compendium/feats/reflexive-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -92,7 +87,6 @@ You can use your shield to fend off the worst of area effects and other damage. ```ad-embed-feat title: Shield Warden (Fighter), Feat 8* collapse: closed -# Shield Warden (Fighter) *Feat 8* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -108,7 +102,6 @@ You use your shield to protect your allies. When you have a [shield raised](rule ```ad-embed-feat title: Destructive Block, Feat 10 collapse: closed -# Destructive Block *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bastion Dedication](compendium/feats/bastion-dedication-apg.md) @@ -122,7 +115,6 @@ You can protect yourself more effectively, at the expense of your shield. When y ```ad-embed-feat title: Quick Shield Block (Fighter), Feat 10* collapse: closed -# Quick Shield Block (Fighter) *Feat 10* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -138,7 +130,6 @@ You can bring your shield into place with hardly a thought. At the start of each ```ad-embed-feat title: Mirror Shield, Feat 12* collapse: closed -# Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Mirror Shield](compendium/feats/mirror-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. @@ -156,7 +147,6 @@ You reflect the spell back against the triggering opponent. Make a ranged attack ```ad-embed-feat title: Shield Salvation, Feat 12* collapse: closed -# Shield Salvation *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shield Salvation](compendium/feats/shield-salvation-apg.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/beast-gunner-g-g.md b/compendium/character/archetypes/beast-gunner-g-g.md index 65e76ae58..88ecd0bb4 100644 --- a/compendium/character/archetypes/beast-gunner-g-g.md +++ b/compendium/character/archetypes/beast-gunner-g-g.md @@ -24,7 +24,6 @@ You're one of those who successfully completed the hunt and bonded with your pri ````ad-embed-feat title: Beast Gunner Dedication, Feat 6 collapse: closed -# Beast Gunner Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert with at least one type of firearm, trained in [Arcana](compendium/skills.md#Arcana) or [Crafting](compendium/skills.md#Crafting), you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above) @@ -38,7 +37,7 @@ If you already cast arcane or primal spells from spell slots, you learn one addi You also gain Spellsling. ```ad-embed-ability -title: Spellsling [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Spellsling** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**: You're wielding your bonded beast gun @@ -54,7 +53,6 @@ title: Spellsling [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Action ```ad-embed-feat title: Basic Beast Gunner Spellcasting, Feat 8 collapse: closed -# Basic Beast Gunner Spellcasting *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beast Gunner Dedication](compendium/feats/beast-gunner-dedication-g-g.md) @@ -68,7 +66,6 @@ You've unlocked the first secrets of beast guns, granting you the power of their ```ad-embed-feat title: Call Gun, Feat 8* collapse: closed -# Call Gun *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") > [!pf2-note] This version of [Call Gun](compendium/feats/call-gun-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. @@ -86,7 +83,6 @@ Call Gun [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single A ```ad-embed-feat title: Drain Vitality, Feat 10 collapse: closed -# Drain Vitality [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Beast Gunner Dedication](compendium/feats/beast-gunner-dedication-g-g.md) @@ -103,7 +99,6 @@ You draw out the bestial magic energy within your bonded beast gun to fortify yo ```ad-embed-feat title: Expert Beast Gunner Spellcasting, Feat 12* collapse: closed -# Expert Beast Gunner Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Beast Gunner Spellcasting](compendium/feats/expert-beast-gunner-spellcasting-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. @@ -119,7 +114,6 @@ You've learned the deeper secrets of beast guns, making you an expert in the mag ```ad-embed-feat title: Controlled Bullet, Feat 16* collapse: closed -# Controlled Bullet [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") > [!pf2-note] This version of [Controlled Bullet](compendium/feats/controlled-bullet-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. @@ -139,7 +133,6 @@ You can continue to make [Strikes](rules/actions/strike.md) against new targets ```ad-embed-feat title: Master Beast Gunner Spellcasting, Feat 18* collapse: closed -# Master Beast Gunner Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Beast Gunner Spellcasting](compendium/feats/master-beast-gunner-spellcasting-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/beastmaster-apg.md b/compendium/character/archetypes/beastmaster-apg.md index dfd3ffb78..99098b1c2 100644 --- a/compendium/character/archetypes/beastmaster-apg.md +++ b/compendium/character/archetypes/beastmaster-apg.md @@ -14,11 +14,13 @@ You attract the loyalty of animals, and as your powers increase you can command > If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules on pages 214 –217 of the Core Rulebook. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source. > > ```ad-embed-ability -> title: Call Companion -> [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") +> title: **Call Companion** ([exploration](rules/traits/exploration.md)) +> > > You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. -> %% #trait/exploration %% +> %% +> #trait/exploration +> %% > ``` *Source: Advanced Player's Guide p. 160* @@ -26,7 +28,6 @@ You attract the loyalty of animals, and as your powers increase you can command ```ad-embed-feat title: Beastmaster Dedication, Feat 2 collapse: closed -# Beastmaster Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) @@ -46,7 +47,6 @@ When you gain your first beastmaster focus spell, you become trained in primal s ```ad-embed-feat title: Additional Companion, Feat 4 collapse: closed -# Additional Companion *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -62,7 +62,6 @@ Another animal joins you in your travels. It is a young animal companion that ha ```ad-embed-feat title: Heal Animal, Feat 4 collapse: closed -# Heal Animal *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -76,7 +75,6 @@ You can heal your animal companion's wounds. You can cast [heal animal](compendi ```ad-embed-feat title: Magic Hide, Feat 4* collapse: closed -# Magic Hide *Feat 4* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Magic Hide](compendium/feats/magic-hide-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -92,7 +90,6 @@ You can defend your companion in battle. You gain the [magic hide](compendium/sp ```ad-embed-feat title: Mature Beastmaster Companion, Feat 4 collapse: closed -# Mature Beastmaster Companion *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -106,7 +103,6 @@ All of your animal companions grow up, becoming mature animal companions and gai ```ad-embed-feat title: Wild Empathy, Feat 4* collapse: closed -# Wild Empathy *Feat 4* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Wild Empathy](compendium/feats/wild-empathy.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -121,7 +117,6 @@ You have a connection to the creatures of the natural world that allows you to c ```ad-embed-feat title: Beastmaster's Trance, Feat 6 collapse: closed -# Beastmaster's Trance *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -137,7 +132,6 @@ You gain the focus spell [beastmaster trance](compendium/spells/beastmaster-tran ```ad-embed-feat title: Companion's Cry, Feat 6* collapse: closed -# Companion's Cry *Feat 6* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Companion's Cry](compendium/feats/companions-cry.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -153,7 +147,6 @@ You can urge your companion to do its utmost. You can spend 2 actions to [Comman ```ad-embed-feat title: Incredible Beastmaster Companion, Feat 8 collapse: closed -# Incredible Beastmaster Companion *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) @@ -169,7 +162,6 @@ They each become nimble or savage animal companions (your choice, choose for eac ```ad-embed-feat title: Beastmaster Bond, Feat 10 collapse: closed -# Beastmaster Bond *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Prerequisites**: [Beastmaster Dedication](compendium/feats/beastmaster-dedication-apg.md) @@ -183,7 +175,6 @@ You can communicate telepathically with your animal companions within 100 feet. ```ad-embed-feat title: Enlarge Companion, Feat 10* collapse: closed -# Enlarge Companion *Feat 10* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Enlarge Companion](compendium/feats/enlarge-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -199,7 +190,6 @@ You make your companion enormous. You gain the [enlarge companion](compendium/sp ```ad-embed-feat title: Beastmaster's Call, Feat 12* collapse: closed -# Beastmaster's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") > [!pf2-note] This version of [Beastmaster's Call](compendium/feats/beastmasters-call-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -217,7 +207,6 @@ You quickly call in a primal projection of a non-active companion to provide the ```ad-embed-feat title: Side By Side (Ranger), Feat 14* collapse: closed -# Side By Side (Ranger) *Feat 14* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Side By Side (Ranger)](compendium/feats/side-by-side-ranger.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -233,7 +222,6 @@ You and your animal companion fight in tandem, distracting your foes and keeping ```ad-embed-feat title: Specialized Beastmaster Companion, Feat 14* collapse: closed -# Specialized Beastmaster Companion *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. @@ -251,7 +239,6 @@ Your nimble and savage animal companions become cunning enough to become special ```ad-embed-feat title: Lead The Pack, Feat 16* collapse: closed -# Lead The Pack *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Lead The Pack](compendium/feats/lead-the-pack-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bellflower-tiller-aoa3.md b/compendium/character/archetypes/bellflower-tiller-aoa3.md index 61e9f7edc..a42dcb25c 100644 --- a/compendium/character/archetypes/bellflower-tiller-aoa3.md +++ b/compendium/character/archetypes/bellflower-tiller-aoa3.md @@ -14,7 +14,6 @@ Bellflower tillers handle most of the ground-level efforts of freeing slaves and ```ad-embed-feat title: Bellflower Dedication, Feat 6 collapse: closed -# Bellflower Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Charisma 14, expert in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival), member of the Bellflower Network @@ -30,7 +29,6 @@ You dedicate yourself to freeing slaves and escorting them to freedom. You gain ```ad-embed-feat title: Garden Path, Feat 8 collapse: closed -# Garden Path *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) @@ -44,7 +42,6 @@ You can guide your crop to move without notice. When you and any of your crop ar ```ad-embed-feat title: Practiced Guidance, Feat 8 collapse: closed -# Practiced Guidance *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) @@ -58,7 +55,6 @@ Making one's way to safety can be harrowing, but you have extensive practice at ```ad-embed-feat title: Scarecrow, Feat 8 collapse: closed -# Scarecrow *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) @@ -72,7 +68,6 @@ You fight fiercely to protect your crop. When you hit a creature that is adjacen ```ad-embed-feat title: Tiller's Aid, Feat 10 collapse: closed -# Tiller's Aid *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) @@ -86,7 +81,6 @@ You can use the [Aid](rules/actions/aid.md) reaction to help a member of your cr ```ad-embed-feat title: Tiller's Drive, Feat 10 collapse: closed -# Tiller's Drive *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Bellflower Dedication](compendium/feats/bellflower-dedication-aoa3.md) @@ -100,7 +94,6 @@ Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of yo ```ad-embed-feat title: Cut The Bonds, Feat 12* collapse: closed -# Cut The Bonds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Cut The Bonds](compendium/feats/cut-the-bonds-aoa3.md) is intended for use with the Bellflower Tiller Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/blessed-one-apg.md b/compendium/character/archetypes/blessed-one-apg.md index 2d79d7445..7245cb8fa 100644 --- a/compendium/character/archetypes/blessed-one-apg.md +++ b/compendium/character/archetypes/blessed-one-apg.md @@ -14,7 +14,6 @@ Through luck or deed, heritage or heroics, you carry the blessing of a deity. Th ```ad-embed-feat title: Blessed One Dedication, Feat 2 collapse: closed -# Blessed One Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -31,7 +30,6 @@ This feat grants a focus pool of 1 Focus Point that you can recover using the [R ```ad-embed-feat title: Blessed Sacrifice, Feat 4 collapse: closed -# Blessed Sacrifice *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md) @@ -45,7 +43,6 @@ You gain the [protector's sacrifice](compendium/spells/protectors-sacrifice.md) ```ad-embed-feat title: Accelerating Touch, Feat 6* collapse: closed -# Accelerating Touch *Feat 6* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Accelerating Touch](compendium/feats/accelerating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -61,7 +58,6 @@ Your healing energies are infused with bounding energy. A creature that recovers ```ad-embed-feat title: Mercy, Feat 6* collapse: closed -# Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [champion](rules/traits/champion.md "Champion Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Mercy](compendium/feats/mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -78,7 +74,6 @@ Your touch relieves fear and restores movement. If the next action you use is to ```ad-embed-feat title: Blessed Spell, Feat 8 collapse: closed -# Blessed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Blessed One Dedication](compendium/feats/blessed-one-dedication-apg.md), ability to cast spells from spell slots, [Mercy](compendium/feats/mercy.md) @@ -94,7 +89,6 @@ When you focus your magic on an ally, you can remove harmful conditions. If your ```ad-embed-feat title: Invigorating Mercy, Feat 8* collapse: closed -# Invigorating Mercy *Feat 8* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Invigorating Mercy](compendium/feats/invigorating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -110,7 +104,6 @@ Your divine touch rejuvenates the weak and tired. When you use Mercy, you can in ```ad-embed-feat title: Greater Mercy, Feat 10* collapse: closed -# Greater Mercy *Feat 10* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Greater Mercy](compendium/feats/greater-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -126,7 +119,6 @@ Your faith enhances your ability to remove conditions. When you use [Mercy](comp ```ad-embed-feat title: Blessed Denial, Feat 12* collapse: closed -# Blessed Denial [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Blessed Denial](compendium/feats/blessed-denial-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -144,7 +136,6 @@ You exude peace and protection, lessening a harmful condition as it falls upon a ```ad-embed-feat title: Elucidating Mercy, Feat 12* collapse: closed -# Elucidating Mercy *Feat 12* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Elucidating Mercy](compendium/feats/elucidating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -160,7 +151,6 @@ Your mercy grants clarity to those around you just when they need it most. When ```ad-embed-feat title: Resilient Touch, Feat 12* collapse: closed -# Resilient Touch *Feat 12* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Resilient Touch](compendium/feats/resilient-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -178,7 +168,6 @@ An ally that recovers Hit Points from your lay on hands gains a +1 status bonus ```ad-embed-feat title: Affliction Mercy, Feat 14* collapse: closed -# Affliction Mercy *Feat 14* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Affliction Mercy](compendium/feats/affliction-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -194,7 +183,6 @@ The divine grace that flows through you grants reprieve from an affliction. When ```ad-embed-feat title: Amplifying Touch, Feat 14* collapse: closed -# Amplifying Touch *Feat 14* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Amplifying Touch](compendium/feats/amplifying-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. @@ -210,7 +198,6 @@ Your healing energies empower attacks. An ally that recovers Hit Points from you ```ad-embed-feat title: Rejuvenating Touch, Feat 20* collapse: closed -# Rejuvenating Touch *Feat 20* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Rejuvenating Touch](compendium/feats/rejuvenating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bounty-hunter-apg.md b/compendium/character/archetypes/bounty-hunter-apg.md index 523fdc0d1..b156f4091 100644 --- a/compendium/character/archetypes/bounty-hunter-apg.md +++ b/compendium/character/archetypes/bounty-hunter-apg.md @@ -14,7 +14,6 @@ Whether for coin, glory, or justice, you know how to track, defeat, and capture ```ad-embed-feat title: Bounty Hunter Dedication, Feat 2 collapse: closed -# Bounty Hunter Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) @@ -32,7 +31,6 @@ If you already have [Hunt Prey](rules/actions/hunt-prey.md), you become an exper ```ad-embed-feat title: Posse, Feat 4 collapse: closed -# Posse *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) @@ -49,7 +47,6 @@ This benefit lasts until you designate a new prey or your prey dies, whichever c ```ad-embed-feat title: Tools Of The Trade, Feat 4 collapse: closed -# Tools Of The Trade *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) @@ -65,7 +62,6 @@ In addition, you take no penalty when making a nonlethal attack with a weapon wi ```ad-embed-feat title: Keep Pace, Feat 6 collapse: closed -# Keep Pace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) @@ -81,7 +77,6 @@ Your prey can't escape. [Stride](rules/actions/stride.md) up to your Speed, foll ```ad-embed-feat title: Opportunistic Grapple, Feat 8 collapse: closed -# Opportunistic Grapple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bounty Hunter Dedication](compendium/feats/bounty-hunter-dedication-apg.md) @@ -98,7 +93,6 @@ You attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](ru ```ad-embed-feat title: Double Prey, Feat 14* collapse: closed -# Double Prey *Feat 14* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Double Prey](compendium/feats/double-prey.md) is intended for use with the Bounty Hunter Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/bright-lion-lol.md b/compendium/character/archetypes/bright-lion-lol.md index ca588bbd1..c1531fcf9 100644 --- a/compendium/character/archetypes/bright-lion-lol.md +++ b/compendium/character/archetypes/bright-lion-lol.md @@ -14,7 +14,6 @@ You are one of the Bright Lions, part revolutionary warrior, part undercover spy ```ad-embed-feat title: Bright Lion Dedication, Feat 2 collapse: closed -# Bright Lion Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: [Bright Lion](compendium/character/backgrounds/bright-lion-lowg.md) background @@ -31,7 +30,6 @@ You become trained in your choice of [Deception](compendium/skills.md#Deception) ```ad-embed-feat title: Warding Light, Feat 4 collapse: closed -# Warding Light *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) @@ -47,7 +45,6 @@ The tattoo allows you to cast the [light](compendium/spells/light.md) cantrip as ```ad-embed-feat title: Sun's Fury, Feat 6 collapse: closed -# Sun's Fury *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) @@ -61,7 +58,6 @@ The Old Sun Gods have granted you a gift in your fight against Walkena. You gain ```ad-embed-feat title: Elude The Divine, Feat 8 collapse: closed -# Elude The Divine *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Bright Lion Dedication](compendium/feats/bright-lion-dedication-lol.md) diff --git a/compendium/character/archetypes/bullet-dancer-g-g.md b/compendium/character/archetypes/bullet-dancer-g-g.md index a843e1b43..e2bb6229f 100644 --- a/compendium/character/archetypes/bullet-dancer-g-g.md +++ b/compendium/character/archetypes/bullet-dancer-g-g.md @@ -14,7 +14,6 @@ While most monastic orders and traditional fighting schools shun firearms as lou ````ad-embed-feat title: Bullet Dancer Dedication, Feat 2 collapse: closed -# Bullet Dancer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in unarmored defense and trained in simple weapons @@ -22,13 +21,14 @@ collapse: closed You've learned how to synchronize traditional martial arts and guns. You gain the Bullet Dancer Stance action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks. ```ad-embed-ability -title: Bullet Dancer Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[stance](rules/traits/stance.md "Stance Combat Trait") +title: **Bullet Dancer Stance** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([stance](rules/traits/stance.md)) - **Requirements**: You're unarmored and wielding a simple firearm, [bayonet](compendium/equipment/items/bayonet-g-g.md), or [reinforced stock](compendium/equipment/items/reinforced-stock-g-g.md) **Effect** You enter a specialized stance for a unique martial art centered around the use of simple firearms. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are those using bayonets, reinforced stocks, and simple firearms. You can use Flurry of Blows with these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with simple firearms when attacking within half the first range increment. -%% #trait/stance %% +%% + #trait/stance +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the bullet dancer dedication archetype. @@ -40,7 +40,6 @@ title: Bullet Dancer Stance [>](rules/core-rulebook/chapter-9-playing-the-game.m ```ad-embed-feat title: Brawling Focus, Feat 4* collapse: closed -# Brawling Focus *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Brawling Focus](compendium/feats/brawling-focus.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -55,7 +54,6 @@ You know how to make the most of your attacks when fighting hand-to-hand. You ga ```ad-embed-feat title: Black Powder Boost, Feat 6* collapse: closed -# Black Powder Boost [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Black Powder Boost](compendium/feats/black-powder-boost-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -74,7 +72,6 @@ You fire your weapon as you jump, using the kickback to go farther. You [Leap](r ```ad-embed-feat title: Bullet Dancer Burn, Feat 6 collapse: closed -# Bullet Dancer Burn *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Bullet Dancer Stance @@ -91,7 +88,6 @@ The benefit on your next [Strike](rules/actions/strike.md) from either use of Bu ```ad-embed-feat title: Black Powder Blaze, Feat 8 collapse: closed -# Black Powder Blaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Black Powder Boost](compendium/feats/black-powder-boost-g-g.md) @@ -107,7 +103,6 @@ You learn to take advantage of every shot, flying across the battlefield with th ```ad-embed-feat title: Snap Shot, Feat 8* collapse: closed -# Snap Shot *Feat 8* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Snap Shot](compendium/feats/snap-shot.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -122,7 +117,6 @@ You've learned to react with ranged weapons when a creature is in close quarters ```ad-embed-feat title: Bullet Dancer Reload, Feat 12* collapse: closed -# Bullet Dancer Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Bullet Dancer Reload](compendium/feats/bullet-dancer-reload-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -140,7 +134,6 @@ You've learned to reload your simple firearms with uncanny grace, the ammunition ```ad-embed-feat title: Trick Shot, Feat 12* collapse: closed -# Trick Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Trick Shot](compendium/feats/trick-shot-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -160,7 +153,6 @@ You shoot not at your foe but at an object nearby. Make a [Strike](rules/actions ```ad-embed-feat title: Ranged Disarm, Feat 14* collapse: closed -# Ranged Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Ranged Disarm](compendium/feats/ranged-disarm-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -178,7 +170,6 @@ When using a simple firearm, you can shoot objects right out of your enemy's han ```ad-embed-feat title: Ricochet Shot, Feat 14* collapse: closed -# Ricochet Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Ricochet Shot](compendium/feats/ricochet-shot-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -194,7 +185,6 @@ You bounce your shot off a nearby surface to strike your opponent from an unexpe ```ad-embed-feat title: Showstopper, Feat 16* collapse: closed -# Showstopper *Feat 16* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Showstopper](compendium/feats/showstopper-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. @@ -212,7 +202,6 @@ When using Pistol Twirl to [Feint](rules/actions/feint.md), you can target all e ```ad-embed-feat title: Two-weapon Fusillade, Feat 16* collapse: closed -# Two-weapon Fusillade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* [flourish](rules/traits/flourish.md "Flourish Combat Trait") [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Two-weapon Fusillade](compendium/feats/two-weapon-fusillade-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/butterfly-blade-frp1.md b/compendium/character/archetypes/butterfly-blade-frp1.md index e491ef484..05041956c 100644 --- a/compendium/character/archetypes/butterfly-blade-frp1.md +++ b/compendium/character/archetypes/butterfly-blade-frp1.md @@ -14,7 +14,6 @@ You've trained in one of Goka's oldest traditions of espionage, intimidation, an ```ad-embed-feat title: Butterfly Blade Dedication, Feat 4 collapse: closed -# Butterfly Blade Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Defeat a member of the Butterfly Blades in a sanctioned bout. @@ -31,7 +30,6 @@ You become trained in [Deception](compendium/skills.md#Deception) and [Stealth]( ```ad-embed-feat title: Clever Gambit, Feat 4* collapse: closed -# Clever Gambit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Clever Gambit](compendium/feats/clever-gambit-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -49,7 +47,6 @@ Your battle tactics are aided by your assessment of your foes' capabilities, all ```ad-embed-feat title: Combat Assessment, Feat 4* collapse: closed -# Combat Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Combat Assessment](compendium/feats/combat-assessment-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -65,7 +62,6 @@ You make a telegraphed attack to learn about your foe. Make a melee [Strike](rul ```ad-embed-feat title: Dread Striker, Feat 4* collapse: closed -# Dread Striker *Feat 4* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Dread Striker](compendium/feats/dread-striker.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -80,7 +76,6 @@ You capitalize on your enemies' fear to slip past their defenses. Any creature t ```ad-embed-feat title: Quick Draw (Ranger), Feat 4* collapse: closed -# Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. @@ -96,7 +91,6 @@ You draw your weapon and attack with the same motion. You [Interact](rules/actio ```ad-embed-feat title: Butterfly's Kiss, Feat 6 collapse: closed -# Butterfly's Kiss *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -110,7 +104,6 @@ You can make nonlethal [Strikes](rules/actions/strike.md) with a butterfly sword ```ad-embed-feat title: Butterfly's Sting, Feat 6 collapse: closed -# Butterfly's Sting *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -126,7 +119,6 @@ You don't increase the number of dice as you gain levels. ```ad-embed-feat title: Mastermind's Eye, Feat 6 collapse: closed -# Mastermind's Eye *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -140,7 +132,6 @@ When you succeed at identifying a creature using [Recall Knowledge](rules/action ```ad-embed-feat title: Deadly Butterfly, Feat 8 collapse: closed -# Deadly Butterfly *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Butterfly Blade Dedication](compendium/feats/butterfly-blade-dedication-frp1.md) @@ -154,7 +145,6 @@ You gain access to the butterfly sword's critical specialization effect. If you ```ad-embed-feat title: Innocent Butterfly, Feat 14* collapse: closed -# Innocent Butterfly *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Innocent Butterfly](compendium/feats/innocent-butterfly-frp1.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/captivator-lotgb.md b/compendium/character/archetypes/captivator-lotgb.md index fc0af6fe4..a6cd3c7a3 100644 --- a/compendium/character/archetypes/captivator-lotgb.md +++ b/compendium/character/archetypes/captivator-lotgb.md @@ -21,7 +21,6 @@ Evil captivators manipulate others to achieve status, wealth, and power. They ha ```ad-embed-feat title: Captivator Dedication, Feat 4 collapse: closed -# Captivator Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Charisma 14, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) @@ -41,7 +40,6 @@ Choose two cantrips from the occult list; each cantrip must be from either the e ```ad-embed-feat title: Basic Captivator Spellcasting, Feat 4 collapse: closed -# Basic Captivator Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) @@ -57,7 +55,6 @@ Choose a 1st-level occult spell from either the enchantment or illusion school. ```ad-embed-feat title: Captivating Intensity, Feat 6 collapse: closed -# Captivating Intensity *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) @@ -71,7 +68,6 @@ Your ability to captivate others has grown, and you can use your captivator abil ```ad-embed-feat title: Countercharm, Feat 8 collapse: closed -# Countercharm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) @@ -90,7 +86,6 @@ When a foe casts an enchantment or illusion spell and you can see its manifestat ```ad-embed-feat title: Heightened Captivation, Feat 8 collapse: closed -# Heightened Captivation *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) @@ -106,7 +101,6 @@ You can infuse your enchantments and illusions with more power. Choose one of yo ```ad-embed-feat title: Expert Captivator Spellcasting, Feat 10 collapse: closed -# Expert Captivator Spellcasting *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Captivator Spellcasting](compendium/feats/basic-captivator-spellcasting-lotgb.md) @@ -126,7 +120,6 @@ You become an expert with spell attack rolls and spell DCs for occult spells. ```ad-embed-feat title: Reactive Charm, Feat 10 collapse: closed -# Reactive Charm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Captivator Dedication](compendium/feats/captivator-dedication-lotgb.md) @@ -143,7 +136,6 @@ You're so charming and distracting that when pressed, you can cast a simple ench ```ad-embed-feat title: Effortless Captivation, Feat 14* collapse: closed -# Effortless Captivation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Effortless Captivation](compendium/feats/effortless-captivation-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. @@ -161,7 +153,6 @@ You maintain your innate enchantments and illusions with hardly a thought. You i ```ad-embed-feat title: Master Captivator Spellcasting, Feat 16* collapse: closed -# Master Captivator Spellcasting *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Captivator Spellcasting](compendium/feats/master-captivator-spellcasting-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. @@ -183,7 +174,6 @@ You become a master with spell attack rolls and spell DCs for occult spells. ```ad-embed-feat title: Look Again, Feat 18* collapse: closed -# Look Again [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Look Again](compendium/feats/look-again-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/cathartic-mage-som.md b/compendium/character/archetypes/cathartic-mage-som.md index 467695202..d6cb2a886 100644 --- a/compendium/character/archetypes/cathartic-mage-som.md +++ b/compendium/character/archetypes/cathartic-mage-som.md @@ -184,7 +184,6 @@ You attempt to overcome your failings, but your guilt stays with you. ````ad-embed-feat title: Cathartic Mage Dedication, Feat 2 collapse: closed -# Cathartic Mage Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Cha 14 or ability to cast spells from spell slots @@ -200,21 +199,24 @@ If you can already cast spells from spell slots, you learn one additional cantri You gain the Catharsis reaction and the Settle Emotions activity. ```ad-embed-ability -title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Catharsis** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md), [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md)) - **Trigger**: determined by your catharsis emotion **Effect** You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. -%% #trait/concentrate #trait/emotion #trait/mental %% +%% + #trait/concentrate #trait/emotion #trait/mental +%% ``` ```ad-embed-ability -title: Settle Emotions -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Settle Emotions** ([concentrate](rules/traits/concentrate.md), [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md)) + You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. -%% #trait/concentrate #trait/emotion #trait/mental %% +%% + #trait/concentrate #trait/emotion #trait/mental +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. @@ -226,7 +228,6 @@ You spend 10 minutes using techniques you've developed to calm your emotions and ```ad-embed-feat title: Basic Cathartic Spellcasting, Feat 4 collapse: closed -# Basic Cathartic Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) @@ -240,7 +241,6 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n ```ad-embed-feat title: Cathartic Focus Spell, Feat 4 collapse: closed -# Cathartic Focus Spell *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) @@ -256,7 +256,6 @@ You can cast it only while in emotional fervor. If you don't already have one, y ```ad-embed-feat title: Work Yourself Up, Feat 8 collapse: closed -# Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) @@ -274,7 +273,6 @@ At the end of your emotional fervor, you experience the effects of your emotiona ```ad-embed-feat title: Expert Cathartic Spellcasting, Feat 12* collapse: closed -# Expert Cathartic Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. @@ -290,7 +288,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Infectious Emotions, Feat 12* collapse: closed -# Infectious Emotions *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Infectious Emotions](compendium/feats/infectious-emotions-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. @@ -306,7 +303,6 @@ When you use Catharsis, one ally within 30 feet gains the catharsis activation b ```ad-embed-feat title: Master Cathartic Spellcasting, Feat 18* collapse: closed -# Master Cathartic Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/cavalier-apg.md b/compendium/character/archetypes/cavalier-apg.md index 579443fdf..fb19adc43 100644 --- a/compendium/character/archetypes/cavalier-apg.md +++ b/compendium/character/archetypes/cavalier-apg.md @@ -20,7 +20,6 @@ You are a skilled and dedicated warrior of the battlefield who specializes in fi ```ad-embed-feat title: Cavalier Dedication, Feat 2 collapse: closed -# Cavalier Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) or [Society](compendium/skills.md#Society) @@ -36,7 +35,6 @@ You gain a young animal companion that serves as your mount. You can choose from ```ad-embed-feat title: Cavalier's Banner, Feat 4 collapse: closed -# Cavalier's Banner *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -53,7 +51,6 @@ If your banner is destroyed or removed, allies within 30 feet become [frightened ```ad-embed-feat title: Cavalier's Charge, Feat 4 collapse: closed -# Cavalier's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -69,7 +66,6 @@ You [Command an Animal](rules/actions/command-an-animal.md) to order your mount ```ad-embed-feat title: Impressive Mount, Feat 4 collapse: closed -# Impressive Mount *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -83,7 +79,6 @@ You've trained your mount to become a powerful force on the battlefield. The mou ```ad-embed-feat title: Quick Mount, Feat 4 collapse: closed -# Quick Mount [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) @@ -99,7 +94,6 @@ You and your mount can spring into action at a moment's notice. You [Mount](rule ```ad-embed-feat title: Defend Mount, Feat 6 collapse: closed -# Defend Mount [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -115,7 +109,6 @@ You interpose yourself between an attacker and your mount, defending your mount ```ad-embed-feat title: Mounted Shield, Feat 6 collapse: closed -# Mounted Shield *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -129,7 +122,6 @@ You've trained with your shield to defend both yourself and your mount. When you ```ad-embed-feat title: Incredible Mount, Feat 8 collapse: closed -# Incredible Mount *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Impressive Mount](compendium/feats/impressive-mount-apg.md) @@ -143,7 +135,6 @@ Under your care and training, your mount has realized its innate potential. The ```ad-embed-feat title: Trampling Charge, Feat 10 collapse: closed -# Trampling Charge [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -159,7 +150,6 @@ You urge your mount forward, trampling enemies in your path. You command your mo ```ad-embed-feat title: Unseat, Feat 10 collapse: closed -# Unseat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cavalier Dedication](compendium/feats/cavalier-dedication-apg.md) @@ -175,7 +165,6 @@ You attempt to knock an opponent off their mount. Make a melee [Strike](rules/ac ```ad-embed-feat title: Specialized Mount, Feat 14* collapse: closed -# Specialized Mount *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Specialized Mount](compendium/feats/specialized-mount-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. @@ -193,7 +182,6 @@ You've trained your mount to perform in unusual or even extreme circumstances, g ```ad-embed-feat title: Legendary Rider, Feat 20* collapse: closed -# Legendary Rider *Feat 20* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Legendary Rider](compendium/feats/legendary-rider-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/celebrity-apg.md b/compendium/character/archetypes/celebrity-apg.md index ed7a4069d..17ffd8b84 100644 --- a/compendium/character/archetypes/celebrity-apg.md +++ b/compendium/character/archetypes/celebrity-apg.md @@ -14,14 +14,13 @@ You're a special personality... and you know it. You're not merely comfortable i ````ad-embed-feat title: Celebrity Dedication, Feat 2 collapse: closed -# Celebrity Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](rules/actions/earn-income.md). ```ad-embed-ability -title: Upstage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Upstage** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A foe attempts a skill check and doesn't get a critical success @@ -41,7 +40,6 @@ title: Upstage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Re ```ad-embed-feat title: Never Tire, Feat 4 collapse: closed -# Never Tire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) @@ -58,7 +56,6 @@ As long as you have an audience, you can continue to perform. Indeed, you must ```ad-embed-feat title: Mesmerizing Gaze, Feat 6 collapse: closed -# Mesmerizing Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) @@ -75,7 +72,6 @@ When you select this feat, it gains either the [arcane](rules/traits/arcane.md " ```ad-embed-feat title: Command Attention, Feat 10 collapse: closed -# Command Attention [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Celebrity Dedication](compendium/feats/celebrity-dedication-apg.md) diff --git a/compendium/character/archetypes/champion.md b/compendium/character/archetypes/champion.md index b4044275f..daf0fc0b0 100644 --- a/compendium/character/archetypes/champion.md +++ b/compendium/character/archetypes/champion.md @@ -19,7 +19,6 @@ The champion archetype greatly improves defenses, particularly armor. It's a gre ```ad-embed-feat title: Champion Dedication, Feat 2 collapse: closed -# Champion Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Charisma 14 @@ -37,7 +36,6 @@ You are bound by your deity's anathema and must follow the champion's code and a ```ad-embed-feat title: Basic Devotion, Feat 4 collapse: closed -# Basic Devotion *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -51,7 +49,6 @@ You gain a 1st- or 2nd-level champion feat. ```ad-embed-feat title: Champion Resiliency, Feat 4 collapse: closed -# Champion Resiliency *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -65,7 +62,6 @@ You gain 3 additional Hit Points for each champion archetype class feat you have ```ad-embed-feat title: Healing Touch, Feat 4 collapse: closed -# Healing Touch *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -79,7 +75,6 @@ You gain the appropriate devotion spell for your cause ([lay on hands](compendiu ```ad-embed-feat title: Advanced Devotion, Feat 6 collapse: closed -# Advanced Devotion *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Devotion](compendium/feats/basic-devotion.md) @@ -95,7 +90,6 @@ You gain one champion feat. For the purpose of meeting its prerequisites, your c ```ad-embed-feat title: Champion's Reaction, Feat 6 collapse: closed -# Champion's Reaction *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -109,7 +103,6 @@ You can use the champion's reaction associated with your cause. ```ad-embed-feat title: Divine Ally, Feat 6 collapse: closed -# Divine Ally *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) @@ -123,7 +116,6 @@ You gain a divine ally|Champion||3 of your choice. ```ad-embed-feat title: Diverse Armor Expert, Feat 14* collapse: closed -# Diverse Armor Expert *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Diverse Armor Expert](compendium/feats/diverse-armor-expert.md) is intended for use with the Champion Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/chronoskimmer-da.md b/compendium/character/archetypes/chronoskimmer-da.md index 2e479f373..bc78a34be 100644 --- a/compendium/character/archetypes/chronoskimmer-da.md +++ b/compendium/character/archetypes/chronoskimmer-da.md @@ -18,7 +18,6 @@ You have the means to see the timelines of all creatures, including your own. Yo ```ad-embed-feat title: Chronoskimmer Dedication, Feat 2 collapse: closed -# Chronoskimmer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") @@ -37,7 +36,6 @@ Additionally, if your initiative roll result is tied with an opponent's initiati ```ad-embed-feat title: Turn Back the Clock, Feat 4 collapse: closed -# Turn Back the Clock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) @@ -54,7 +52,6 @@ After failing a test of skill, you hop back in your personal timeline so you can ```ad-embed-feat title: Guide the Timeline, Feat 6 collapse: closed -# Guide the Timeline [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) @@ -70,7 +67,6 @@ You know the result you want and subtly nudge the timeline to your intended dest ```ad-embed-feat title: Reversing Charge, Feat 8 collapse: closed -# Reversing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) @@ -85,7 +81,6 @@ You dive into the fray before rewinding yourself to safety. [Stride](rules/actio ```ad-embed-feat title: Superimpose Time Duplicates, Feat 8 collapse: closed -# Superimpose Time Duplicates [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) @@ -101,7 +96,6 @@ You call alternate versions of yourself, either from a different timeline or per ```ad-embed-feat title: Borrow Time, Feat 10 collapse: closed -# Borrow Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) @@ -118,7 +112,6 @@ You reach ahead and make use of time that's yet to be. You become [quickened](ru ```ad-embed-feat title: Steal Time, Feat 10 collapse: closed -# Steal Time [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Chronoskimmer Dedication](compendium/feats/chronoskimmer-dedication-da.md) @@ -134,7 +127,6 @@ You reach into another creature's timeline and attempt to alter their flow of ti ```ad-embed-feat title: Combat Premonition, Feat 12* collapse: closed -# Combat Premonition *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Combat Premonition](compendium/feats/combat-premonition-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. @@ -150,7 +142,6 @@ By narrowing your sense of the future, you can improve that of your allies. When ```ad-embed-feat title: Escape Timeline, Feat 12* collapse: closed -# Escape Timeline [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Escape Timeline](compendium/feats/escape-timeline-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. @@ -169,7 +160,6 @@ You step outside of the flow of time momentarily, allowing you to avoid dangers. ```ad-embed-feat title: Space-Time Shift, Feat 12* collapse: closed -# Space-Time Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Space-Time Shift](compendium/feats/space-time-shift-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. @@ -188,7 +178,6 @@ You travel just a few moments into the future to immediately arrive at your dest ```ad-embed-feat title: Reset the Past, Feat 14* collapse: closed -# Reset the Past [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Reset the Past](compendium/feats/reset-the-past-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/cleric.md b/compendium/character/archetypes/cleric.md index ce5bf7827..a8bcad7f7 100644 --- a/compendium/character/archetypes/cleric.md +++ b/compendium/character/archetypes/cleric.md @@ -25,7 +25,6 @@ The cleric archetype is a great way to create a character of another class who's ```ad-embed-feat title: Cleric Dedication, Feat 2 collapse: closed -# Cleric Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Wisdom 14 @@ -41,7 +40,6 @@ You cast spells like a cleric. You gain access to the [Cast a Spell](rules/actio ```ad-embed-feat title: Basic Cleric Spellcasting, Feat 4 collapse: closed -# Basic Cleric Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) @@ -55,7 +53,6 @@ You gain the basic spellcasting benefits. You can prepare your deity's spells in ```ad-embed-feat title: Basic Dogma, Feat 4 collapse: closed -# Basic Dogma *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) @@ -69,7 +66,6 @@ You gain a 1st- or 2nd-level cleric feat. ```ad-embed-feat title: Advanced Dogma, Feat 6 collapse: closed -# Advanced Dogma *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Dogma](compendium/feats/basic-dogma.md) @@ -85,7 +81,6 @@ You gain one cleric feat. For the purpose of meeting its prerequisites, your cle ```ad-embed-feat title: Divine Breadth, Feat 8 collapse: closed -# Divine Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md) @@ -99,7 +94,6 @@ You can cast more divine spells each day. Increase the spell slots you gain from ```ad-embed-feat title: Expert Cleric Spellcasting, Feat 12* collapse: closed -# Expert Cleric Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. @@ -115,7 +109,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Cleric Spellcasting, Feat 18* collapse: closed -# Master Cleric Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Cleric Spellcasting](compendium/feats/master-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/clockwork-reanimator-ooa3.md b/compendium/character/archetypes/clockwork-reanimator-ooa3.md index 7b91af233..4359f8e49 100644 --- a/compendium/character/archetypes/clockwork-reanimator-ooa3.md +++ b/compendium/character/archetypes/clockwork-reanimator-ooa3.md @@ -20,7 +20,6 @@ While some think your creations are vile, you see beauty in utility and believe ```ad-embed-feat title: Clockwork Reanimator Dedication, Feat 2 collapse: closed -# Clockwork Reanimator Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) @@ -36,7 +35,6 @@ You can animate corpses through cunning engineering. You gain a prototype constr ```ad-embed-feat title: Advanced Reanimated Companion, Feat 4 collapse: closed -# Advanced Reanimated Companion *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) @@ -50,7 +48,6 @@ Your corpselike construct companion becomes much more powerful and can act with ```ad-embed-feat title: Hijack Undead, Feat 4 collapse: closed -# Hijack Undead [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) @@ -72,7 +69,6 @@ Your clockwork devices can commandeer the bodies of undead, bending them to your ```ad-embed-feat title: It's Alive!, Feat 6 collapse: closed -# It's Alive! *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Clockwork Reanimator Dedication](compendium/feats/clockwork-reanimator-dedication-ooa3.md) @@ -86,7 +82,6 @@ You've mastered the use of electrical energy to power your clockwork creations. ```ad-embed-feat title: Self-Destruct, Feat 12* collapse: closed -# Self-Destruct [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Self-Destruct](compendium/feats/self-destruct-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. @@ -105,7 +100,6 @@ You've installed a self-destruct device within your construct companion, which y ```ad-embed-feat title: Improved Hijack Undead, Feat 14* collapse: closed -# Improved Hijack Undead *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Improved Hijack Undead](compendium/feats/improved-hijack-undead-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. @@ -121,7 +115,6 @@ Undead creatures find it all but impossible to resist your commands. When you us ```ad-embed-feat title: Unwind Death, Feat 16* collapse: closed -# Unwind Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Unwind Death](compendium/feats/unwind-death-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. @@ -139,7 +132,6 @@ Combining necromancy with the mysterious temporal powers of clockwork, you wind ```ad-embed-feat title: Zombie Horde, Feat 20* collapse: closed -# Zombie Horde [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Zombie Horde](compendium/feats/zombie-horde-ooa3.md) is intended for use with the Clockwork Reanimator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/crystal-keeper-aoa4.md b/compendium/character/archetypes/crystal-keeper-aoa4.md index fe3c30db0..8f35e9422 100644 --- a/compendium/character/archetypes/crystal-keeper-aoa4.md +++ b/compendium/character/archetypes/crystal-keeper-aoa4.md @@ -14,7 +14,6 @@ In the era before Earthfall, the elven people of Golarion exhibited a wide range ```ad-embed-feat title: Crystal Keeper Dedication, Feat 4 collapse: closed -# Crystal Keeper Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Elven Lore](compendium/skills.md#Lore) or [Society](compendium/skills.md#Society) @@ -32,7 +31,6 @@ Additionally, you gain resistance 10 to damage from hazards associated with crys ```ad-embed-feat title: Crystal Ward Spells, Feat 4 collapse: closed -# Crystal Ward Spells *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) @@ -48,7 +46,6 @@ Focus spells are automatically heightened to half your level rounded up. Certain ```ad-embed-feat title: Simple Crystal Magic, Feat 6 collapse: closed -# Simple Crystal Magic *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) @@ -62,7 +59,6 @@ As long as you meditate before a gemstone worth at least 10 gp as part of your d ```ad-embed-feat title: Armor Rune Shifter, Feat 10 collapse: closed -# Armor Rune Shifter *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) @@ -76,7 +72,6 @@ You learn the secrets of armor runes by viewing them through gems and can alter ```ad-embed-feat title: Weapon-rune Shifter, Feat 10 collapse: closed -# Weapon-rune Shifter *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Crystal Keeper Dedication](compendium/feats/crystal-keeper-dedication-aoa4.md) diff --git a/compendium/character/archetypes/curse-maelstrom-da.md b/compendium/character/archetypes/curse-maelstrom-da.md index 17deb80ea..7dde726e8 100644 --- a/compendium/character/archetypes/curse-maelstrom-da.md +++ b/compendium/character/archetypes/curse-maelstrom-da.md @@ -24,7 +24,6 @@ Misery loves company, so your curse can even be a beacon for more misfortune. Yo ````ad-embed-feat title: Curse Maelstrom Dedication, Feat 2 collapse: closed -# Curse Maelstrom Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You are cursed or have previously been cursed. @@ -40,8 +39,7 @@ No matter the source, you can only enter a curse maelstrom state during an encou While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects, and they also don't cancel [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. ```ad-embed-ability -title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Expel Maelstrom** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([curse](rules/traits/curse.md), [necromancy](rules/traits/necromancy.md), [occult](rules/traits/occult.md)) - **Requirements**: You are in a curse maelstrom state @@ -52,7 +50,9 @@ title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Act > - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. > - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. > - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. -%% #trait/curse #trait/necromancy #trait/occult %% +%% + #trait/curse #trait/necromancy #trait/occult +%% ``` *Source: Dark Archive p. 168* @@ -62,7 +62,6 @@ title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Act ```ad-embed-feat title: Familiar Oddities, Feat 2 collapse: closed -# Familiar Oddities *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md), trained in [Occultism](compendium/skills.md#Occultism) or [Curse Lore](compendium/skills.md#Lore) @@ -76,7 +75,6 @@ Perhaps due to the curse within you, curses occasionally perceive you as an exte ```ad-embed-feat title: Unnerving Expansion, Feat 4 collapse: closed -# Unnerving Expansion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) @@ -91,7 +89,6 @@ You gather your curse around you and impel it to pour outward, expanding your ma ```ad-embed-feat title: Share Burden, Feat 6 collapse: closed -# Share Burden [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) @@ -107,7 +104,6 @@ You draw the misfortune or curse into yourself, potentially enabling you to ente ```ad-embed-feat title: Accursed Magic, Feat 8 collapse: closed -# Accursed Magic *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) @@ -123,7 +119,6 @@ If you couldn't already cast occult spells, these spells use Wisdom as your spel ```ad-embed-feat title: Counter Curse, Feat 8 collapse: closed -# Counter Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) @@ -140,7 +135,6 @@ You gather the energy of your maelstrom and fling its unleashed power into the e ```ad-embed-feat title: Torrential Backlash, Feat 10 collapse: closed -# Torrential Backlash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Curse Maelstrom Dedication](compendium/feats/curse-maelstrom-dedication-da.md) @@ -156,7 +150,6 @@ Calling upon forbidden practices, you release the curse from within yourself, al ```ad-embed-feat title: Reverse Curse, Feat 12* collapse: closed -# Reverse Curse *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Reverse Curse](compendium/feats/reverse-curse-da.md) is intended for use with the Curse Maelstrom Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/dandy-apg.md b/compendium/character/archetypes/dandy-apg.md index 254850b5b..93c86c780 100644 --- a/compendium/character/archetypes/dandy-apg.md +++ b/compendium/character/archetypes/dandy-apg.md @@ -14,7 +14,6 @@ You are a genteel master of style, culture, and decorum, aware of even the subtl ```ad-embed-feat title: Dandy Dedication, Feat 2 collapse: closed -# Dandy Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) @@ -32,7 +31,6 @@ You become trained in [Deception](compendium/skills.md#Deception) and [Society]( ```ad-embed-feat title: Distracting Flattery, Feat 4 collapse: closed -# Distracting Flattery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) @@ -55,7 +53,6 @@ Make a [Deception](compendium/skills.md#Deception) check against the target's Wi ```ad-embed-feat title: Gossip Lore, Feat 4 collapse: closed -# Gossip Lore *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md) @@ -71,7 +68,6 @@ If you have legendary proficiency in [Society](compendium/skills.md#Society), yo ```ad-embed-feat title: Fabricated Connections, Feat 7 collapse: closed -# Fabricated Connections *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md); master in [Deception](compendium/skills.md#Deception) @@ -85,7 +81,6 @@ You can lie about having taken an action so convincingly that you acquire all th ```ad-embed-feat title: Party Crasher, Feat 7 collapse: closed -# Party Crasher *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Dandy Dedication](compendium/feats/dandy-dedication-apg.md), master in [Society](compendium/skills.md#Society) diff --git a/compendium/character/archetypes/demolitionist-g-g.md b/compendium/character/archetypes/demolitionist-g-g.md index 33fcd09aa..6fe09b37c 100644 --- a/compendium/character/archetypes/demolitionist-g-g.md +++ b/compendium/character/archetypes/demolitionist-g-g.md @@ -14,20 +14,20 @@ As rippling explosions bring a castle's walls tumbling down, you grin and wipe t ````ad-embed-feat title: Demolitionist Dedication, Feat 2 collapse: closed -# Demolitionist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in [Engineering Lore](compendium/skills.md#Lore) or become an expert in it if you were already trained. You gain the Set Explosives action. ```ad-embed-ability -title: Set Explosives [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Set Explosives** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([concentrate](rules/traits/concentrate.md)) - **Requirements**: You have 1 or 2 bombs in hand **Effect** You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the demolitionist archetype. @@ -39,7 +39,6 @@ title: Set Explosives [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Act ````ad-embed-feat title: Demolition Charge, Feat 4* collapse: closed -# Demolition Charge *Feat 4* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Demolition Charge](compendium/feats/demolition-charge-apg.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. @@ -50,7 +49,7 @@ You can rig your bombs to inanimate objects in order to cause destruction to the The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first. ```ad-embed-ability -title: Fire in the Hole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Fire in the Hole** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves into the hazard's space @@ -66,7 +65,6 @@ As a reminder, since you didn't throw the bombs, Calculated Splash and similar e ```ad-embed-feat title: Safety Measures, Feat 4 collapse: closed -# Safety Measures *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Demolitionist Dedication](compendium/feats/demolitionist-dedication-g-g.md) @@ -80,7 +78,6 @@ You're often careful to be sure you're not hoisted on your own petard, or anyone ```ad-embed-feat title: Calculated Splash, Feat 6* collapse: closed -# Calculated Splash *Feat 6* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Calculated Splash](compendium/feats/calculated-splash.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. @@ -95,7 +92,6 @@ You have calculated all the angles to maximize a bomb's splash. When you throw a ```ad-embed-feat title: Explosive Entry, Feat 7 collapse: closed -# Explosive Entry [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Demolitionist Dedication](compendium/feats/demolitionist-dedication-g-g.md), master in [Engineering Lore](compendium/skills.md#Lore) @@ -110,7 +106,6 @@ You know exactly how to make a memorable entrance... by detonating a bomb to pro ```ad-embed-feat title: Controlled Blast, Feat 8 collapse: closed -# Controlled Blast *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Demolitionist Dedication](compendium/feats/demolitionist-dedication-g-g.md); [Calculated Splash](compendium/feats/calculated-splash.md), [Directional Bombs](compendium/feats/directional-bombs.md), or [Expanded Splash](compendium/feats/expanded-splash.md) @@ -124,7 +119,6 @@ You maximize the effectiveness of your explosives by controlling every possible ```ad-embed-feat title: Directional Bombs, Feat 8* collapse: closed -# Directional Bombs *Feat 8* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Directional Bombs](compendium/feats/directional-bombs.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. @@ -139,7 +133,6 @@ You can lob bombs with great force and a precise trajectory to angle the splash ```ad-embed-feat title: Collapse Wall, Feat 12* collapse: closed -# Collapse Wall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Collapse Wall](compendium/feats/collapse-wall-g-g.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. @@ -158,7 +151,6 @@ You detonate the required bombs in order to bring a wall down on a creature. If ```ad-embed-feat title: Expanded Splash, Feat 12* collapse: closed -# Expanded Splash *Feat 12* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Expanded Splash](compendium/feats/expanded-splash.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/dragon-disciple-apg.md b/compendium/character/archetypes/dragon-disciple-apg.md index 83076237f..59a801f70 100644 --- a/compendium/character/archetypes/dragon-disciple-apg.md +++ b/compendium/character/archetypes/dragon-disciple-apg.md @@ -24,7 +24,6 @@ As a dragon disciple, you study and learn from the example of dragons, but that ```ad-embed-feat title: Dragon Disciple Dedication, Feat 2 collapse: closed -# Dragon Disciple Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. @@ -55,7 +54,6 @@ You also gain a +1 circumstance bonus to saving throws against [sleep](rules/tra ```ad-embed-feat title: Claws Of The Dragon, Feat 4 collapse: closed -# Claws Of The Dragon *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -71,7 +69,6 @@ If you're a draconic sorcerer, when you cast [dragon claws](compendium/spells/dr ```ad-embed-feat title: Draconic Scent, Feat 4 collapse: closed -# Draconic Scent *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -85,7 +82,6 @@ Your sense of smell is uncanny, much like a dragon's. You gain imprecise [scent] ```ad-embed-feat title: Dragon Arcana, Feat 4 collapse: closed -# Dragon Arcana *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: ability to cast spells from spell slots, [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -99,7 +95,6 @@ You've discovered how to add the magic of dragons to your tradition. Add the dra ```ad-embed-feat title: Scales Of The Dragon, Feat 4 collapse: closed -# Scales Of The Dragon *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -113,7 +108,6 @@ Scales grow across your body, protecting you against physical and magical threat ```ad-embed-feat title: Breath Of The Dragon, Feat 8 collapse: closed -# Breath Of The Dragon *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dragon Disciple Dedication](compendium/feats/dragon-disciple-dedication-apg.md) @@ -127,7 +121,6 @@ You can use a powerful breath weapon, much like the dragon you emulate. You gain ```ad-embed-feat title: Wings Of The Dragon, Feat 12* collapse: closed -# Wings Of The Dragon *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Wings Of The Dragon](compendium/feats/wings-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. @@ -143,7 +136,6 @@ You can manifest draconic wings to soar through the air at great speed. You gain ```ad-embed-feat title: Shape Of The Dragon, Feat 14* collapse: closed -# Shape Of The Dragon *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shape Of The Dragon](compendium/feats/shape-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. @@ -161,7 +153,6 @@ Any time you score a critical hit with an unarmed [Strike](rules/actions/strike. ```ad-embed-feat title: Disciple's Breath, Feat 16* collapse: closed -# Disciple's Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Disciple's Breath](compendium/feats/disciples-breath-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. @@ -178,7 +169,6 @@ You unleash your breath weapon without spending focus. This has the effects of y ```ad-embed-feat title: Mighty Dragon Shape, Feat 18* collapse: closed -# Mighty Dragon Shape *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mighty Dragon Shape](compendium/feats/mighty-dragon-shape-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/drow-shootist-av3.md b/compendium/character/archetypes/drow-shootist-av3.md index bb8030e74..e93de0956 100644 --- a/compendium/character/archetypes/drow-shootist-av3.md +++ b/compendium/character/archetypes/drow-shootist-av3.md @@ -14,7 +14,6 @@ Some drow take skill with the hand crossbow to new heights. You've learned the s ````ad-embed-feat title: Drow Shootist Dedication, Feat 2 collapse: closed -# Drow Shootist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in the [hand crossbow](compendium/equipment/items/hand-crossbow.md) @@ -22,9 +21,11 @@ collapse: closed Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action. ```ad-embed-ability -title: Shootist's Draw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Shootist's Draw** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](rules/actions/strike.md) with it, or you [Strike](rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](rules/actions/interact.md) to stow it. +- **Frequency**: once per round + +**Effect** You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](rules/actions/strike.md) with it, or you [Strike](rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](rules/actions/interact.md) to stow it. ``` **Special.** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. @@ -36,7 +37,6 @@ You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](r ```ad-embed-feat title: Repeating Hand Crossbow Training, Feat 4 collapse: closed -# Repeating Hand Crossbow Training *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) @@ -52,7 +52,6 @@ You become trained in the [repeating hand crossbow](compendium/equipment/items/r ```ad-embed-feat title: Reloading Trick, Feat 6 collapse: closed -# Reloading Trick [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md) @@ -71,7 +70,6 @@ You can fire off a single shot even when unprepared. You [Interact](rules/action ```ad-embed-feat title: Lethargy Poisoner, Feat 8 collapse: closed -# Lethargy Poisoner *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Drow Shootist Dedication](compendium/feats/drow-shootist-dedication-av3.md), trained in [Crafting](compendium/skills.md#Crafting) diff --git a/compendium/character/archetypes/druid.md b/compendium/character/archetypes/druid.md index 5f7e53329..a17b9032a 100644 --- a/compendium/character/archetypes/druid.md +++ b/compendium/character/archetypes/druid.md @@ -20,7 +20,6 @@ The druid archetype can provide a bit of healing or elemental damage and can inc ```ad-embed-feat title: Druid Dedication, Feat 2 collapse: closed -# Druid Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Wisdom 14 @@ -40,7 +39,6 @@ Choose an order as you would if you were a druid. You become a member of that or ```ad-embed-feat title: Basic Druid Spellcasting, Feat 4 collapse: closed -# Basic Druid Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) @@ -54,7 +52,6 @@ You gain the basic spellcasting benefits. ```ad-embed-feat title: Basic Wilding, Feat 4 collapse: closed -# Basic Wilding *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) @@ -68,7 +65,6 @@ You gain a 1st- or 2nd-level druid feat. ```ad-embed-feat title: Order Spell, Feat 4 collapse: closed -# Order Spell *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) @@ -82,7 +78,6 @@ You gain the initial order spell from your order. If you don't already have one, ```ad-embed-feat title: Advanced Wilding, Feat 6 collapse: closed -# Advanced Wilding *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Wilding](compendium/feats/basic-wilding.md) @@ -98,7 +93,6 @@ You gain one druid feat. For the purpose of meeting its prerequisites, your drui ```ad-embed-feat title: Primal Breadth, Feat 8 collapse: closed -# Primal Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md) @@ -112,7 +106,6 @@ Increase the spell slots you gain from druid archetype feats by 1 for each spell ```ad-embed-feat title: Expert Druid Spellcasting, Feat 12* collapse: closed -# Expert Druid Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. @@ -128,7 +121,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Druid Spellcasting, Feat 18* collapse: closed -# Master Druid Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/dual-weapon-warrior-apg.md b/compendium/character/archetypes/dual-weapon-warrior-apg.md index 03acbb05d..395ada70a 100644 --- a/compendium/character/archetypes/dual-weapon-warrior-apg.md +++ b/compendium/character/archetypes/dual-weapon-warrior-apg.md @@ -14,7 +14,6 @@ You're able to effortlessly fight with multiple weapons simultaneously, weaving ```ad-embed-feat title: Dual-Weapon Warrior Dedication, Feat 2 collapse: closed -# Dual-Weapon Warrior Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -29,7 +28,6 @@ You're exceptional in your use of two weapons. You gain the [Double Slice](compe ```ad-embed-feat title: Dual Thrower, Feat 4 collapse: closed -# Dual Thrower *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) @@ -43,7 +41,6 @@ You know how to throw two weapons as easily as strike with them. Whenever a dual ```ad-embed-feat title: Dual-Weapon Reload, Feat 4 collapse: closed -# Dual-Weapon Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) @@ -59,7 +56,6 @@ You carry your ammunition in a way that allows you to reload while holding two w ```ad-embed-feat title: Twin Parry (Fighter), Feat 6* collapse: closed -# Twin Parry (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Twin Parry (Fighter)](compendium/feats/twin-parry-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. @@ -76,7 +72,6 @@ You use your two weapons to parry attacks. You gain a +1 circumstance bonus to A ```ad-embed-feat title: Flensing Slice, Feat 8 collapse: closed -# Flensing Slice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) @@ -92,7 +87,6 @@ When you hit with both attacks with Double Slice, you flense the target, making ```ad-embed-feat title: Dual-Weapon Blitz, Feat 10 collapse: closed -# Dual-Weapon Blitz [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dual-Weapon Warrior Dedication](compendium/feats/dual-weapon-warrior-dedication-apg.md) @@ -108,7 +102,6 @@ You attack as you dash among foes. [Stride](rules/actions/stride.md) up to your ```ad-embed-feat title: Twin Riposte (Fighter), Feat 12* collapse: closed -# Twin Riposte (Fighter) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Twin Riposte (Fighter)](compendium/feats/twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. @@ -126,7 +119,6 @@ A clever parry with one weapon leaves your opponent open to an attack with the o ```ad-embed-feat title: Dual Onslaught, Feat 14* collapse: closed -# Dual Onslaught *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Dual Onslaught](compendium/feats/dual-onslaught-apg.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. @@ -142,7 +134,6 @@ When you lash out with both weapons, you leave no room for the target to escape ```ad-embed-feat title: Improved Twin Riposte (Fighter), Feat 16* collapse: closed -# Improved Twin Riposte (Fighter) *Feat 16* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Improved Twin Riposte (Fighter)](compendium/feats/improved-twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. @@ -158,7 +149,6 @@ Your weapons are a blur, blocking and biting at your foes. At the start of each ```ad-embed-feat title: Twinned Defense (Fighter), Feat 18* collapse: closed -# Twinned Defense (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* [fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Twinned Defense (Fighter)](compendium/feats/twinned-defense-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/duelist-apg.md b/compendium/character/archetypes/duelist-apg.md index 1d3154193..6b3a8da04 100644 --- a/compendium/character/archetypes/duelist-apg.md +++ b/compendium/character/archetypes/duelist-apg.md @@ -14,7 +14,6 @@ Across the world, students in martial academies practice with their blades to ma ```ad-embed-feat title: Duelist Dedication, Feat 2 collapse: closed -# Duelist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in light armor and simple weapons @@ -30,7 +29,6 @@ You are always ready to draw your weapon and begin a duel, no matter the circums ```ad-embed-feat title: Dueling Parry, Feat 4* collapse: closed -# Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Dueling Parry](compendium/feats/dueling-parry.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -47,7 +45,6 @@ You can parry attacks against you with your one-handed weapon. You gain a +2 cir ```ad-embed-feat title: Duelist's Challenge, Feat 4 collapse: closed -# Duelist's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) @@ -64,7 +61,6 @@ If you attack a creature other than your dueling opponent, you take a circumstan ```ad-embed-feat title: Disarming Stance, Feat 8* collapse: closed -# Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Disarming Stance](compendium/feats/disarming-stance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -82,7 +78,6 @@ You adopt a fencing stance that improves your control over your weapon. While yo ```ad-embed-feat title: Selfless Parry, Feat 8 collapse: closed -# Selfless Parry *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dueling Parry](compendium/feats/dueling-parry-apg.md), [Duelist Dedication](compendium/feats/duelist-dedication-apg.md) @@ -96,7 +91,6 @@ You protect those near you with a flash of steel. When you're benefiting from Du ```ad-embed-feat title: Dueling Riposte, Feat 10* collapse: closed -# Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Dueling Riposte](compendium/feats/dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -115,7 +109,6 @@ You riposte against your flailing enemy. Make a melee [Strike](rules/actions/str ```ad-embed-feat title: Disarming Twist, Feat 12* collapse: closed -# Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Disarming Twist](compendium/feats/disarming-twist.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -136,7 +129,6 @@ After your initial attack redirects your foe's defenses, your follow-up wrests t ```ad-embed-feat title: Student Of The Dueling Arts, Feat 12* collapse: closed -# Student Of The Dueling Arts *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Student Of The Dueling Arts](compendium/feats/student-of-the-dueling-arts-apg.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -154,7 +146,6 @@ In addition, you can enter a stance from a duelist archetype feat you don't have ```ad-embed-feat title: Dueling Dance, Feat 14* collapse: closed -# Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [fighter](rules/traits/fighter.md "Fighter Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Dueling Dance](compendium/feats/dueling-dance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -172,7 +163,6 @@ Using your free hand as pivot and balance, you both attack and defend with your ```ad-embed-feat title: Improved Dueling Riposte, Feat 14* collapse: closed -# Improved Dueling Riposte *Feat 14* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Improved Dueling Riposte](compendium/feats/improved-dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. @@ -188,7 +178,6 @@ Your weapon whirls and darts, striking foes whenever the opportunity presents it ```ad-embed-feat title: Guiding Riposte, Feat 16* collapse: closed -# Guiding Riposte *Feat 16* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Guiding Riposte](compendium/feats/guiding-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/edgewatch-detective-aoe1.md b/compendium/character/archetypes/edgewatch-detective-aoe1.md index 10662892f..d42177fb8 100644 --- a/compendium/character/archetypes/edgewatch-detective-aoe1.md +++ b/compendium/character/archetypes/edgewatch-detective-aoe1.md @@ -14,7 +14,6 @@ You're a specially trained detective for the Edgewatch guard precinct in Absalom ```ad-embed-feat title: Edgewatch Detective Dedication, Feat 2 collapse: closed -# Edgewatch Detective Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence 14 or Wisdom 14 @@ -30,7 +29,6 @@ You become trained in [Society](compendium/skills.md#Society) or [Thievery](comp ```ad-embed-feat title: Sense Alignment, Feat 4 collapse: closed -# Sense Alignment [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [secret](rules/traits/secret.md "Secret General Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) @@ -51,7 +49,6 @@ You read the body language of an intelligent creature within 30 feet and pick up ```ad-embed-feat title: Arcane Sensitivity, Feat 6 collapse: closed -# Arcane Sensitivity *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) @@ -67,7 +64,6 @@ This has the effects of a 1st-level [detect magic](compendium/spells/detect-magi ```ad-embed-feat title: Bolera's Interrogation, Feat 6 collapse: closed -# Bolera's Interrogation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Edgewatch Detective Dedication](compendium/feats/edgewatch-detective-dedication-aoe1.md) diff --git a/compendium/character/archetypes/eldritch-archer-apg.md b/compendium/character/archetypes/eldritch-archer-apg.md index db9a79c12..5d130583e 100644 --- a/compendium/character/archetypes/eldritch-archer-apg.md +++ b/compendium/character/archetypes/eldritch-archer-apg.md @@ -23,7 +23,6 @@ While having some spellcasting ability increases your potential flexibility and ````ad-embed-feat title: Eldritch Archer Dedication, Feat 6 collapse: closed -# Eldritch Archer Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: expert in at least one type of bow @@ -35,7 +34,7 @@ If you don't already cast spells from spell slots, you learn to cast spontaneous You also gain Eldritch Shot. ```ad-embed-ability -title: Eldritch Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Eldritch Shot** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**: You are wielding a bow @@ -51,7 +50,6 @@ title: Eldritch Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Act ```ad-embed-feat title: Basic Eldritch Archer Spellcasting, Feat 8 collapse: closed -# Basic Eldritch Archer Spellcasting *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) @@ -65,7 +63,6 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n ```ad-embed-feat title: Enchanting Arrow, Feat 8 collapse: closed -# Enchanting Arrow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) @@ -82,7 +79,6 @@ Make a bow [Strike](rules/actions/strike.md). On a hit, the target takes an addi ```ad-embed-feat title: Magic Arrow, Feat 8 collapse: closed -# Magic Arrow [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) @@ -102,7 +98,6 @@ When using Magic Arrow, you transform a non-magical arrow or bolt into a piece o ```ad-embed-feat title: Precious Arrow, Feat 8 collapse: closed -# Precious Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Eldritch Archer Dedication](compendium/feats/eldritch-archer-dedication-apg.md) @@ -117,7 +112,6 @@ You enchant a piece of ammunition with the magical essence of a precious materia ```ad-embed-feat title: Expert Eldritch Archer Spellcasting, Feat 12* collapse: closed -# Expert Eldritch Archer Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Eldritch Archer Spellcasting](compendium/feats/expert-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -133,7 +127,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Seeker Arrow, Feat 14* collapse: closed -# Seeker Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") > [!pf2-note] This version of [Seeker Arrow](compendium/feats/seeker-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -150,7 +143,6 @@ Your shots zip around corners and fly at impossible angles to reach your target. ```ad-embed-feat title: Phase Arrow, Feat 16* collapse: closed -# Phase Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") > [!pf2-note] This version of [Phase Arrow](compendium/feats/phase-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -168,7 +160,6 @@ You can concentrate an immense amount of magic to create a piece of ammunition t ```ad-embed-feat title: Arrow Of Death, Feat 18* collapse: closed -# Arrow Of Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") > [!pf2-note] This version of [Arrow Of Death](compendium/feats/arrow-of-death-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -186,7 +177,6 @@ You modify an arrow or bolt to bring death to your target in a single potent hit ```ad-embed-feat title: Master Eldritch Archer Spellcasting, Feat 18* collapse: closed -# Master Eldritch Archer Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Eldritch Archer Spellcasting](compendium/feats/master-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. @@ -202,7 +192,6 @@ You gain the master spellcasting benefits. ```ad-embed-feat title: Impossible Volley (Fighter), Feat 20* collapse: closed -# Impossible Volley (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* [fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Impossible Volley (Fighter)](compendium/feats/impossible-volley-fighter.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/eldritch-researcher-av2.md b/compendium/character/archetypes/eldritch-researcher-av2.md index cf40927a9..a610f7af9 100644 --- a/compendium/character/archetypes/eldritch-researcher-av2.md +++ b/compendium/character/archetypes/eldritch-researcher-av2.md @@ -18,7 +18,6 @@ You scoff at those fools who claim you meddle in things mortals aren't meant to ```ad-embed-feat title: Eldritch Researcher Dedication, Feat 2 collapse: closed -# Eldritch Researcher Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Arcana](compendium/skills.md#Arcana) and [Occultism](compendium/skills.md#Occultism) @@ -36,7 +35,6 @@ Regardless of whether you choose an arcane or occult cantrip, you also become an ```ad-embed-feat title: Seeker Of Truths, Feat 4 collapse: closed -# Seeker Of Truths *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -52,7 +50,6 @@ Your devotion to discovering and hoarding abstruse truths borders on the fanatic ```ad-embed-feat title: Strange Script, Feat 4 collapse: closed -# Strange Script *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -66,7 +63,6 @@ You have such familiarity with obscure texts that you can compel them to reveal ```ad-embed-feat title: Scholarly Defense, Feat 6 collapse: closed -# Scholarly Defense *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -80,7 +76,6 @@ Your knowledge of strange creatures and their bizarre anatomy allows you to anti ```ad-embed-feat title: Able Ritualist, Feat 8 collapse: closed -# Able Ritualist *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -94,7 +89,6 @@ Your readings on rituals make you a skilled participant. You gain a +2 circumsta ```ad-embed-feat title: Lorefinder, Feat 8 collapse: closed -# Lorefinder *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -108,7 +102,6 @@ You know that fate sometimes conspires to keep dangerous knowledge or items from ```ad-embed-feat title: Know It All, Feat 10 collapse: closed -# Know It All *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Eldritch Researcher Dedication](compendium/feats/eldritch-researcher-dedication-av2.md) @@ -122,7 +115,6 @@ Your knowledge of abstruse topics is unparalleled. When you succeed at a check t ```ad-embed-feat title: Advanced Seeker Of Truths, Feat 12* collapse: closed -# Advanced Seeker Of Truths *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Advanced Seeker Of Truths](compendium/feats/advanced-seeker-of-truths-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. @@ -140,7 +132,6 @@ You have unlocked deeper secrets to uncovering and hoarding lore. You gain an ad ```ad-embed-feat title: Words Of Unraveling, Feat 12* collapse: closed -# Words Of Unraveling *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Words Of Unraveling](compendium/feats/words-of-unraveling-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. @@ -156,7 +147,6 @@ You have unlocked abstruse methods to tangle with reality itself, altering the f ```ad-embed-feat title: Entities From Afar, Feat 14* collapse: closed -# Entities From Afar *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Entities From Afar](compendium/feats/entities-from-afar-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. @@ -174,7 +164,6 @@ As soon as the aberration arrives, instead of giving it any other commands, you ```ad-embed-feat title: Incredible Recollection, Feat 14* collapse: closed -# Incredible Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Incredible Recollection](compendium/feats/incredible-recollection-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/elementalist-som.md b/compendium/character/archetypes/elementalist-som.md index 929741f7d..94ff55fb4 100644 --- a/compendium/character/archetypes/elementalist-som.md +++ b/compendium/character/archetypes/elementalist-som.md @@ -29,7 +29,6 @@ If you're a sorcerer with the elemental bloodline, you can replace your [initial ```ad-embed-feat title: Elementalist Dedication, Feat 2 collapse: closed -# Elementalist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: elemental magic @@ -45,7 +44,6 @@ Each day when you make your daily preparations, you can attune yourself to one e ```ad-embed-feat title: Dousing Spell, Feat 4 collapse: closed -# Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) @@ -62,7 +60,6 @@ If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or ```ad-embed-feat title: Elemental Familiar, Feat 4 collapse: closed -# Elemental Familiar *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md), Familiar @@ -85,7 +82,6 @@ Your familiar gains one additional familiar ability each day, which must be one ```ad-embed-feat title: Familiar (Sorcerer), Feat 4* collapse: closed -# Familiar (Sorcerer) *Feat 4* [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Familiar (Sorcerer)](compendium/feats/familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -100,7 +96,6 @@ An animal serves you and assists your spellcasting. You gain a familiar. ```ad-embed-feat title: Burning Spell, Feat 6 collapse: closed -# Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) @@ -115,7 +110,6 @@ You enhance your spell with elemental fire, causing it to set the target on fire ```ad-embed-feat title: Enhanced Familiar (Sorcerer), Feat 6* collapse: closed -# Enhanced Familiar (Sorcerer) *Feat 6* [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -131,7 +125,6 @@ You infuse your familiar with additional primal energy, increasing its abilities ```ad-embed-feat title: Current Spell, Feat 8* collapse: closed -# Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [druid](rules/traits/druid.md "Druid Class Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Current Spell](compendium/feats/current-spell-apg.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -147,7 +140,6 @@ As you use your magic to manipulate air or water, you divert some of its current ```ad-embed-feat title: Metabolize Element, Feat 8 collapse: closed -# Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) @@ -165,7 +157,6 @@ You can use the extra action only to [Step](rules/actions/step.md) or [Stride](r ```ad-embed-feat title: Water Step, Feat 8* collapse: closed -# Water Step *Feat 8* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Water Step](compendium/feats/water-step.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -180,7 +171,6 @@ You can [Stride](rules/actions/stride.md) across liquid and surfaces that don't ```ad-embed-feat title: Rockslide Spell, Feat 10 collapse: closed -# Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) @@ -195,7 +185,6 @@ You enhance your spell with elemental earth, causing chunks of stone to litter t ```ad-embed-feat title: Redirect Elements, Feat 12* collapse: closed -# Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Redirect Elements](compendium/feats/redirect-elements-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. @@ -213,7 +202,6 @@ You seize the elemental essence of an incoming spell and redirect the spell to a ```ad-embed-feat title: Wind-tossed Spell, Feat 14* collapse: closed -# Wind-tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [air](rules/traits/air.md "Air Energy & Element Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Wind-tossed Spell](compendium/feats/wind-tossed-spell-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/exorcist-botd.md b/compendium/character/archetypes/exorcist-botd.md index 9dc033fa4..f9b68b234 100644 --- a/compendium/character/archetypes/exorcist-botd.md +++ b/compendium/character/archetypes/exorcist-botd.md @@ -14,13 +14,14 @@ aliases: ["Exorcist"] > Your _spirit dwelling_ can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity. > > ```ad-embed-ability -> title: Collect Spirit Remnant [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -> [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") +> title: **Collect Spirit Remnant** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([concentrate](rules/traits/concentrate.md), [manipulate](rules/traits/manipulate.md)) > > - **Requirements**: You're holding your _spirit dwelling_ > > **Effect** You brandish your spirit dwelling at the location where a haunt, ghost, or other incorporeal undead was destroyed within the last minute and pray or recite ritual incantations. You coax the spirit remnant into your spirit dwelling. -> %% #trait/concentrate #trait/manipulate %% +> %% +> #trait/concentrate #trait/manipulate +> %% > ``` > > **Rejuvenating Spirits:** Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently. @@ -41,7 +42,6 @@ Exorcists are most commonly found among the faithful of Ashava the True Spark (t ````ad-embed-feat title: Exorcist Dedication, Feat 4 collapse: closed -# Exorcist Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) @@ -55,16 +55,16 @@ You can also learn abilities that let you purify a spirit in your spirit dwellin Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. ```ad-embed-ability -title: Spirit's Mercy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](rules/traits/necromancy.md "Necromancy School Trait") - +title: **Spirit's Mercy** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([necromancy](rules/traits/necromancy.md)) - **Cost**: 1 spirit wisp or remnant - **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead **Effect** You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant. -%% #trait/necromancy %% +%% + #trait/necromancy +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the exorcist archetype. @@ -76,7 +76,6 @@ If you expend a spirit wisp, the resistance is equal to twice your level. If you ```ad-embed-feat title: Cast Out, Feat 6 collapse: closed -# Cast Out [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) @@ -91,7 +90,6 @@ You attempt to cast a malevolent entity out of the creature or object it's posse ```ad-embed-feat title: Spirit's Absolution, Feat 6 collapse: closed -# Spirit's Absolution [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) @@ -108,7 +106,6 @@ You purify a spirit by absolving it of its sins and regrets. This cathartic expe ```ad-embed-feat title: Spirit's Anguish, Feat 8 collapse: closed -# Spirit's Anguish [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Prerequisites**: [Exorcist Dedication](compendium/feats/exorcist-dedication-botd.md) @@ -125,7 +122,6 @@ You purify a spirit by coaxing it to release its anguish in a final cathartic ho ```ad-embed-feat title: Spiritual Sense, Feat 8* collapse: closed -# Spiritual Sense *Feat 8* [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") > [!pf2-note] This version of [Spiritual Sense](compendium/feats/spiritual-sense-apg.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -144,7 +140,6 @@ When you notice a creature with your Spiritual Sense, you also learn its locatio ```ad-embed-feat title: Blind-fight (Ranger), Feat 10* collapse: closed -# Blind-fight (Ranger) *Feat 10* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Blind-fight (Ranger)](compendium/feats/blind-fight-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -162,7 +157,6 @@ While you're adjacent to an [undetected](rules/conditions.md#Undetected) creatur ```ad-embed-feat title: Enticing Dwelling, Feat 12* collapse: closed -# Enticing Dwelling *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Enticing Dwelling](compendium/feats/enticing-dwelling-botd.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -178,7 +172,6 @@ Your spirit dwelling is particularly inviting to spirit wisps. During your daily ```ad-embed-feat title: Sense Evil, Feat 14* collapse: closed -# Sense Evil *Feat 14* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Sense Evil](compendium/feats/sense-evil.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. @@ -194,7 +187,6 @@ You sense evil as a queasy or foreboding feeling. When in the presence of an aur ```ad-embed-feat title: Sense The Unseen (Ranger), Feat 16* collapse: closed -# Sense The Unseen (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Sense The Unseen (Ranger)](compendium/feats/sense-the-unseen-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/familiar-master-apg.md b/compendium/character/archetypes/familiar-master-apg.md index 6cd926ae2..5fbac1144 100644 --- a/compendium/character/archetypes/familiar-master-apg.md +++ b/compendium/character/archetypes/familiar-master-apg.md @@ -14,7 +14,6 @@ From the wise owl perched on the wizard's shoulder to the crafty gremlin that se ```ad-embed-feat title: Familiar Master Dedication, Feat 2 collapse: closed -# Familiar Master Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -29,7 +28,6 @@ You have forged a mystical bond with a creature. This might have involved comple ```ad-embed-feat title: Enhanced Familiar (Wizard), Feat 4* collapse: closed -# Enhanced Familiar (Wizard) *Feat 4* [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Enhanced Familiar (Wizard)](compendium/feats/enhanced-familiar-wizard.md) is intended for use with the Familiar Master Archetype. Its level has been changed accordingly. @@ -47,7 +45,6 @@ You infuse your familiar with additional magical energy. You can select four fam ```ad-embed-feat title: Familiar Conduit, Feat 4 collapse: closed -# Familiar Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md), able to cast spells @@ -63,7 +60,6 @@ Under your tutelage, your familiar has grown attuned to the hidden currents of t ```ad-embed-feat title: Familiar Mascot, Feat 4 collapse: closed -# Familiar Mascot *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) @@ -79,7 +75,6 @@ When selecting master abilities, you can choose an ally to benefit from any spec ```ad-embed-feat title: Improved Familiar (Familiar Master), Feat 6 collapse: closed -# Improved Familiar (Familiar Master) *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) @@ -93,7 +88,6 @@ You find it easy to attract a powerful and unusual familiar to your side. The nu ```ad-embed-feat title: Mutable Familiar, Feat 8 collapse: closed -# Mutable Familiar *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Familiar Master Dedication](compendium/feats/familiar-master-dedication-apg.md) @@ -107,7 +101,6 @@ Your familiar's supernatural spirit has outgrown its corporeal body. You can con ```ad-embed-feat title: Incredible Familiar (Familiar Master), Feat 10 collapse: closed -# Incredible Familiar (Familiar Master) *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Enhanced Familiar diff --git a/compendium/character/archetypes/fighter.md b/compendium/character/archetypes/fighter.md index 0247a0ef3..0d159eefb 100644 --- a/compendium/character/archetypes/fighter.md +++ b/compendium/character/archetypes/fighter.md @@ -26,7 +26,6 @@ The fighter archetype grants access to great feats for characters focusing on an ```ad-embed-feat title: Fighter Dedication, Feat 2 collapse: closed -# Fighter Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Dexterity 14 @@ -42,7 +41,6 @@ You become trained in simple weapons and martial weapons. You become trained in ```ad-embed-feat title: Basic Maneuver, Feat 4 collapse: closed -# Basic Maneuver *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) @@ -56,7 +54,6 @@ You gain a 1st- or 2nd-level fighter feat. ```ad-embed-feat title: Fighter Resiliency, Feat 4 collapse: closed -# Fighter Resiliency *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -70,7 +67,6 @@ You gain 3 additional Hit Points for each fighter archetype class feat you have. ```ad-embed-feat title: Opportunist, Feat 4 collapse: closed -# Opportunist *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) @@ -84,7 +80,6 @@ You gain the [Attack of Opportunity](rules/actions/attack-of-opportunity.md) rea ```ad-embed-feat title: Advanced Maneuver, Feat 6 collapse: closed -# Advanced Maneuver *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Maneuver](compendium/feats/basic-maneuver.md) @@ -100,7 +95,6 @@ You gain a fighter feat. For the purpose of meeting its prerequisites, your figh ```ad-embed-feat title: Diverse Weapon Expert, Feat 12* collapse: closed -# Diverse Weapon Expert *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Diverse Weapon Expert](compendium/feats/diverse-weapon-expert.md) is intended for use with the Fighter Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/firebrand-braggart-locg.md b/compendium/character/archetypes/firebrand-braggart-locg.md index 23c49251a..6c1390463 100644 --- a/compendium/character/archetypes/firebrand-braggart-locg.md +++ b/compendium/character/archetypes/firebrand-braggart-locg.md @@ -14,7 +14,6 @@ Many Firebrands travel the Inner Sea region drawing attention to themselves, mak ```ad-embed-feat title: Firebrand Braggart Dedication, Feat 4 collapse: closed -# Firebrand Braggart Dedication [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Charisma 14, second mark member of the Firebrands @@ -37,7 +36,6 @@ Typically a challenging task is one with at least a standard DC for your level, ```ad-embed-feat title: Boaster's Challenge, Feat 6 collapse: closed -# Boaster's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation); [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) @@ -52,7 +50,6 @@ You call out a foe, causing them to become flustered and easier to defeat. Selec ```ad-embed-feat title: Daring Act, Feat 6 collapse: closed -# Daring Act [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) @@ -67,7 +64,6 @@ You attempt a death-defying maneuver to distract your enemies. Select one foe wi ```ad-embed-feat title: Bravo's Determination, Feat 8 collapse: closed -# Bravo's Determination [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: expert in [Deception](compendium/skills.md#Deception), [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) @@ -87,7 +83,6 @@ Your confidence borders on self-delusion, but it keeps you going against overwhe ```ad-embed-feat title: Great Boaster, Feat 8 collapse: closed -# Great Boaster *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Charisma 16, [Firebrand Braggart Dedication](compendium/feats/firebrand-braggart-dedication-locg.md) @@ -101,7 +96,6 @@ Your bragging is particularly effective. If you succeed at a boast, you can atte ```ad-embed-feat title: Daring Flourish, Feat 10 collapse: closed -# Daring Flourish *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Daring Act](compendium/feats/daring-act-locg.md) @@ -115,7 +109,6 @@ You make quick use of an opening from your daring stunts. At the end of a succes ```ad-embed-feat title: Demanding Challenge, Feat 10 collapse: closed -# Demanding Challenge *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Boaster's Challenge](compendium/feats/boasters-challenge-locg.md) @@ -129,7 +122,6 @@ If your skill check to challenge a foe is a success, the target of your challeng ```ad-embed-feat title: Daredevil's Gambit, Feat 12* collapse: closed -# Daredevil's Gambit *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Daredevil's Gambit](compendium/feats/daredevils-gambit-locg.md) is intended for use with the Firebrand Braggart Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/firework-technician-g-g.md b/compendium/character/archetypes/firework-technician-g-g.md index 595d0f4d1..bd80925d5 100644 --- a/compendium/character/archetypes/firework-technician-g-g.md +++ b/compendium/character/archetypes/firework-technician-g-g.md @@ -22,7 +22,6 @@ On the other hand, you might be part of an established fireworks house from Tian ````ad-embed-feat title: Firework Technician Dedication, Feat 2 collapse: closed -# Firework Technician Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) @@ -34,9 +33,7 @@ You become trained in [Fireworks Lore](compendium/skills.md#Lore) or become an e You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. ```ad-embed-ability -title: Launch Fireworks Display [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") - +title: **Launch Fireworks Display** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (see below)) ([manipulate](rules/traits/manipulate.md)) - **Cost**: 1 or more batches of infused reagents - **Requirements**: You have a free hand @@ -45,7 +42,9 @@ title: Launch Fireworks Display [V](rules/core-rulebook/chapter-9-playing-the-ga - **Comet** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](rules/traits/visual.md "Visual Effect Trait")) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also [Point Out](rules/actions/point-out.md) a single creature in the line, and your allies do not need to hear or understand you. - **Flower** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](rules/traits/visual.md "Visual Effect Trait")) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is [dazzled](rules/conditions.md#Dazzled) for 1 round, and on a critical failure they are [dazzled](rules/conditions.md#Dazzled) for 2 rounds. - **Salute** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](rules/traits/auditory.md "Auditory Effect Trait")) You create a startling bang or whistle, adding an [auditory](rules/traits/auditory.md "Auditory Effect Trait") component to your fireworks display. When you launch a salute display, you can choose a [confused](rules/conditions.md#Confused) or [fascinated](rules/conditions.md#Fascinated) ally within 60 feet. If the ally you chose is [fascinated](rules/conditions.md#Fascinated), the noise is so violent that it acts as a [hostile](rules/conditions.md#Hostile) effect for the purpose of their [fascinated](rules/conditions.md#Fascinated) condition (though it has no negative repercussions) automatically ending most applications of the [fascinated](rules/conditions.md#Fascinated) condition. If they're [confused](rules/conditions.md#Confused), the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the [confused](rules/conditions.md#Confused) condition which normally occurs when a creature is damaged. If the [confused](rules/conditions.md#Confused) condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype. @@ -57,7 +56,6 @@ title: Launch Fireworks Display [V](rules/core-rulebook/chapter-9-playing-the-ga ````ad-embed-feat title: Coughing Dragon Display, Feat 4 collapse: closed -# Coughing Dragon Display *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Firework Technician Dedication](compendium/feats/firework-technician-dedication-g-g.md) @@ -65,8 +63,7 @@ collapse: closed This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") effects behind your magnificent display. You gain the Coughing Dragon fireworks display. ```ad-embed-ability -title: Coughing Dragon [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - +title: **Coughing Dragon** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Cost**: 2 batches of infused reagents Choose either [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your [Fireworks Lore](compendium/skills.md#Lore) modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") effects at the same time. @@ -79,7 +76,6 @@ Choose either [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [v ```ad-embed-feat title: Expert Fireworks Crafter, Feat 6 collapse: closed -# Expert Fireworks Crafter *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Firework Technician Dedication](compendium/feats/firework-technician-dedication-g-g.md), expert in [Crafting](compendium/skills.md#Crafting) @@ -93,7 +89,6 @@ You're particularly adept at crafting fireworks, allowing you to create much mor ````ad-embed-feat title: Jumping Jenny Display, Feat 8 collapse: closed -# Jumping Jenny Display *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Firework Technician Dedication](compendium/feats/firework-technician-dedication-g-g.md) @@ -101,8 +96,7 @@ collapse: closed This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display. ```ad-embed-ability -title: Jumping Jenny [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - +title: **Jumping Jenny** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Cost**: 2 batches of infused reagents Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to [Fly](rules/actions/fly.md), they must succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) against the DC of your fireworks display, or the [Fly](rules/actions/fly.md) action is disrupted. If all the creature's attempts to [Fly](rules/actions/fly.md) are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1. @@ -115,7 +109,6 @@ Target a flying creature within 60 feet. Until the start of your next turn, each ````ad-embed-feat title: Goblin Jubilee Display, Feat 10 collapse: closed -# Goblin Jubilee Display *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Firework Technician Dedication](compendium/feats/firework-technician-dedication-g-g.md) @@ -123,9 +116,7 @@ collapse: closed Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display. ```ad-embed-ability -title: Goblin Jubilee [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[fire](rules/traits/fire.md "Fire Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - +title: **Goblin Jubilee** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([fire](rules/traits/fire.md), [sonic](rules/traits/sonic.md), [visual](rules/traits/visual.md)) - **Cost**: 3 batches of infused reagents Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes `3d6` fire damage and `3d6` sonic damage and must attempt a Fortitude save. @@ -137,7 +128,9 @@ A goblin jubilee display costs 3 batches of infused reagents, rather than 1. > - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) and [deafened](rules/conditions.md#Deafened) until the end of its next turn and takes half damage. > - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) and [deafened](rules/conditions.md#Deafened) for 1 minute and takes full damage. > - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round, [dazzled](rules/conditions.md#Dazzled) and [deafened](rules/conditions.md#Deafened) for 1 minute, and takes double damage. -%% #trait/fire #trait/sonic #trait/visual %% +%% + #trait/fire #trait/sonic #trait/visual +%% ``` *Source: Guns & Gears p. 135* @@ -147,7 +140,6 @@ A goblin jubilee display costs 3 batches of infused reagents, rather than 1. ````ad-embed-feat title: Banshee Cry Display, Feat 12* collapse: closed -# Banshee Cry Display *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Banshee Cry Display](compendium/feats/banshee-cry-display-g-g.md) is intended for use with the Firework Technician Archetype. Its level has been changed accordingly. @@ -157,7 +149,7 @@ collapse: closed You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the Banshee Cry fireworks display. ```ad-embed-ability -title: Banshee Cry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Banshee Cry** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature within 30 feet [Casts a Spell](rules/actions/cast-a-spell.md) that has a verbal component or [Activates an Item](rules/actions/activate-an-item.md) using a command Activation diff --git a/compendium/character/archetypes/flexible-spellcaster-som.md b/compendium/character/archetypes/flexible-spellcaster-som.md index a96d02d04..90ec6f008 100644 --- a/compendium/character/archetypes/flexible-spellcaster-som.md +++ b/compendium/character/archetypes/flexible-spellcaster-som.md @@ -52,7 +52,6 @@ The following feats from the Core Rulebook aren't available for a flexible spell ```ad-embed-feat title: Flexible Spellcaster Dedication, Feat 2 collapse: closed -# Flexible Spellcaster Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: flexible spell preparation diff --git a/compendium/character/archetypes/folklorist-sot2.md b/compendium/character/archetypes/folklorist-sot2.md index c324d1fd6..f2f53f353 100644 --- a/compendium/character/archetypes/folklorist-sot2.md +++ b/compendium/character/archetypes/folklorist-sot2.md @@ -14,7 +14,6 @@ Folklorists are welcome across the Mwangi Expanse for the entertaining stories t ````ad-embed-feat title: Folklorist Dedication, Feat 2 collapse: closed -# Folklorist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) @@ -22,11 +21,14 @@ collapse: closed You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action. ```ad-embed-ability -title: Spin Tale [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") +title: **Spin Tale** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](rules/traits/auditory.md), [linguistic](rules/traits/linguistic.md)) -You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") effects that have no mechanical impact other than illustrating your tale. -%% #trait/auditory #trait/linguistic %% +- **Frequency**: once every 10 minutes + +**Effect** You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") effects that have no mechanical impact other than illustrating your tale. +%% + #trait/auditory #trait/linguistic +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. @@ -38,7 +40,6 @@ You tell a story, designating one of your allies (but not yourself) as the hero ```ad-embed-feat title: Folktales Lore, Feat 4 collapse: closed -# Folktales Lore *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) @@ -54,7 +55,6 @@ If you are legendary in the [Performance](compendium/skills.md#Performance) skil ```ad-embed-feat title: Narrative Conduit, Feat 6 collapse: closed -# Narrative Conduit *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) @@ -68,7 +68,6 @@ You act as a conduit for your companions just as your stories are a conduit betw ```ad-embed-feat title: Rule Of Three, Feat 8 collapse: closed -# Rule Of Three [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) @@ -87,7 +86,6 @@ Heroes learn from their previous failures, often succeeding on the third attempt ```ad-embed-feat title: Communal Tale, Feat 10 collapse: closed -# Communal Tale *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Folklorist Dedication](compendium/feats/folklorist-dedication-sot2.md) diff --git a/compendium/character/archetypes/gelid-shard-tv.md b/compendium/character/archetypes/gelid-shard-tv.md index 1add1a1d4..1a1a125a5 100644 --- a/compendium/character/archetypes/gelid-shard-tv.md +++ b/compendium/character/archetypes/gelid-shard-tv.md @@ -17,7 +17,6 @@ _Gelid shards_ are arcane focuses of refined magical cold in physical form. Unfo ```ad-embed-feat title: First Frost, Feat 2 collapse: closed -# First Frost *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -32,7 +31,6 @@ Your key spellcasting ability is Charisma. ```ad-embed-feat title: Snowcaster, Feat 4 collapse: closed -# Snowcaster *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -45,7 +43,6 @@ Your magical power grows as the shard's icy influence spreads ever deeper into y ```ad-embed-feat title: Snow Step, Feat 6 collapse: closed -# Snow Step *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -58,7 +55,6 @@ Snow and ice are no hindrance to you. You ignore difficult terrain caused by sno ```ad-embed-feat title: Frozen Breadth, Feat 8 collapse: closed -# Frozen Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -71,7 +67,6 @@ Your attunement to arcane cold enhances the depths of your growing power. Increa ```ad-embed-feat title: Winter's Embrace, Feat 10 collapse: closed -# Winter's Embrace *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -86,7 +81,6 @@ Snow doesn't impair your vision; you ignore concealment from snowfall. Your skin ```ad-embed-feat title: Expert Snowcasting, Feat 12* collapse: closed -# Expert Snowcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Snowcasting](compendium/feats/expert-snowcasting-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. @@ -101,7 +95,6 @@ You draw ever more magical cold into your being, learning how to manipulate it t ```ad-embed-feat title: Winter's Kiss, Feat 14* collapse: closed -# Winter's Kiss *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Winter's Kiss](compendium/feats/winters-kiss-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. @@ -116,7 +109,6 @@ Whether in the heart of a volcanic passageway or the glacial tundras of the Crow ```ad-embed-feat title: Greater Snow Step, Feat 16* collapse: closed -# Greater Snow Step *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Greater Snow Step](compendium/feats/greater-snow-step-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. @@ -131,7 +123,6 @@ You can't be impeded by [environmental](rules/traits/environmental.md "Environme ```ad-embed-feat title: Master Snowcasting, Feat 18* collapse: closed -# Master Snowcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Snowcasting](compendium/feats/master-snowcasting-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. @@ -146,7 +137,6 @@ You have unlocked the deeper magic of your gelid shard, gaining access to new le ```ad-embed-feat title: Icy Apotheosis, Feat 20* collapse: closed -# Icy Apotheosis *Feat 20* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Icy Apotheosis](compendium/feats/icy-apotheosis-tv.md) is intended for use with the Gelid Shard Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/geomancer-som.md b/compendium/character/archetypes/geomancer-som.md index e2e802310..66ef400c6 100644 --- a/compendium/character/archetypes/geomancer-som.md +++ b/compendium/character/archetypes/geomancer-som.md @@ -16,7 +16,6 @@ You might be a druid with an elemental focus (such as the flame, stone, or wave ```ad-embed-feat title: Geomancer Dedication, Feat 2 collapse: closed -# Geomancer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](rules/traits/air.md "Air Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [plant](rules/traits/plant.md "Plant Creature Type Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait @@ -44,7 +43,6 @@ Certain terrain attunements affect your enemies instead of you. If they do, when ```ad-embed-feat title: Attunement Shift, Feat 4 collapse: closed -# Attunement Shift [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) @@ -63,7 +61,6 @@ Your terrain attunement reverts to that of the terrain you're in 1 minute after ```ad-embed-feat title: Shared Attunement, Feat 4 collapse: closed -# Shared Attunement *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) @@ -79,7 +76,6 @@ This has no effect if the terrain attunement affects your foes instead of granti ```ad-embed-feat title: Rough Terrain Stance, Feat 6 collapse: closed -# Rough Terrain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) @@ -97,7 +93,6 @@ This stance ends if you move into a different type of terrain. ```ad-embed-feat title: Attuned Stride, Feat 8 collapse: closed -# Attuned Stride *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) @@ -113,7 +108,6 @@ When you gain a terrain attunement benefit, you ignore difficult terrain in the ```ad-embed-feat title: Draw From The Land, Feat 10 collapse: closed -# Draw From The Land [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md), expert in [Nature](compendium/skills.md#Nature) @@ -129,7 +123,6 @@ You pull strength from the surrounding terrain. You gain temporary Hit Points eq ```ad-embed-feat title: Read The Land, Feat 12* collapse: closed -# Read The Land *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Read The Land](compendium/feats/read-the-land-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. @@ -147,7 +140,6 @@ You can perform this ritual with a casting time of 1 hour instead of 1 day and w ```ad-embed-feat title: Shifting Terrain, Feat 14* collapse: closed -# Shifting Terrain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shifting Terrain](compendium/feats/shifting-terrain-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. @@ -171,7 +163,6 @@ You slam your fist into the ground or twirl your arms about to cause the terrain ```ad-embed-feat title: Terrain Shield, Feat 14* collapse: closed -# Terrain Shield *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Terrain Shield](compendium/feats/terrain-shield-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. @@ -190,7 +181,6 @@ You're so attuned to the land that it rises up to protect you from a potentially ```ad-embed-feat title: Quickened Attunement, Feat 16* collapse: closed -# Quickened Attunement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Quickened Attunement](compendium/feats/quickened-attunement-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ghost-botd.md b/compendium/character/archetypes/ghost-botd.md index 63adb6dfc..897988edd 100644 --- a/compendium/character/archetypes/ghost-botd.md +++ b/compendium/character/archetypes/ghost-botd.md @@ -20,7 +20,6 @@ Your ties to the living world cling to you in death, your unfinished business re ```ad-embed-feat title: Ghost Dedication, Feat 2 collapse: closed -# Ghost Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You died and returned as a ghost. @@ -40,7 +39,6 @@ You have risen as a shell of your former self, a spirit of mist and anguish. You ```ad-embed-feat title: Frightful Moan, Feat 4 collapse: closed -# Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) @@ -61,7 +59,6 @@ You lament your fate, forcing each living creature in a 30-foot emanation to att ```ad-embed-feat title: Ghostly Resistance, Feat 4 collapse: closed -# Ghostly Resistance *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) @@ -77,7 +74,6 @@ At 10th level, the resistance increases to 2, or 4 if the source is non-magical. ```ad-embed-feat title: Ghostly Grasp, Feat 6 collapse: closed -# Ghostly Grasp *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) @@ -91,7 +87,6 @@ Your control over your ghostly form grows. You gain the advanced undead benefits ```ad-embed-feat title: Ghost Flight, Feat 8 collapse: closed -# Ghost Flight [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) @@ -107,7 +102,6 @@ You can suppress your tether to the ground, overcoming your resistance to fly fr ```ad-embed-feat title: Pass Through, Feat 10 collapse: closed -# Pass Through [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics), [Ghost Dedication](compendium/feats/ghost-dedication-botd.md) @@ -127,7 +121,6 @@ Filtering your form through the substance of an object, you can pass through wal ```ad-embed-feat title: Rejuvenation, Feat 12* collapse: closed -# Rejuvenation *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") > [!pf2-note] This version of [Rejuvenation](compendium/feats/rejuvenation-botd.md) is intended for use with the Ghost Archetype. Its level has been changed accordingly. @@ -143,7 +136,6 @@ The call of your unfinished business recreates you after destruction. When you'r ```ad-embed-feat title: Unlimited Ghost Flight, Feat 14* collapse: closed -# Unlimited Ghost Flight *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Unlimited Ghost Flight](compendium/feats/unlimited-ghost-flight-botd.md) is intended for use with the Ghost Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ghost-eater-frp1.md b/compendium/character/archetypes/ghost-eater-frp1.md index 6348db460..2b590e3cf 100644 --- a/compendium/character/archetypes/ghost-eater-frp1.md +++ b/compendium/character/archetypes/ghost-eater-frp1.md @@ -14,7 +14,6 @@ The warriors of Minata frequently contend with lost spirits of the Taumatan peop ```ad-embed-feat title: Ghost Eater Dedication, Feat 2 collapse: closed -# Ghost Eater Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) @@ -30,7 +29,6 @@ You have trained as a ghost eater, a hunter specialized in the destruction of sp ```ad-embed-feat title: Reach Beyond, Feat 4 collapse: closed -# Reach Beyond *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) @@ -44,7 +42,6 @@ You've learned to move your spiritual energy past yourself to attack spirits whe ```ad-embed-feat title: Disrupting Strikes, Feat 6 collapse: closed -# Disrupting Strikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Eater Dedication](compendium/feats/ghost-eater-dedication-frp1.md) @@ -61,7 +58,6 @@ If you're 14th level or higher, your [Strikes](rules/actions/strike.md) instead ```ad-embed-feat title: Cross The Threshold, Feat 16* collapse: closed -# Cross The Threshold *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Cross The Threshold](compendium/feats/cross-the-threshold-frp1.md) is intended for use with the Ghost Eater Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ghost-hunter-av1.md b/compendium/character/archetypes/ghost-hunter-av1.md index 9e842ae71..e414cd6c1 100644 --- a/compendium/character/archetypes/ghost-hunter-av1.md +++ b/compendium/character/archetypes/ghost-hunter-av1.md @@ -16,7 +16,6 @@ The ghost hunter knows that ghosts and haunts share many features. By focusing o ```ad-embed-feat title: Ghost Hunter Dedication, Feat 2 collapse: closed -# Ghost Hunter Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) @@ -36,7 +35,6 @@ You're trained in occult spell attack rolls and spell DCs. You can usually repla ```ad-embed-feat title: Grave's Voice, Feat 4 collapse: closed -# Grave's Voice *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) @@ -50,7 +48,6 @@ You can use your choice of [Spirit Lore](compendium/skills.md#Lore) or [Haunt Lo ```ad-embed-feat title: Investigate Haunting, Feat 4 collapse: closed -# Investigate Haunting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) @@ -64,7 +61,6 @@ You are skilled at noticing the telltale signs of ghosts and hauntings. Even whe ```ad-embed-feat title: Spirit Spells, Feat 4 collapse: closed -# Spirit Spells *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) @@ -78,7 +74,6 @@ Your ability to confront incorporeal menaces develops into full-fledged spellcas ```ad-embed-feat title: Ghost Strike, Feat 6 collapse: closed -# Ghost Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) @@ -95,7 +90,6 @@ At 10th level, you can apply this effect to two weapons instead of one. ```ad-embed-feat title: Peer Beyond, Feat 8 collapse: closed -# Peer Beyond *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghost Hunter Dedication](compendium/feats/ghost-hunter-dedication-av1.md) diff --git a/compendium/character/archetypes/ghoul-botd.md b/compendium/character/archetypes/ghoul-botd.md index cf27f0be0..051724a61 100644 --- a/compendium/character/archetypes/ghoul-botd.md +++ b/compendium/character/archetypes/ghoul-botd.md @@ -28,12 +28,11 @@ Ghouls who won't restrain themselves with rules of the living may join or establ ````ad-embed-feat title: Ghoul Dedication, Feat 2 collapse: closed -# Ghoul Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Prerequisites**: You were killed by b1. +- **Prerequisites**: You were killed by [ghoul fever](compendium/gm/afflictions/ghoul-fever-b1.md). -You have succumbed to b1, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. +You have succumbed to [ghoul fever](compendium/gm/afflictions/ghoul-fever-b1.md), dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. @@ -42,13 +41,14 @@ You gain the [ghoul](rules/traits/ghoul-b1.md "Ghoul Creature Trait") and [undea You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. ```ad-embed-ability -title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Consume Flesh** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) - **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour **Effect** You devour a chunk of the corpse. You become satiated for 1 hour. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the ghoul archetype. @@ -60,7 +60,6 @@ title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actio ```ad-embed-feat title: Replenishing Consumption, Feat 4 collapse: closed -# Replenishing Consumption *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -74,7 +73,6 @@ When you devour corpses and satiate your hunger, you also recover from some of y ```ad-embed-feat title: Swift Leap, Feat 4 collapse: closed -# Swift Leap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -91,7 +89,6 @@ If you are satiated, you can choose to end your satiation to instead [High Jump] ```ad-embed-feat title: Feverish Enzymes, Feat 6 collapse: closed -# Feverish Enzymes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -108,7 +105,6 @@ If you are satiated, when you hit you can choose to end your satiation and boost ```ad-embed-feat title: Grave Strength, Feat 6 collapse: closed -# Grave Strength *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -122,7 +118,6 @@ The flesh you've consumed over the course of your existence as a ghoul has made ```ad-embed-feat title: Guarded Movement, Feat 6* collapse: closed -# Guarded Movement *Feat 6* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Guarded Movement](compendium/feats/guarded-movement.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. @@ -137,7 +132,6 @@ Your guard is up, even while moving. You gain a +4 circumstance bonus to AC agai ```ad-embed-feat title: Reactive Pursuit, Feat 6* collapse: closed -# Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. @@ -154,7 +148,6 @@ You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but ```ad-embed-feat title: Paralyzing Slash, Feat 8 collapse: closed -# Paralyzing Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Feverish Enzymes](compendium/feats/feverish-enzymes-botd.md) @@ -169,7 +162,6 @@ Your enzymes can paralyze your foes rather than merely making it harder for them ```ad-embed-feat title: Sickening Bite, Feat 8 collapse: closed -# Sickening Bite *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -183,7 +175,6 @@ Your saliva causes severe nausea and mild fever in the living, weakening them so ```ad-embed-feat title: Glutton for Flesh, Feat 10 collapse: closed -# Glutton for Flesh *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ghoul Dedication](compendium/feats/ghoul-dedication-botd.md) @@ -197,7 +188,6 @@ You have developed a capacity to store more flesh within your gaunt body to leav ```ad-embed-feat title: Wall Run, Feat 10* collapse: closed -# Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Wall Run](compendium/feats/wall-run.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. @@ -213,7 +203,6 @@ You defy gravity, traversing vertical planes as easily as the ground. [Stride](r ```ad-embed-feat title: Corpse Stench, Feat 12* collapse: closed -# Corpse Stench *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") > [!pf2-note] This version of [Corpse Stench](compendium/feats/corpse-stench-botd.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/gladiator-apg.md b/compendium/character/archetypes/gladiator-apg.md index 66e1302f0..4ebd9412b 100644 --- a/compendium/character/archetypes/gladiator-apg.md +++ b/compendium/character/archetypes/gladiator-apg.md @@ -16,7 +16,6 @@ If there are sapient creatures observing a combat encounter, and these onlookers ```ad-embed-feat title: Gladiator Dedication, Feat 2 collapse: closed -# Gladiator Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: [Impressive Performance](compendium/feats/impressive-performance.md) @@ -34,7 +33,6 @@ At the start of a combat encounter, if you have spectators, you gain a number of ```ad-embed-feat title: Fancy Moves, Feat 4 collapse: closed -# Fancy Moves *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md), expert in [Performance](compendium/skills.md#Performance) @@ -50,7 +48,6 @@ You can use [Performance](compendium/skills.md#Performance) to [Demoralize](rule ```ad-embed-feat title: Play To The Crowd, Feat 4 collapse: closed -# Play To The Crowd [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) @@ -70,7 +67,6 @@ You show off for the crowd. Attempt a [Performance](compendium/skills.md#Perform ```ad-embed-feat title: Stage Fighting, Feat 4 collapse: closed -# Stage Fighting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) @@ -84,7 +80,6 @@ You pull punches to give a better show. You don't take the usual –2 circumstan ```ad-embed-feat title: Performative Weapons Training, Feat 6 collapse: closed -# Performative Weapons Training *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gladiator Dedication](compendium/feats/gladiator-dedication-apg.md) @@ -98,7 +93,6 @@ You're skilled with flashy weapons. You are trained with the [bo staff](compendi ```ad-embed-feat title: Call Your Shot, Feat 8 collapse: closed -# Call Your Shot *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Play to the Crowd](compendium/feats/play-to-the-crowd-apg.md) diff --git a/compendium/character/archetypes/golden-league-xun-frp2.md b/compendium/character/archetypes/golden-league-xun-frp2.md index 9d3d767cb..399d4e5a1 100644 --- a/compendium/character/archetypes/golden-league-xun-frp2.md +++ b/compendium/character/archetypes/golden-league-xun-frp2.md @@ -14,7 +14,6 @@ You've become a xun, a powerful gang enforcer. ```ad-embed-feat title: Golden League Xun Dedication, Feat 8 collapse: closed -# Golden League Xun Dedication *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Underworld Lore](compendium/skills.md#Lore) @@ -32,7 +31,6 @@ You gain expert proficiency in two of the following skills (or in two other skil ```ad-embed-feat title: Beneath Notice, Feat 10 collapse: closed -# Beneath Notice *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Deception](compendium/skills.md#Deception) @@ -46,7 +44,6 @@ You are skilled at hiding from your foes and targets among the common populace. ```ad-embed-feat title: Menacing Prowess, Feat 10 collapse: closed -# Menacing Prowess *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Intimidation](compendium/skills.md#Intimidation) @@ -60,7 +57,6 @@ Scaring off multiple people at once is your specialty. When you [Demoralize](rul ```ad-embed-feat title: Rope Mastery, Feat 10 collapse: closed -# Rope Mastery *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Athletics](compendium/skills.md#Athletics) @@ -76,7 +72,6 @@ In addition, you can use a rope to hamper your foes. When holding a rope, you ca ```ad-embed-feat title: Silent Sting, Feat 10 collapse: closed -# Silent Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golden League Xun Dedication](compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Stealth](compendium/skills.md#Stealth) diff --git a/compendium/character/archetypes/golem-grafter-ec3.md b/compendium/character/archetypes/golem-grafter-ec3.md index 129ef7417..71a0fa33b 100644 --- a/compendium/character/archetypes/golem-grafter-ec3.md +++ b/compendium/character/archetypes/golem-grafter-ec3.md @@ -14,7 +14,6 @@ You have replaced a portion of your body with artifice of the kind used to creat ```ad-embed-feat title: Golem Grafter Dedication, Feat 8 collapse: closed -# Golem Grafter Dedication *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana) and [Crafting](compendium/skills.md#Crafting), or an ally with expert proficiency in those skills willing to augment you @@ -30,7 +29,6 @@ Your flesh has been specially treated with the same arcane and alchemical proces ```ad-embed-feat title: Accursed Clay Fist, Feat 10 collapse: closed -# Accursed Clay Fist *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md), expert in unarmed attacks @@ -46,7 +44,6 @@ You have replaced one of your forearms with one made of clay and infused with cu ```ad-embed-feat title: Quicken Heartbeat, Feat 10 collapse: closed -# Quicken Heartbeat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Golem Grafter Dedication](compendium/feats/golem-grafter-dedication-ec3.md) @@ -62,7 +59,6 @@ You've replaced your heart with one made of animated quicksilver and living adam ```ad-embed-feat title: Legs Of Stone, Feat 12* collapse: closed -# Legs Of Stone *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Legs Of Stone](compendium/feats/legs-of-stone-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. @@ -78,7 +74,6 @@ You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to ````ad-embed-feat title: Iron Lung, Feat 14* collapse: closed -# Iron Lung *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Iron Lung](compendium/feats/iron-lung-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. @@ -88,13 +83,15 @@ collapse: closed Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. ```ad-embed-ability -title: Exhale Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Exhale Poison** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([arcane](rules/traits/arcane.md), [necromancy](rules/traits/necromancy.md), [poison](rules/traits/poison.md)) +- **Frequency**: once per hour - **Requirements**: You were within the area of an inhaled poison within the last minute **Effect** You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged. -%% #trait/arcane #trait/necromancy #trait/poison %% +%% + #trait/arcane #trait/necromancy #trait/poison +%% ``` *Source: Extinction Curse #3: Life's Long Shadows p. 74* diff --git a/compendium/character/archetypes/gray-gardener-ngd.md b/compendium/character/archetypes/gray-gardener-ngd.md index af510361d..5d694aeea 100644 --- a/compendium/character/archetypes/gray-gardener-ngd.md +++ b/compendium/character/archetypes/gray-gardener-ngd.md @@ -18,7 +18,6 @@ Your vigilante identity is that of a Gray Gardener, and you must be wearing a ma ```ad-embed-feat title: Executioner Weapon Training, Feat 4 collapse: closed -# Executioner Weapon Training *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -34,7 +33,6 @@ Whenever you gain a class feature that grants you expert or greater proficiency ```ad-embed-feat title: Harsh Judgment, Feat 4 collapse: closed -# Harsh Judgment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -51,7 +49,6 @@ You typically can use Harsh Judgment only during an encounter, and if you try to ```ad-embed-feat title: Voice of Authority, Feat 4 collapse: closed -# Voice of Authority *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -67,7 +64,6 @@ Your voice be heard easily by any creatures within 300 feet if you wish, regardl ```ad-embed-feat title: Discerning Gaze, Feat 6 collapse: closed -# Discerning Gaze *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -83,7 +79,6 @@ If you use [Sense Motive](rules/actions/sense-motive.md) on a creature you have ```ad-embed-feat title: Frightful Condemnation, Feat 6 collapse: closed -# Frightful Condemnation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -102,7 +97,6 @@ Your condemned foe is [frightened](rules/conditions.md#Frightened), or [frighten ```ad-embed-feat title: Accurate Swing, Feat 8 collapse: closed -# Accurate Swing *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Harsh Judgment](compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -116,7 +110,6 @@ You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking ```ad-embed-feat title: Gardener's Resolve, Feat 8 collapse: closed -# Gardener's Resolve [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners @@ -133,7 +126,6 @@ The Gray Gardeners are known for having nerves of steel and an unbreakable resol ```ad-embed-feat title: Reminder of the Greater Fear, Feat 8 collapse: closed -# Reminder of the Greater Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -150,7 +142,6 @@ You give a target a stern glower to remind them that it is you, and no one else, ```ad-embed-feat title: Strident Command, Feat 10 collapse: closed -# Strident Command *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md), [Voice of Authority](compendium/feats/voice-of-authority-ngd.md), member of the Gray Gardeners @@ -166,7 +157,6 @@ If you're in your vigilante identity, you can command the target only to approac ```ad-embed-feat title: Execution, Feat 14* collapse: closed -# Execution [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Execution](compendium/feats/execution-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. @@ -184,7 +174,6 @@ You swing wide, attempting to behead your condemned foe. Make a melee [Strike](r ```ad-embed-feat title: Terrifying Countenance, Feat 18* collapse: closed -# Terrifying Countenance [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Terrifying Countenance](compendium/feats/terrifying-countenance-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/gunslinger-g-g.md b/compendium/character/archetypes/gunslinger-g-g.md index beb669145..443d6b3b8 100644 --- a/compendium/character/archetypes/gunslinger-g-g.md +++ b/compendium/character/archetypes/gunslinger-g-g.md @@ -19,7 +19,6 @@ Gunslinger is a great fit for dexterous characters who want a weapon that hits h ```ad-embed-feat title: Gunslinger Dedication, Feat 2 collapse: closed -# Gunslinger Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 14 @@ -37,7 +36,6 @@ Choose a gunslinger way. You become trained in your way's associated skill; if y ```ad-embed-feat title: Basic Shooting, Feat 4 collapse: closed -# Basic Shooting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gunslinger Dedication](compendium/feats/gunslinger-dedication-g-g.md) @@ -51,7 +49,6 @@ You gain a 1st- or 2nd-level gunslinger feat of your choice. ```ad-embed-feat title: Advanced Shooting, Feat 6 collapse: closed -# Advanced Shooting *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Shooting](compendium/feats/basic-shooting-g-g.md) @@ -67,7 +64,6 @@ You gain one gunslinger feat. For the purpose of meeting its prerequisites, your ```ad-embed-feat title: Slinger's Readiness, Feat 6 collapse: closed -# Slinger's Readiness *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gunslinger Dedication](compendium/feats/gunslinger-dedication-g-g.md) @@ -81,7 +77,6 @@ You've learned a gunslinger's tricks for staking out your territory in a fight. ```ad-embed-feat title: Practiced Reloads, Feat 10 collapse: closed -# Practiced Reloads *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Gunslinger Dedication](compendium/feats/gunslinger-dedication-g-g.md) @@ -95,7 +90,6 @@ You've mastered the reloading techniques and methods usually practiced by only t ```ad-embed-feat title: Eagle Eye, Feat 12* collapse: closed -# Eagle Eye *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Eagle Eye](compendium/feats/eagle-eye-g-g.md) is intended for use with the Gunslinger Archetype. Its level has been changed accordingly. @@ -111,7 +105,6 @@ Your practice with crossbows and firearms has sharpened your attention to detail ```ad-embed-feat title: Firearm Expert, Feat 12* collapse: closed -# Firearm Expert *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Firearm Expert](compendium/feats/firearm-expert-g-g.md) is intended for use with the Gunslinger Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/halcyon-speaker-locg.md b/compendium/character/archetypes/halcyon-speaker-locg.md index c3f70fd0f..b9a9720ec 100644 --- a/compendium/character/archetypes/halcyon-speaker-locg.md +++ b/compendium/character/archetypes/halcyon-speaker-locg.md @@ -14,7 +14,6 @@ One of Old-Mage Jatembe's central lessons was that magic was magic, no matter wh ```ad-embed-feat title: Halcyon Speaker Dedication, Feat 6 collapse: closed -# Halcyon Speaker Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank @@ -30,7 +29,6 @@ You devote much of your study to halcyon magic. You gain two common Halcyon cant ```ad-embed-feat title: Dualistic Synergy, Feat 8 collapse: closed -# Dualistic Synergy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) @@ -45,7 +43,6 @@ If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) from you ```ad-embed-feat title: Persistent Creation, Feat 8 collapse: closed -# Persistent Creation *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) @@ -59,7 +56,6 @@ You can cast [creation](compendium/spells/creation.md) as an innate spell at wil ```ad-embed-feat title: Halcyon Spellcasting Initiate, Feat 10 collapse: closed -# Halcyon Spellcasting Initiate *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Halcyon Speaker Dedication](compendium/feats/halcyon-speaker-dedication-locg.md) @@ -73,7 +69,6 @@ Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon ```ad-embed-feat title: Shared Synergy, Feat 10 collapse: closed -# Shared Synergy *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Dualistic Synergy](compendium/feats/dualistic-synergy-locg.md) @@ -87,7 +82,6 @@ You can grant the benefit from Dualistic Synergy to an ally within 30 feet inste ```ad-embed-feat title: Flexible Halcyon Spellcasting, Feat 12* collapse: closed -# Flexible Halcyon Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Flexible Halcyon Spellcasting](compendium/feats/flexible-halcyon-spellcasting-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -103,7 +97,6 @@ You broaden your ability to channel your power into halcyon magic. You gain one ```ad-embed-feat title: Halcyon Spellcasting Adept, Feat 14* collapse: closed -# Halcyon Spellcasting Adept *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Halcyon Spellcasting Adept](compendium/feats/halcyon-spellcasting-adept-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -119,7 +112,6 @@ You refine your halcyon magic. You gain two common 4th-level halcyon spells and ```ad-embed-feat title: Fulminating Synergy, Feat 16* collapse: closed -# Fulminating Synergy *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Fulminating Synergy](compendium/feats/fulminating-synergy-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -135,7 +127,6 @@ When you draw upon your spells' synergy, you create a physical manifestation of ```ad-embed-feat title: Halcyon Spellcasting Sage, Feat 18* collapse: closed -# Halcyon Spellcasting Sage *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Halcyon Spellcasting Sage](compendium/feats/halcyon-spellcasting-sage-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. @@ -151,7 +142,6 @@ Your command over halcyon magic is nearly unmatched. You gain two common 6th-lev ```ad-embed-feat title: Synergistic Spell, Feat 20* collapse: closed -# Synergistic Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Synergistic Spell](compendium/feats/synergistic-spell-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/hallowed-necromancer-botd.md b/compendium/character/archetypes/hallowed-necromancer-botd.md index f5cef4810..b51018fea 100644 --- a/compendium/character/archetypes/hallowed-necromancer-botd.md +++ b/compendium/character/archetypes/hallowed-necromancer-botd.md @@ -26,7 +26,6 @@ Though the majority of hallowed necromancers have similar goals and are willing ```ad-embed-feat title: Hallowed Necromancer Dedication, Feat 2 collapse: closed -# Hallowed Necromancer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in [Religion](compendium/skills.md#Religion) @@ -44,7 +43,6 @@ Casting spells that create, heal, or otherwise aid or promote undead is anathema ```ad-embed-feat title: Hallowed Initiate, Feat 4 collapse: closed -# Hallowed Initiate *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) @@ -60,7 +58,6 @@ You've expanded your focus spellcasting to techniques used by clerics and wizard ```ad-embed-feat title: Sacred Spells, Feat 4 collapse: closed -# Sacred Spells *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) @@ -79,7 +76,6 @@ In addition, your knowledge of the conduits to the Positive Energy Plane allows ```ad-embed-feat title: Death Warden, Feat 6 collapse: closed -# Death Warden *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) @@ -93,7 +89,6 @@ With your intimate familiarity with the duality of positive and negative energy, ```ad-embed-feat title: Advanced Hallowed Spell, Feat 8 collapse: closed -# Advanced Hallowed Spell *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md), necromancer initial school spell or death initial domain spell @@ -109,7 +104,6 @@ You dig deeper into the magical tools found in wizard schools and divine domains ```ad-embed-feat title: Positive Luminance, Feat 8 collapse: closed -# Positive Luminance *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hallowed Necromancer Dedication](compendium/feats/hallowed-necromancer-dedication-botd.md) @@ -123,7 +117,6 @@ You learn how to create a luminous reservoir of positive energy that you can use ```ad-embed-feat title: Consecrated Aura, Feat 14* collapse: closed -# Consecrated Aura *Feat 14* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") > [!pf2-note] This version of [Consecrated Aura](compendium/feats/consecrated-aura-botd.md) is intended for use with the Hallowed Necromancer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/hellknight-armiger-lowg.md b/compendium/character/archetypes/hellknight-armiger-lowg.md index 72760a305..cbc884f76 100644 --- a/compendium/character/archetypes/hellknight-armiger-lowg.md +++ b/compendium/character/archetypes/hellknight-armiger-lowg.md @@ -14,7 +14,6 @@ You have presented yourself to a Hellknight citadel as a candidate to become a f ```ad-embed-feat title: Hellknight Armiger Dedication, Feat 2 collapse: closed -# Hellknight Armiger Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Old Cheliax. @@ -33,7 +32,6 @@ You gain resistance to mental damage equal to 1 + your number of class feats fro ```ad-embed-feat title: Ardent Armiger, Feat 4 collapse: closed -# Ardent Armiger *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) @@ -49,7 +47,6 @@ If a [mental](rules/traits/mental.md "Mental Effect Trait") effect would compel ```ad-embed-feat title: Diabolic Certitude, Feat 4 collapse: closed -# Diabolic Certitude [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) @@ -65,7 +62,6 @@ Your Hellknight training drilled details of Hell's denizens deep into your mind. ```ad-embed-feat title: Mortification, Feat 4 collapse: closed -# Mortification *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) @@ -79,7 +75,6 @@ Your reckonings have prepared your body for physical punishment. Choose bludgeon ```ad-embed-feat title: Armiger's Mobility, Feat 8 collapse: closed -# Armiger's Mobility *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: expert in heavy armor, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) diff --git a/compendium/character/archetypes/hellknight-locg.md b/compendium/character/archetypes/hellknight-locg.md index 0d651fec4..f42b88a3d 100644 --- a/compendium/character/archetypes/hellknight-locg.md +++ b/compendium/character/archetypes/hellknight-locg.md @@ -14,7 +14,6 @@ Hellknights are among the fiercest warriors in the Inner Sea region, as they hav ```ad-embed-feat title: Hellknight Dedication, Feat 6 collapse: closed -# Hellknight Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test @@ -30,7 +29,6 @@ You have forged your body to comply with the commands of your mind—orders stee ```ad-embed-feat title: Sense Chaos, Feat 8 collapse: closed -# Sense Chaos *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Dedication](compendium/feats/hellknight-dedication-locg.md) @@ -44,7 +42,6 @@ You sense chaos as an unsettling feeling of nervous energy. When in the presence ```ad-embed-feat title: Advanced Order Training, Feat 12* collapse: closed -# Advanced Order Training *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Advanced Order Training](compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. @@ -60,7 +57,6 @@ You gain the greater order benefit for the Hellknight order to which you belong. ```ad-embed-feat title: Blade Of Law, Feat 12* collapse: closed -# Blade Of Law [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Blade Of Law](compendium/feats/blade-of-law-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. @@ -77,7 +73,6 @@ You call upon the power of law and make a weapon or unarmed [Strike](rules/actio ```ad-embed-feat title: Hell's Armaments, Feat 12* collapse: closed -# Hell's Armaments *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Hell's Armaments](compendium/feats/hells-armaments-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. @@ -95,7 +90,6 @@ Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcas ```ad-embed-feat title: Hellknight Order Cross-training, Feat 12* collapse: closed -# Hellknight Order Cross-training *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [hellknight](rules/traits/hellknight-locg.md "Hellknight Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/hellknight-signifer-locg.md b/compendium/character/archetypes/hellknight-signifer-locg.md index 41dcaec8d..e4653e674 100644 --- a/compendium/character/archetypes/hellknight-signifer-locg.md +++ b/compendium/character/archetypes/hellknight-signifer-locg.md @@ -14,7 +14,6 @@ Signifers are the powerful and enigmatic Hellknight spellcasters who support and ```ad-embed-feat title: Hellknight Signifer Dedication, Feat 6 collapse: closed -# Hellknight Signifer Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: spellcasting class feature, [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test @@ -30,7 +29,6 @@ You have bolstered your force of will with the power of the Measure and the Chai ```ad-embed-feat title: Masked Casting, Feat 8 collapse: closed -# Masked Casting [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) @@ -47,7 +45,6 @@ You harness the magical energy flowing through your eyeless mask to effortlessly ```ad-embed-feat title: Gaze Of Veracity, Feat 10 collapse: closed -# Gaze Of Veracity *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md), ability to cast focus spells @@ -61,7 +58,6 @@ You can channel your mask's power to pierce through lies and see the truth in an ```ad-embed-feat title: Signifer's Sight, Feat 10 collapse: closed -# Signifer's Sight *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Hellknight Signifer Dedication](compendium/feats/hellknight-signifer-dedication-locg.md) @@ -75,7 +71,6 @@ The magic flowing through your signifer's mask allows you to see in the dark, an ```ad-embed-feat title: Advanced Order Training, Feat 12* collapse: closed -# Advanced Order Training *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Advanced Order Training](compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. @@ -91,7 +86,6 @@ You gain the greater order benefit for the Hellknight order to which you belong. ```ad-embed-feat title: Hellknight Order Cross-training, Feat 12* collapse: closed -# Hellknight Order Cross-training *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [hellknight](rules/traits/hellknight-locg.md "Hellknight Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Hellknight Order Cross-training](compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. @@ -109,7 +103,6 @@ You gain the lesser order benefit of a Hellknight order other than the one to wh ```ad-embed-feat title: Signifer Armor Expertise, Feat 12* collapse: closed -# Signifer Armor Expertise *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Signifer Armor Expertise](compendium/feats/signifer-armor-expertise-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/herbalist-apg.md b/compendium/character/archetypes/herbalist-apg.md index ecddf3333..740ffb542 100644 --- a/compendium/character/archetypes/herbalist-apg.md +++ b/compendium/character/archetypes/herbalist-apg.md @@ -15,7 +15,6 @@ The plants around you can provide more remedies than the finest hospital or temp ```ad-embed-feat title: Herbalist Dedication, Feat 2 collapse: closed -# Herbalist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Nature](compendium/skills.md#Nature), [Natural Medicine](compendium/feats/natural-medicine.md) @@ -33,7 +32,6 @@ You become an expert in [Nature](compendium/skills.md#Nature) and can use [Natur ```ad-embed-feat title: Fresh Ingredients, Feat 2 collapse: closed -# Fresh Ingredients *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) @@ -47,7 +45,6 @@ When using [Natural Medicine](compendium/feats/natural-medicine.md) to [Treat Wo ```ad-embed-feat title: Poultice Preparation, Feat 4 collapse: closed -# Poultice Preparation *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md) @@ -63,7 +60,6 @@ When you apply a poultice, in addition to the item's normal effects, the recipie ```ad-embed-feat title: Endemic Herbs, Feat 6 collapse: closed -# Endemic Herbs *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), trained in [Survival](compendium/skills.md#Survival) @@ -86,7 +82,6 @@ During your daily preparations, you find medicinal plants endemic to your locati ```ad-embed-feat title: Expert Herbalism, Feat 6 collapse: closed -# Expert Herbalism *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Herbalist Dedication](compendium/feats/herbalist-dedication-apg.md), expert in [Nature](compendium/skills.md#Nature) diff --git a/compendium/character/archetypes/horizon-walker-apg.md b/compendium/character/archetypes/horizon-walker-apg.md index 9c26326db..44fe09f8d 100644 --- a/compendium/character/archetypes/horizon-walker-apg.md +++ b/compendium/character/archetypes/horizon-walker-apg.md @@ -14,7 +14,6 @@ Many long for the open road, but you prefer the trackless wild. You can find saf ```ad-embed-feat title: Horizon Walker Dedication, Feat 2 collapse: closed -# Horizon Walker Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) @@ -30,7 +29,6 @@ You've mastered travel within a specific type of terrain. You gain the Favored T ```ad-embed-feat title: Acclimatization, Feat 4 collapse: closed -# Acclimatization *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) @@ -44,7 +42,6 @@ Your time spent in the hostile parts of the world has inured you to extreme clim ```ad-embed-feat title: Sure Foot, Feat 4 collapse: closed -# Sure Foot *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md), expert in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) @@ -58,7 +55,6 @@ You know the secrets of moving in your favored terrain. You gain a +2 circumstan ```ad-embed-feat title: Perpetual Scout, Feat 6 collapse: closed -# Perpetual Scout *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) @@ -72,7 +68,6 @@ You spot anything out of place in the areas you know best. While in your favored ```ad-embed-feat title: Blind-fight (Ranger), Feat 10* collapse: closed -# Blind-fight (Ranger) *Feat 10* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Blind-fight (Ranger)](compendium/feats/blind-fight-ranger.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. @@ -90,7 +85,6 @@ While you're adjacent to an [undetected](rules/conditions.md#Undetected) creatur ```ad-embed-feat title: Magical Adaptation, Feat 10 collapse: closed -# Magical Adaptation *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Horizon Walker Dedication](compendium/feats/horizon-walker-dedication-apg.md) @@ -104,7 +98,6 @@ When an obstacle bars your path, you pull a trick from your sleeve to overcome i ```ad-embed-feat title: Terrain Master, Feat 10* collapse: closed -# Terrain Master *Feat 10* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Terrain Master](compendium/feats/terrain-master.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. @@ -120,7 +113,6 @@ You adapt to your surroundings in any natural terrain. You can spend 1 hour prac ```ad-embed-feat title: Warden's Step, Feat 12* collapse: closed -# Warden's Step *Feat 12* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Warden's Step](compendium/feats/wardens-step.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. @@ -136,7 +128,6 @@ You can guide your allies to move quietly through the wilderness. When you [Snea ```ad-embed-feat title: Wild Strider, Feat 12* collapse: closed -# Wild Strider *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Wild Strider](compendium/feats/wild-strider-apg.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/inventor-g-g.md b/compendium/character/archetypes/inventor-g-g.md index cb5688254..424d85936 100644 --- a/compendium/character/archetypes/inventor-g-g.md +++ b/compendium/character/archetypes/inventor-g-g.md @@ -19,7 +19,6 @@ Inventor is a great fit for intelligent characters looking to branch out and lea ```ad-embed-feat title: Inventor Dedication, Feat 2 collapse: closed -# Inventor Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence 14 @@ -35,7 +34,6 @@ You become trained in [Crafting](compendium/skills.md#Crafting) and inventor cla ```ad-embed-feat title: Basic Breakthrough, Feat 4 collapse: closed -# Basic Breakthrough *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Inventor Dedication](compendium/feats/inventor-dedication-g-g.md) @@ -49,7 +47,6 @@ You gain a 1st- or 2nd-level inventor feat of your choice. ```ad-embed-feat title: Brilliant Crafter, Feat 4 collapse: closed -# Brilliant Crafter *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Inventor Dedication](compendium/feats/inventor-dedication-g-g.md) @@ -63,7 +60,6 @@ Your skill at crafting is unparalleled. You become an expert in [Crafting](compe ```ad-embed-feat title: Advanced Breakthrough, Feat 6 collapse: closed -# Advanced Breakthrough *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Breakthrough](compendium/feats/basic-breakthrough-g-g.md) @@ -79,7 +75,6 @@ You gain one inventor feat. For the purpose of meeting its prerequisites, your i ```ad-embed-feat title: Explosion, Feat 6 collapse: closed -# Explosion *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Inventor Dedication](compendium/feats/inventor-dedication-g-g.md) @@ -93,7 +88,6 @@ Your innovation can explode on command. You gain the [Explode](rules/actions/exp ```ad-embed-feat title: Basic Modification, Feat 8 collapse: closed -# Basic Modification *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Inventor Dedication](compendium/feats/inventor-dedication-g-g.md) diff --git a/compendium/character/archetypes/investigator-apg.md b/compendium/character/archetypes/investigator-apg.md index de420ce9d..3cda6d6db 100644 --- a/compendium/character/archetypes/investigator-apg.md +++ b/compendium/character/archetypes/investigator-apg.md @@ -19,7 +19,6 @@ The investigator archetype is a good choice for a character that wants deeper in ```ad-embed-feat title: Investigator Dedication, Feat 2 collapse: closed -# Investigator Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -35,7 +34,6 @@ You gain the on the case|investigator|apg|1 class feature, which grants you both ```ad-embed-feat title: Basic Deduction, Feat 4 collapse: closed -# Basic Deduction *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) @@ -49,7 +47,6 @@ You gain a 1st- or 2nd-level investigator feat of your choice. ```ad-embed-feat title: Investigator's Stratagem, Feat 4 collapse: closed -# Investigator's Stratagem *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) @@ -63,7 +60,6 @@ You play out battles in your head, allowing you to strike when the time is right ```ad-embed-feat title: Advanced Deduction, Feat 6 collapse: closed -# Advanced Deduction *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Deduction](compendium/feats/basic-deduction-apg.md) @@ -79,7 +75,6 @@ You gain one investigator feat. For the purpose of meeting its prerequisites, yo ```ad-embed-feat title: Keen Recollection, Feat 6 collapse: closed -# Keen Recollection *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md) @@ -93,7 +88,6 @@ You can recall all sorts of information. You gain the keen recollection|investig ```ad-embed-feat title: Skill Mastery, Feat 8 collapse: closed -# Skill Mastery *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Investigator Dedication](compendium/feats/investigator-dedication-apg.md), trained in at least one skill and expert in at least one skill @@ -109,7 +103,6 @@ Increase your proficiency rank in one of your skills from expert to master and i ```ad-embed-feat title: Master Spotter, Feat 12* collapse: closed -# Master Spotter *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Spotter](compendium/feats/master-spotter-apg.md) is intended for use with the Investigator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md b/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md index 6f69d4fac..e84ad7e09 100644 --- a/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md +++ b/compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md @@ -14,7 +14,6 @@ Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge ```ad-embed-feat title: Jalmeri Heavenseeker Dedication, Feat 4 collapse: closed -# Jalmeri Heavenseeker Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: trained by a current or former member of a House of Perfection @@ -31,7 +30,6 @@ Your skill and dedication have set you on a path to master the techniques of Jal ```ad-embed-feat title: Heaven's Thunder, Feat 6 collapse: closed -# Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") verbal - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) @@ -50,7 +48,6 @@ If you also know the [ki blast](compendium/spells/ki-blast.md) ki spell, you can ```ad-embed-feat title: Sky And Heaven Stance, Feat 6 collapse: closed -# Sky And Heaven Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) @@ -68,7 +65,6 @@ While in Sky and Heaven Stance, you gain resistance 2 to electricity and resista ```ad-embed-feat title: Skyseeker, Feat 8 collapse: closed -# Skyseeker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Sky and Heaven Stance](compendium/feats/sky-and-heaven-stance-aoe2.md) @@ -86,7 +82,6 @@ All Leaps made during this activity gain a +10-foot status bonus to the total he ```ad-embed-feat title: Steal The Sky, Feat 10 collapse: closed -# Steal The Sky *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Jalmeri Heavenseeker Dedication](compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) @@ -100,7 +95,6 @@ You can take away the air that keeps a flying foe aloft. You gain the [steal the ```ad-embed-feat title: Speaking Sky, Feat 12* collapse: closed -# Speaking Sky *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Speaking Sky](compendium/feats/speaking-sky-aoe2.md) is intended for use with the Jalmeri Heavenseeker Archetype. Its level has been changed accordingly. @@ -116,7 +110,6 @@ You can hear air movement like soft whispers. You gain the [speaking sky](compen ```ad-embed-feat title: Cross The Final Horizon, Feat 20* collapse: closed -# Cross The Final Horizon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") > [!pf2-note] This version of [Cross The Final Horizon](compendium/feats/cross-the-final-horizon-aoe2.md) is intended for use with the Jalmeri Heavenseeker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/juggler-ec1.md b/compendium/character/archetypes/juggler-ec1.md index dd0531ec2..b0cd44f71 100644 --- a/compendium/character/archetypes/juggler-ec1.md +++ b/compendium/character/archetypes/juggler-ec1.md @@ -14,7 +14,6 @@ You're a skilled performer, with impressive balance and coordination that help y ```ad-embed-feat title: Juggler Dedication, Feat 2 collapse: closed -# Juggler Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 14 @@ -30,7 +29,6 @@ You become trained in [Performance](compendium/skills.md#Performance); if you we ```ad-embed-feat title: Focused Juggler, Feat 4 collapse: closed -# Focused Juggler [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) @@ -48,7 +46,6 @@ Increase the maximum number of items you can Juggle by one. ```ad-embed-feat title: Quick Juggler, Feat 4 collapse: closed -# Quick Juggler *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) @@ -62,7 +59,6 @@ When you start to Juggle or add another item to those you are Juggling, you add ```ad-embed-feat title: Reflexive Catch, Feat 4 collapse: closed -# Reflexive Catch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Acrobatics](compendium/skills.md#Acrobatics), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) @@ -79,7 +75,6 @@ You grab the triggering item. If you are Juggling, you can immediately add the i ```ad-embed-feat title: Lobbed Attack, Feat 8 collapse: closed -# Lobbed Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: master in [Performance](compendium/skills.md#Performance), [Juggler Dedication](compendium/feats/juggler-dedication-ec1.md) @@ -95,7 +90,6 @@ You make a thrown ranged [Strike](rules/actions/strike.md) with the required wea ```ad-embed-feat title: Opportune Throw, Feat 16* collapse: closed -# Opportune Throw [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Opportune Throw](compendium/feats/opportune-throw-ec1.md) is intended for use with the Juggler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/knight-reclaimant-locg.md b/compendium/character/archetypes/knight-reclaimant-locg.md index 9cf9b5876..edf44a048 100644 --- a/compendium/character/archetypes/knight-reclaimant-locg.md +++ b/compendium/character/archetypes/knight-reclaimant-locg.md @@ -14,7 +14,6 @@ Knights reclaimant spend much of their time amid the horrors of the Gravelands, ```ad-embed-feat title: Knight Reclaimant Dedication, Feat 6 collapse: closed -# Knight Reclaimant Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) and [Stealth](compendium/skills.md#Stealth), any non-evil alignment, member of the Knights of Lastwall of knight rank @@ -30,7 +29,6 @@ You have sworn the Crimson Oath and become a full member of the Crimson Reclaime ```ad-embed-feat title: Invoke The Crimson Oath, Feat 8 collapse: closed -# Invoke The Crimson Oath *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) @@ -44,7 +42,6 @@ You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapo ```ad-embed-feat title: Reactive Pursuit, Feat 8* collapse: closed -# Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Reactive Pursuit](compendium/feats/reactive-pursuit.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -61,7 +58,6 @@ You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but ```ad-embed-feat title: Scout's Warning (Ranger), Feat 8* collapse: closed -# Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Scout's Warning (Ranger)](compendium/feats/scouts-warning-ranger.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -78,7 +74,6 @@ You visually or audibly warn your allies of danger, granting them each a +1 circ ```ad-embed-feat title: Survivor Of Desolation, Feat 8 collapse: closed -# Survivor Of Desolation *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Reclaimant Dedication](compendium/feats/knight-reclaimant-dedication-locg.md) @@ -92,7 +87,6 @@ You gain a +2 circumstance bonus to saving throws against unnatural weather even ```ad-embed-feat title: Blade Of The Crimson Oath, Feat 12* collapse: closed -# Blade Of The Crimson Oath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Blade Of The Crimson Oath](compendium/feats/blade-of-the-crimson-oath-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -109,7 +103,6 @@ You call upon the Crimson Oath to smite undead and then make a weapon or unarmed ```ad-embed-feat title: Camouflage, Feat 12* collapse: closed -# Camouflage *Feat 12* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -125,7 +118,6 @@ You alter your appearance to blend in to the wilderness. In natural terrain, you ```ad-embed-feat title: Reaper Of Repose, Feat 12* collapse: closed -# Reaper Of Repose *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Reaper Of Repose](compendium/feats/reaper-of-repose-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. @@ -141,7 +133,6 @@ Your skill and fervor allow you to pierce undead defenses and exploit their weak ```ad-embed-feat title: Sneak Savant, Feat 12* collapse: closed -# Sneak Savant *Feat 12* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Sneak Savant](compendium/feats/sneak-savant.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/knight-vigilant-locg.md b/compendium/character/archetypes/knight-vigilant-locg.md index 93a966a04..1452bc287 100644 --- a/compendium/character/archetypes/knight-vigilant-locg.md +++ b/compendium/character/archetypes/knight-vigilant-locg.md @@ -14,7 +14,6 @@ Taking their lead from heroic stories of the Shining Crusade, the knights vigila ```ad-embed-feat title: Knight Vigilant Dedication, Feat 6 collapse: closed -# Knight Vigilant Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion), any good alignment, member of the Knights of Lastwall of knight rank @@ -30,7 +29,6 @@ You are dedicated to the cause of the Shining Sentinels. You gain expert profici ```ad-embed-feat title: Shield Warden (Fighter), Feat 8* collapse: closed -# Shield Warden (Fighter) *Feat 8* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. @@ -46,7 +44,6 @@ You use your shield to protect your allies. When you have a [shield raised](rule ```ad-embed-feat title: Unshakable Idealism, Feat 8 collapse: closed -# Unshakable Idealism *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in Will saves @@ -60,7 +57,6 @@ Your faith and hope can't be shaken, and you won't flee when lives are at stake. ```ad-embed-feat title: Endure Death's Touch, Feat 10 collapse: closed -# Endure Death's Touch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Knight Vigilant Dedication](compendium/feats/knight-vigilant-dedication-locg.md), expert in medium or heavy armor @@ -77,7 +73,6 @@ Your conviction redirects the undead's attack through your armor and then harmle ````ad-embed-feat title: Aegis Of Arnisant, Feat 12* collapse: closed -# Aegis Of Arnisant [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Aegis Of Arnisant](compendium/feats/aegis-of-arnisant-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. @@ -89,13 +84,14 @@ collapse: closed Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction: ```ad-embed-ability -title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Absorb into the Aegis** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Reaction ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")) ([manipulate](rules/traits/manipulate.md)) - **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. **Effect** You interpose your shield's ward against the spell. Attempt a counteract check, using your [Religion](compendium/skills.md#Religion) modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` *Source: Lost Omens: Character Guide p. 94* @@ -105,7 +101,6 @@ title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game. ```ad-embed-feat title: Knight In Shining Armor, Feat 12* collapse: closed -# Knight In Shining Armor *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Knight In Shining Armor](compendium/feats/knight-in-shining-armor-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. @@ -123,7 +118,6 @@ Knight Reclaimant Knights reclaimant spend much of their time amid the horrors o ```ad-embed-feat title: Mirror Shield, Feat 12* collapse: closed -# Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Mirror Shield](compendium/feats/mirror-shield.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/lastwall-sentry-lowg.md b/compendium/character/archetypes/lastwall-sentry-lowg.md index b795eac1e..8d2b4448f 100644 --- a/compendium/character/archetypes/lastwall-sentry-lowg.md +++ b/compendium/character/archetypes/lastwall-sentry-lowg.md @@ -14,7 +14,6 @@ While the nation of Lastwall is gone, leaving only the horror of the Gravelands ```ad-embed-feat title: Lastwall Sentry Dedication, Feat 2 collapse: closed -# Lastwall Sentry Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Eye of Dread region. @@ -31,7 +30,6 @@ You've sworn yourself as a sentry for the Knights of Lastwall, the first line of ```ad-embed-feat title: Eye Of Ozem, Feat 4 collapse: closed -# Eye Of Ozem *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Perception](compendium/skills.md#Perception) @@ -45,7 +43,6 @@ You've learned how to spot danger at a distance, allowing you to serve as a sent ```ad-embed-feat title: Necromantic Resistance, Feat 4 collapse: closed -# Necromantic Resistance *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) @@ -59,7 +56,6 @@ As part of your training, you've inured yourself against necromancy through repe ```ad-embed-feat title: Grave Sense, Feat 6 collapse: closed -# Grave Sense *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) @@ -75,7 +71,6 @@ You sense undead as a vague sense (Core Rulebook 465) similar to a human's sense ```ad-embed-feat title: Necromantic Tenacity, Feat 8 collapse: closed -# Necromantic Tenacity *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md) @@ -89,7 +84,6 @@ Your training against necromantic effects allows you to escape the worst of thei ```ad-embed-feat title: Lastwall Warden, Feat 10 collapse: closed -# Lastwall Warden *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) diff --git a/compendium/character/archetypes/lich-botd.md b/compendium/character/archetypes/lich-botd.md index 2b60d5e78..ebdf8e259 100644 --- a/compendium/character/archetypes/lich-botd.md +++ b/compendium/character/archetypes/lich-botd.md @@ -26,7 +26,6 @@ Regardless of what paths they pursue, nearly all liches are obsessed with their ```ad-embed-feat title: Lich Dedication, Feat 12* collapse: closed -# Lich Dedication *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") > [!pf2-note] This version of [Lich Dedication](compendium/feats/lich-dedication-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -46,7 +45,6 @@ You gain a unique [soul cage](compendium/equipment/items/soul-cage-botd.md)—a ```ad-embed-feat title: Drain Soul Cage, Feat 14* collapse: closed -# Drain Soul Cage *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Drain Soul Cage](compendium/feats/drain-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -64,7 +62,6 @@ Even if you can [Drain Bonded Item](rules/actions/drain-bonded-item.md) more tha ```ad-embed-feat title: Enshroud Soul Cage, Feat 14* collapse: closed -# Enshroud Soul Cage *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Enshroud Soul Cage](compendium/feats/enshroud-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -80,7 +77,6 @@ You wreathe your [soul cage](compendium/equipment/items/soul-cage-botd.md) in an ```ad-embed-feat title: Hand of the Lich, Feat 14* collapse: closed -# Hand of the Lich *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Hand of the Lich](compendium/feats/hand-of-the-lich-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -100,7 +96,6 @@ This is a critical specialization effect. ```ad-embed-feat title: Magic Sense (Wizard), Feat 14* collapse: closed -# Magic Sense (Wizard) *Feat 14* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Magic Sense (Wizard)](compendium/feats/magic-sense-wizard.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -115,7 +110,6 @@ You have a literal sixth sense for ambient magic in your vicinity. You can sense ```ad-embed-feat title: Bolster Soul Cage, Feat 16* collapse: closed -# Bolster Soul Cage *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Bolster Soul Cage](compendium/feats/bolster-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -133,7 +127,6 @@ At 20th level, the time it takes your soul cage to rebuild your body is reduced ```ad-embed-feat title: Spell Gem, Feat 16* collapse: closed -# Spell Gem *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Spell Gem](compendium/feats/spell-gem-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. @@ -151,7 +144,6 @@ At 18th level, you can heighten whichever spell you chose to 7th level. At 20th ```ad-embed-feat title: Frightful Aura, Feat 18* collapse: closed -# Frightful Aura *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") > [!pf2-note] This version of [Frightful Aura](compendium/feats/frightful-aura-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/linguist-apg.md b/compendium/character/archetypes/linguist-apg.md index a6546d844..0c323a4af 100644 --- a/compendium/character/archetypes/linguist-apg.md +++ b/compendium/character/archetypes/linguist-apg.md @@ -14,7 +14,6 @@ Whether you study to further your own ambitions or simply out of fascination wit ```ad-embed-feat title: Linguist Dedication, Feat 2 collapse: closed -# Linguist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: You speak at least three languages. @@ -30,7 +29,6 @@ You have studied languages and their development. You become trained in [Society ```ad-embed-feat title: Multilingual Cipher, Feat 4 collapse: closed -# Multilingual Cipher *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) @@ -44,7 +42,6 @@ You use multiple languages to create and break codes. You gain a +1 circumstance ```ad-embed-feat title: Phonetic Training, Feat 4 collapse: closed -# Phonetic Training *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Society](compendium/skills.md#Society) @@ -60,7 +57,6 @@ Memorizing long sequences of words remains just as difficult as it is normally. ```ad-embed-feat title: Spot Translate, Feat 4 collapse: closed -# Spot Translate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) @@ -76,7 +72,6 @@ You interpret a creature's words, repeating their message in a different languag ```ad-embed-feat title: Analyze Idiolect, Feat 6 collapse: closed -# Analyze Idiolect *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), expert in [Deception](compendium/skills.md#Deception) and [Society](compendium/skills.md#Society) @@ -90,7 +85,6 @@ You break down a specific individual's idiolect, memorizing their speech manneri ```ad-embed-feat title: Read Shibboleths, Feat 7 collapse: closed -# Read Shibboleths *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md), master in [Society](compendium/skills.md#Society) @@ -106,7 +100,6 @@ Once you've gleaned one or more true minor facts about a person, you can then in ```ad-embed-feat title: Crude Communication, Feat 8 collapse: closed -# Crude Communication *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Linguist Dedication](compendium/feats/linguist-dedication-apg.md) diff --git a/compendium/character/archetypes/lion-blade-lowg.md b/compendium/character/archetypes/lion-blade-lowg.md index 05fb35ea0..628036a53 100644 --- a/compendium/character/archetypes/lion-blade-lowg.md +++ b/compendium/character/archetypes/lion-blade-lowg.md @@ -14,7 +14,6 @@ You've trained as a spy in service of Taldor, learning secrets of disguise, mani ```ad-embed-feat title: Lion Blade Dedication, Feat 2 collapse: closed -# Lion Blade Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Taldor. @@ -31,7 +30,6 @@ Your lion blade spy training helps you conceal yourself and your identity. You b ```ad-embed-feat title: Lost In The Crowd, Feat 4 collapse: closed -# Lost In The Crowd *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) @@ -45,7 +43,6 @@ You've learned how to move as one with crowds and hide among them, vanishing int ```ad-embed-feat title: Crowd Mastery, Feat 6 collapse: closed -# Crowd Mastery *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lost in the Crowd](compendium/feats/lost-in-the-crowd-lowg.md) @@ -59,7 +56,6 @@ You use the crowd to your advantage, diverting your foes' attention to potential ```ad-embed-feat title: Expeditious Advance, Feat 6 collapse: closed -# Expeditious Advance *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) @@ -74,7 +70,6 @@ You advance and retreat quickly. You gain a +10-foot status bonus to your speed. ```ad-embed-feat title: Spy's Countermeasures, Feat 10 collapse: closed -# Spy's Countermeasures *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) @@ -90,7 +85,6 @@ If you successfully identify a [divination](rules/traits/divination.md "Divinati ```ad-embed-feat title: Flicker, Feat 12* collapse: closed -# Flicker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Flicker](compendium/feats/flicker-lowg.md) is intended for use with the Lion Blade Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/living-monolith-lowg.md b/compendium/character/archetypes/living-monolith-lowg.md index 3e385c16d..1848c981f 100644 --- a/compendium/character/archetypes/living-monolith-lowg.md +++ b/compendium/character/archetypes/living-monolith-lowg.md @@ -14,7 +14,6 @@ You have delved into ancient sphinx magic to imbue your body and soul with the p ```ad-embed-feat title: Living Monolith Dedication, Feat 2 collapse: closed -# Living Monolith Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Golden Road region. @@ -31,7 +30,6 @@ You've begun to inscribe a magical stone called a ka stone that you will some da ````ad-embed-feat title: Ka Stone Ritual, Feat 4 collapse: closed -# Ka Stone Ritual *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: [Living Monolith Dedication](compendium/feats/living-monolith-dedication-lowg.md), a sphinx or living monolith with this feat performs a ritual with you @@ -41,9 +39,11 @@ You inscribe your true name on your ka stone, as well as oaths to gods and phara The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md "Death Effect Trait") effects and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, or a different activation if otherwise specified -You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) feat. +- **Frequency**: a number of times each day equal to the number of class feats you have from the [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) archetype + +**Effect** You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) feat. ``` *Source: Lost Omens: World Guide p. 59* @@ -53,7 +53,6 @@ You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the o ```ad-embed-feat title: Stone Blood, Feat 6 collapse: closed -# Stone Blood *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) @@ -69,7 +68,6 @@ You recover naturally from the [drained](rules/conditions.md#Drained) condition ```ad-embed-feat title: Fortified Flesh, Feat 8 collapse: closed -# Fortified Flesh *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) @@ -83,7 +81,6 @@ Your flesh takes on the hardness of stone. You gain resistance to physical damag ```ad-embed-feat title: Attunement To Stone, Feat 10 collapse: closed -# Attunement To Stone *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) @@ -97,7 +94,6 @@ You become attuned to the stone around you. When in contact with a stone surface ```ad-embed-feat title: Judgment Of The Monolith, Feat 12* collapse: closed -# Judgment Of The Monolith *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Judgment Of The Monolith](compendium/feats/judgment-of-the-monolith-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. @@ -113,7 +109,6 @@ You can use the oaths bound in your ka stone to compel the truth from the living ```ad-embed-feat title: Stone Communion, Feat 14* collapse: closed -# Stone Communion *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Stone Communion](compendium/feats/stone-communion-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/living-vessel-da.md b/compendium/character/archetypes/living-vessel-da.md index dd9a16bc2..25cb3928b 100644 --- a/compendium/character/archetypes/living-vessel-da.md +++ b/compendium/character/archetypes/living-vessel-da.md @@ -20,7 +20,6 @@ Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especi ````ad-embed-feat title: Living Vessel Dedication, Feat 2 collapse: closed -# Living Vessel Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") @@ -33,7 +32,7 @@ You need to spend at least an hour each day assuaging the entity within you or y You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling [unconscious](rules/conditions.md#Unconscious), though at the risk of letting it enact its will. ```ad-embed-ability -title: Entity's Resurgence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Entity's Resurgence** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: You would be reduced to 0 Hit Points but not immediately killed @@ -53,7 +52,6 @@ No matter the entity's nature, the entity is sure to wreak vengeance upon the fo ```ad-embed-feat title: Entity's Strike, Feat 4 collapse: closed -# Entity's Strike *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) @@ -69,7 +67,6 @@ Whether you grow horns to match the wild hunt fey within you, develop a claw lik ```ad-embed-feat title: Tap Vitality, Feat 6 collapse: closed -# Tap Vitality [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md) @@ -87,7 +84,6 @@ You tap into the entity's life force to heal your wounds, though at the cost of ```ad-embed-feat title: Exude Abyssal Corruption, Feat 8 collapse: closed -# Exude Abyssal Corruption [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a demon @@ -104,7 +100,6 @@ At 14th level, the poison damage increases to `2d6`, and at 20th level, the pois ```ad-embed-feat title: Fey's Trickery, Feat 8 collapse: closed -# Fey's Trickery [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is a fey @@ -120,7 +115,6 @@ You connect with the fey trickster within yourself to create whimsical illusory ```ad-embed-feat title: Warped Constriction, Feat 8 collapse: closed -# Warped Constriction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Living Vessel Dedication](compendium/feats/living-vessel-dedication-da.md), your entity is an aberration or outer entity @@ -136,7 +130,6 @@ The entity inhabiting your body is an aberrant being with unfathomable motivatio ```ad-embed-feat title: Vessel's Form, Feat 16* collapse: closed -# Vessel's Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") > [!pf2-note] This version of [Vessel's Form](compendium/feats/vessels-form-da.md) is intended for use with the Living Vessel Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/loremaster-apg.md b/compendium/character/archetypes/loremaster-apg.md index 3863e1db7..c1c7b138c 100644 --- a/compendium/character/archetypes/loremaster-apg.md +++ b/compendium/character/archetypes/loremaster-apg.md @@ -14,7 +14,6 @@ Knowledge is power, and you labor in pursuit of that power. No matter the situat ```ad-embed-feat title: Loremaster Dedication, Feat 2 collapse: closed -# Loremaster Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in at least one skill to [Decipher Writing](rules/actions/decipher-writing.md) @@ -32,7 +31,6 @@ If you have the [Bardic Lore](compendium/feats/bardic-lore.md) class feat, you g ```ad-embed-feat title: Loremaster's Etude, Feat 4* collapse: closed -# Loremaster's Etude *Feat 4* [bard](rules/traits/bard.md "Bard Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") > [!pf2-note] This version of [Loremaster's Etude](compendium/feats/loremasters-etude.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. @@ -48,7 +46,6 @@ You magically unlock memories, making them easier to recall. You learn the [lore ```ad-embed-feat title: Magical Edification, Feat 4 collapse: closed -# Magical Edification *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) @@ -62,7 +59,6 @@ You've learned those tidbits of magic that are most conducive to furthering your ```ad-embed-feat title: Orthographic Mastery, Feat 4 collapse: closed -# Orthographic Mastery *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) @@ -76,7 +72,6 @@ You understand the principles that underlie all written words, allowing you to r ```ad-embed-feat title: Quick Study, Feat 4 collapse: closed -# Quick Study *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Loremaster Dedication](compendium/feats/loremaster-dedication-apg.md) @@ -90,7 +85,6 @@ During your daily preparations, you can study a particular subject to gain the t ```ad-embed-feat title: Assured Knowledge, Feat 8* collapse: closed -# Assured Knowledge *Feat 8* [bard](rules/traits/bard.md "Bard Class Trait") > [!pf2-note] This version of [Assured Knowledge](compendium/feats/assured-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. @@ -106,7 +100,6 @@ You can procure information with confidence. Whenever you [Recall Knowledge](rul ```ad-embed-feat title: Greater Magical Edification, Feat 10 collapse: closed -# Greater Magical Edification *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magical Edification](compendium/feats/magical-edification-apg.md) @@ -120,7 +113,6 @@ You've continued to expand your compendium of tools to compile knowledge. You ca ```ad-embed-feat title: Enigma's Knowledge, Feat 14* collapse: closed -# Enigma's Knowledge *Feat 14* [bard](rules/traits/bard.md "Bard Class Trait") > [!pf2-note] This version of [Enigma's Knowledge](compendium/feats/enigmas-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. @@ -138,7 +130,6 @@ You gain the benefits of the [Automatic Knowledge](compendium/feats/automatic-kn ```ad-embed-feat title: True Hypercognition, Feat 16* collapse: closed -# True Hypercognition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* [bard](rules/traits/bard.md "Bard Class Trait") > [!pf2-note] This version of [True Hypercognition](compendium/feats/true-hypercognition.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/magaambyan-attendant-locg.md b/compendium/character/archetypes/magaambyan-attendant-locg.md index ab542e352..b773e385c 100644 --- a/compendium/character/archetypes/magaambyan-attendant-locg.md +++ b/compendium/character/archetypes/magaambyan-attendant-locg.md @@ -14,7 +14,6 @@ Magaambyans attendants have become full members of the Magaambya and begun to le ```ad-embed-feat title: Magaambyan Attendant Dedication, Feat 2 collapse: closed -# Magaambyan Attendant Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) or [Nature](compendium/skills.md#Nature), member of the Magaambya of attendant rank @@ -34,7 +33,6 @@ When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald B ```ad-embed-feat title: Mask Familiar, Feat 4 collapse: closed -# Mask Familiar *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md) @@ -48,7 +46,6 @@ Your mask takes on a personality of its own, allowing it to serve as your famili ```ad-embed-feat title: Halcyon Speaker Dedication, Feat 6 collapse: closed -# Halcyon Speaker Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank @@ -64,7 +61,6 @@ You devote much of your study to halcyon magic. You gain two common Halcyon cant ```ad-embed-feat title: Adaptive Mask Familiar, Feat 6 collapse: closed -# Adaptive Mask Familiar *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mask Familiar](compendium/feats/mask-familiar-locg.md) @@ -78,7 +74,6 @@ Your mask familiar adapts quickly to material form, allowing it to gain more fam ```ad-embed-feat title: Cascade Bearers Flexibility, Feat 6 collapse: closed -# Cascade Bearers Flexibility [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation @@ -95,7 +90,6 @@ You call upon your Cascade Bearer training to help you adjust a spell for the cu ```ad-embed-feat title: Emerald Boughs Accustomation, Feat 6 collapse: closed -# Emerald Boughs Accustomation *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation, expert in [Society](compendium/skills.md#Society) @@ -109,7 +103,6 @@ You are comfortable and socially capable in almost any cultural context. When yo ```ad-embed-feat title: Rain-scribe Sustenance, Feat 6 collapse: closed -# Rain-scribe Sustenance *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation @@ -125,7 +118,6 @@ You can draw on primal power to stay awake and alert while otherwise resting you ```ad-embed-feat title: Tempest-sun Redirection, Feat 6 collapse: closed -# Tempest-sun Redirection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Tempest-Sun Mages affiliation @@ -140,7 +132,6 @@ If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) f ```ad-embed-feat title: Uzunjati Storytelling, Feat 6 collapse: closed -# Uzunjati Storytelling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Uzunjati affiliation, master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill @@ -155,7 +146,6 @@ You tell a quick story or begin telling a longer tale. This is most useful when ```ad-embed-feat title: Cascade Bearers Spellcasting, Feat 10 collapse: closed -# Cascade Bearers Spellcasting *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation @@ -169,7 +159,6 @@ Your Cascade Bearer training allows you to broaden the horizons of your halcyon ```ad-embed-feat title: Emerald Boughs Hideaway, Feat 10 collapse: closed -# Emerald Boughs Hideaway *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation @@ -183,7 +172,6 @@ You use Emerald Bough techniques to create a small extradimensional space called ```ad-embed-feat title: Rain-scribe Mobility, Feat 10 collapse: closed -# Rain-scribe Mobility [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magaambyan Attendant Dedication](compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation @@ -198,7 +186,6 @@ You surround yourself in a mantle of Rain-Scribe magic and [Stride](rules/action ```ad-embed-feat title: Tempest-sun Shielding, Feat 10 collapse: closed -# Tempest-sun Shielding [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Tempest-Sun Redirection](compendium/feats/tempest-sun-redirection-locg.md) @@ -214,7 +201,6 @@ You transform unrealized spell energy into a protective shield. If you're a spon ```ad-embed-feat title: Uzunjati Recollection, Feat 10 collapse: closed -# Uzunjati Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Uzunjati Storytelling](compendium/feats/uzunjati-storytelling-locg.md), master in a [Recall Knowledge](rules/actions/recall-knowledge.md) skill @@ -231,7 +217,6 @@ Halcyon Speaker One of Old-Mage Jatembe's central lessons was that magic was mag ```ad-embed-feat title: Charged Creation, Feat 12* collapse: closed -# Charged Creation *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Charged Creation](compendium/feats/charged-creation-locg.md) is intended for use with the Magaambyan Attendant Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/magic-warrior-lowg.md b/compendium/character/archetypes/magic-warrior-lowg.md index dd1c988b5..a168d1499 100644 --- a/compendium/character/archetypes/magic-warrior-lowg.md +++ b/compendium/character/archetypes/magic-warrior-lowg.md @@ -14,7 +14,6 @@ You mix magic and martial prowess, following in the tradition of the Ten Magic W ```ad-embed-feat title: Magic Warrior Dedication, Feat 2 collapse: closed -# Magic Warrior Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Mwangi Expanse. @@ -37,7 +36,6 @@ Close allies who knew of your decision to take the mask before your dedication d ```ad-embed-feat title: Magic Warrior Aspect, Feat 4 collapse: closed -# Magic Warrior Aspect *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) @@ -51,7 +49,6 @@ You can alter your form to gain an aspect of the animal your mask represents. Yo ```ad-embed-feat title: Magic Warrior Transformation, Feat 4 collapse: closed -# Magic Warrior Transformation *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) @@ -67,7 +64,6 @@ You gain the [magic warrior transformation](compendium/spells/magic-warrior-tran ```ad-embed-feat title: Nameless Anonymity, Feat 6 collapse: closed -# Nameless Anonymity *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) diff --git a/compendium/character/archetypes/magus-som.md b/compendium/character/archetypes/magus-som.md index 544b868f0..d15f09be8 100644 --- a/compendium/character/archetypes/magus-som.md +++ b/compendium/character/archetypes/magus-som.md @@ -15,7 +15,6 @@ You've mixed physical combat with spellcasting. ```ad-embed-feat title: Magus Dedication, Feat 2 collapse: closed -# Magus Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength or Dexterity 14, Intelligence 14 @@ -33,7 +32,6 @@ You become trained in simple weapons. ```ad-embed-feat title: Basic Martial Magic, Feat 4 collapse: closed -# Basic Martial Magic *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -47,7 +45,6 @@ You gain a 1st- or 2nd-level magus feat of your choice. ```ad-embed-feat title: Hybrid Study Spell, Feat 4 collapse: closed -# Hybrid Study Spell *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -61,7 +58,6 @@ Gain the conflux spell from a hybrid study of your choice. If you don't already ```ad-embed-feat title: Spellstriker, Feat 4 collapse: closed -# Spellstriker *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -75,7 +71,6 @@ You gain the magus's [Spellstrike](rules/actions/spellstrike-som.md) activity. Y ```ad-embed-feat title: Advanced Martial Magic, Feat 6 collapse: closed -# Advanced Martial Magic *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md) @@ -91,7 +86,6 @@ You gain one magus feat. For the purpose of meeting its prerequisites, your magu ```ad-embed-feat title: Basic Magus Spellcasting, Feat 6 collapse: closed -# Basic Magus Spellcasting *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Magus Dedication](compendium/feats/magus-dedication-som.md) @@ -105,7 +99,6 @@ You gain the basic bounded spellcasting benefits. ```ad-embed-feat title: Expert Magus Spellcasting, Feat 12* collapse: closed -# Expert Magus Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. @@ -121,7 +114,6 @@ You gain the expert bounded spellcasting benefits. ```ad-embed-feat title: Master Magus Spellcasting, Feat 18* collapse: closed -# Master Magus Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/marshal-apg.md b/compendium/character/archetypes/marshal-apg.md index 95c3f01c0..79c230547 100644 --- a/compendium/character/archetypes/marshal-apg.md +++ b/compendium/character/archetypes/marshal-apg.md @@ -14,7 +14,6 @@ Marshals are leaders, first and foremost. Marshals can come from any class or ba ```ad-embed-feat title: Marshal Dedication, Feat 2 collapse: closed -# Marshal Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in martial weapons and either [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) @@ -32,7 +31,6 @@ In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your ```ad-embed-feat title: Dread Marshal Stance, Feat 4 collapse: closed -# Dread Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Intimidation](compendium/skills.md#Intimidation) @@ -57,7 +55,6 @@ The effect depends on the result of your check. ```ad-embed-feat title: Inspiring Marshal Stance, Feat 4 collapse: closed -# Inspiring Marshal Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Diplomacy](compendium/skills.md#Diplomacy) @@ -78,7 +75,6 @@ You become a brilliant example of dedication and poise in battle, encouraging yo ```ad-embed-feat title: Snap Out Of It!, Feat 4 collapse: closed -# Snap Out Of It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) @@ -93,7 +89,6 @@ You give a quick shout, hoping to shake the fog clouding your ally's thoughts. C ```ad-embed-feat title: Steel Yourself!, Feat 4 collapse: closed -# Steel Yourself! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) @@ -108,7 +103,6 @@ You encourage an ally to toughen up, giving them a fighting chance. Choose one a ```ad-embed-feat title: Cadence Call, Feat 6 collapse: closed -# Cadence Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) @@ -124,7 +118,6 @@ You call out a quick cadence, guiding your allies into a more efficient rhythm. ```ad-embed-feat title: Rallying Charge, Feat 6 collapse: closed -# Rallying Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) @@ -139,7 +132,6 @@ Your fearless charge into battle reinvigorates your allies to carry on the fight ```ad-embed-feat title: Attack Of Opportunity (Barbarian), Feat 8* collapse: closed -# Attack Of Opportunity (Barbarian) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") > [!pf2-note] This version of [Attack Of Opportunity (Barbarian)](compendium/feats/attack-of-opportunity-barbarian.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. @@ -156,7 +148,6 @@ You swat a foe that leaves an opening. Make a melee [Strike](rules/actions/strik ```ad-embed-feat title: Back To Back, Feat 8 collapse: closed -# Back To Back *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) @@ -170,7 +161,6 @@ You excel at watching your allies' backs and helping them watch yours. As long a ```ad-embed-feat title: To Battle!, Feat 8 collapse: closed -# To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) @@ -185,7 +175,6 @@ With a resounding cry, you rally your ally to the offensive. Choose one ally wit ```ad-embed-feat title: Topple Foe, Feat 10 collapse: closed -# Topple Foe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md), trained in [Athletics](compendium/skills.md#Athletics) @@ -200,7 +189,6 @@ You take advantage of the opening created by your ally to tip your foe off their ```ad-embed-feat title: Coordinated Charge, Feat 12* collapse: closed -# Coordinated Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") [visual](rules/traits/visual.md "Visual Effect Trait") > [!pf2-note] This version of [Coordinated Charge](compendium/feats/coordinated-charge-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. @@ -219,7 +207,6 @@ If your [Strike](rules/actions/strike.md) hits and damages an enemy, each ally w ```ad-embed-feat title: Tactical Cadence, Feat 14* collapse: closed -# Tactical Cadence *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Tactical Cadence](compendium/feats/tactical-cadence-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. @@ -235,7 +222,6 @@ Your remarkable breath control and concise instructions allow you to coordinate ```ad-embed-feat title: Target Of Opportunity, Feat 14* collapse: closed -# Target Of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") > [!pf2-note] This version of [Target Of Opportunity](compendium/feats/target-of-opportunity-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/martial-artist-apg.md b/compendium/character/archetypes/martial-artist-apg.md index abd81e0d6..e4db5b6f5 100644 --- a/compendium/character/archetypes/martial-artist-apg.md +++ b/compendium/character/archetypes/martial-artist-apg.md @@ -14,7 +14,6 @@ You have trained in the martial arts, making your unarmed strikes lethal. You se ```ad-embed-feat title: Martial Artist Dedication, Feat 2 collapse: closed -# Martial Artist Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -31,7 +30,6 @@ Whenever you gain a class feature that grants you expert or greater proficiency ```ad-embed-feat title: Brawling Focus, Feat 4* collapse: closed -# Brawling Focus *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Brawling Focus](compendium/feats/brawling-focus.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -46,7 +44,6 @@ You know how to make the most of your attacks when fighting hand-to-hand. You ga ```ad-embed-feat title: Crane Stance, Feat 4* collapse: closed -# Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Crane Stance](compendium/feats/crane-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -65,7 +62,6 @@ While in Crane Stance, reduce the DC for [High Jump](rules/actions/high-jump.md) ```ad-embed-feat title: Dragon Stance, Feat 4* collapse: closed -# Dragon Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Dragon Stance](compendium/feats/dragon-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -84,7 +80,6 @@ While in Dragon Stance, you can ignore the first square of difficult terrain whi ```ad-embed-feat title: Gorilla Stance, Feat 4* collapse: closed -# Gorilla Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Gorilla Stance](compendium/feats/gorilla-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -102,7 +97,6 @@ These deal `1d8` bludgeoning damage; are in the brawling group; and have the [ba ```ad-embed-feat title: Mountain Stance, Feat 4* collapse: closed -# Mountain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Mountain Stance](compendium/feats/mountain-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -121,7 +115,6 @@ While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance b ```ad-embed-feat title: Stumbling Stance, Feat 4* collapse: closed -# Stumbling Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Stumbling Stance](compendium/feats/stumbling-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -138,7 +131,6 @@ You enter a seemingly unfocused stance that mimics the movements of the inebriat ```ad-embed-feat title: Tiger Stance, Feat 4* collapse: closed -# Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Tiger Stance](compendium/feats/tiger-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -157,7 +149,6 @@ As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step]( ```ad-embed-feat title: Wolf Stance, Feat 4* collapse: closed -# Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") > [!pf2-note] This version of [Wolf Stance](compendium/feats/wolf-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -176,7 +167,6 @@ If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks ```ad-embed-feat title: Follow-up Strike, Feat 6 collapse: closed -# Follow-up Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) @@ -194,7 +184,6 @@ Make another [Strike](rules/actions/strike.md) with a melee unarmed attack, usin ```ad-embed-feat title: Crane Flutter, Feat 8* collapse: closed -# Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Crane Flutter](compendium/feats/crane-flutter.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -213,7 +202,6 @@ You interpose your arm between yourself and your opponent. Your circumstance bon ```ad-embed-feat title: Dragon Roar, Feat 8* collapse: closed -# Dragon Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Dragon Roar](compendium/feats/dragon-roar.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -233,7 +221,6 @@ After you use Dragon Roar, you can't use it again for `1d4` rounds. Its effects ```ad-embed-feat title: Gorilla Pound, Feat 8* collapse: closed -# Gorilla Pound [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Gorilla Pound](compendium/feats/gorilla-pound-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -257,7 +244,6 @@ If your [Strike](rules/actions/strike.md) hits, you gain a circumstance bonus to ```ad-embed-feat title: Grievous Blow, Feat 8 collapse: closed -# Grievous Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Martial Artist Dedication](compendium/feats/martial-artist-dedication-apg.md) @@ -276,7 +262,6 @@ This attack also ignores an amount of resistance to physical damage, or to a spe ```ad-embed-feat title: Mountain Stronghold, Feat 8* collapse: closed -# Mountain Stronghold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Mountain Stronghold](compendium/feats/mountain-stronghold.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -296,7 +281,6 @@ You focus on your connection to the earth and call upon the mountain to block at ```ad-embed-feat title: Stumbling Feint, Feat 8* collapse: closed -# Stumbling Feint *Feat 8* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Stumbling Feint](compendium/feats/stumbling-feint-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -313,7 +297,6 @@ You lash out confusingly with what seems to be a weak move but instead allows yo ```ad-embed-feat title: Tiger Slash, Feat 8* collapse: closed -# Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Tiger Slash](compendium/feats/tiger-slash.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -331,7 +314,6 @@ You make a fierce swipe with both hands. Make a tiger claw [Strike](rules/action ```ad-embed-feat title: Wolf Drag, Feat 8* collapse: closed -# Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Wolf Drag](compendium/feats/wolf-drag.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -349,7 +331,6 @@ You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike ```ad-embed-feat title: Path Of Iron, Feat 14* collapse: closed -# Path Of Iron [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Path Of Iron](compendium/feats/path-of-iron-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. @@ -367,7 +348,6 @@ With a burst of effort, you weave a path through your enemies, striking each in ```ad-embed-feat title: Mountain Quake, Feat 16* collapse: closed -# Mountain Quake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Mountain Quake](compendium/feats/mountain-quake.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/mauler-apg.md b/compendium/character/archetypes/mauler-apg.md index 27bc9eb55..2334eae43 100644 --- a/compendium/character/archetypes/mauler-apg.md +++ b/compendium/character/archetypes/mauler-apg.md @@ -14,7 +14,6 @@ You shove your way through legions of foes, knock enemies on all sides to the gr ```ad-embed-feat title: Mauler Dedication, Feat 2 collapse: closed -# Mauler Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Strength 14 @@ -30,7 +29,6 @@ You specialize in weapons that require two hands. You become trained in all simp ```ad-embed-feat title: Knockdown, Feat 4* collapse: closed -# Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Knockdown](compendium/feats/knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -47,7 +45,6 @@ You make an attack to knock a foe off balance, then follow up immediately with a ```ad-embed-feat title: Power Attack, Feat 4* collapse: closed -# Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Power Attack](compendium/feats/power-attack.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -63,7 +60,6 @@ You unleash a particularly powerful attack that clobbers your foe but leaves you ```ad-embed-feat title: Clear The Way, Feat 6 collapse: closed -# Clear The Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md) @@ -79,7 +75,6 @@ You put your body behind your massive weapon and swing, shoving enemies to clear ```ad-embed-feat title: Shoving Sweep, Feat 8 collapse: closed -# Shoving Sweep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mauler Dedication](compendium/feats/mauler-dedication-apg.md), expert in [Athletics](compendium/skills.md#Athletics) @@ -96,7 +91,6 @@ You swing your weapon at your foe, rebuffing them back. You attempt to [Shove](r ```ad-embed-feat title: Improved Knockdown, Feat 12* collapse: closed -# Improved Knockdown *Feat 12* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Improved Knockdown](compendium/feats/improved-knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -112,7 +106,6 @@ You can dash your foe to the ground with a single blow. When you use Knockdown, ```ad-embed-feat title: Brutal Finish, Feat 14* collapse: closed -# Brutal Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Brutal Finish](compendium/feats/brutal-finish.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -132,7 +125,6 @@ Your final blow can make an impact even if it rebounds off a foe's defenses. Mak ```ad-embed-feat title: Hammer Quake, Feat 14* collapse: closed -# Hammer Quake [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Hammer Quake](compendium/feats/hammer-quake-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -152,7 +144,6 @@ Then attempt to [Trip](rules/actions/trip.md) every foe in the chosen square plu ```ad-embed-feat title: Unbalancing Sweep, Feat 14* collapse: closed -# Unbalancing Sweep [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Unbalancing Sweep](compendium/feats/unbalancing-sweep-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. @@ -170,7 +161,6 @@ Whichever of the two options you choose, roll a separate [Athletics](compendium/ ```ad-embed-feat title: Avalanche Strike, Feat 16* collapse: closed -# Avalanche Strike [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [open](rules/traits/open.md "Open Combat Trait") > [!pf2-note] This version of [Avalanche Strike](compendium/feats/avalanche-strike-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/medic-apg.md b/compendium/character/archetypes/medic-apg.md index 83e019550..a2e6c70c9 100644 --- a/compendium/character/archetypes/medic-apg.md +++ b/compendium/character/archetypes/medic-apg.md @@ -14,7 +14,6 @@ You've studied countless techniques for providing medical aid, making you a peer ```ad-embed-feat title: Medic Dedication, Feat 2 collapse: closed -# Medic Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine), [Battle Medicine](compendium/feats/battle-medicine.md) @@ -30,7 +29,6 @@ You become an expert in [Medicine](compendium/skills.md#Medicine). When you succ ```ad-embed-feat title: Doctor's Visitation, Feat 4 collapse: closed -# Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) @@ -45,7 +43,6 @@ You move to provide immediate care to those who need it. [Stride](rules/actions/ ```ad-embed-feat title: Treat Condition, Feat 4 collapse: closed -# Treat Condition [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) @@ -66,7 +63,6 @@ You treat an adjacent creature in an attempt to reduce the [clumsy](rules/condit ```ad-embed-feat title: Holistic Care, Feat 6 collapse: closed -# Holistic Care *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Treat Condition](compendium/feats/treat-condition-apg.md) @@ -82,7 +78,6 @@ Add [frightened](rules/conditions.md#Frightened), [stupefied](rules/conditions.m ```ad-embed-feat title: Resuscitate, Feat 16* collapse: closed -# Resuscitate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") > [!pf2-note] This version of [Resuscitate](compendium/feats/resuscitate-apg.md) is intended for use with the Medic Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/mind-smith-da.md b/compendium/character/archetypes/mind-smith-da.md index 750e6464e..7d48971ea 100644 --- a/compendium/character/archetypes/mind-smith-da.md +++ b/compendium/character/archetypes/mind-smith-da.md @@ -14,7 +14,6 @@ aliases: ["Mind Smith"] ```ad-embed-feat title: Mind Smith Dedication, Feat 2 collapse: closed -# Mind Smith Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -36,7 +35,6 @@ Each day during your daily preparations, you can decide if you want your weapon ```ad-embed-feat title: Malleable Movement, Feat 2 collapse: closed -# Malleable Movement [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md), expert in [Athletics](compendium/skills.md#Athletics) @@ -52,7 +50,6 @@ You shift the shape of your weapon to help you [Leap](rules/actions/leap.md) far ```ad-embed-feat title: Ghost Blade, Feat 4 collapse: closed -# Ghost Blade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -68,7 +65,6 @@ You alter your weapon's phase so it can more easily strike incorporeal creatures ```ad-embed-feat title: Just the Tool, Feat 4 collapse: closed -# Just the Tool [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -83,7 +79,6 @@ You temporarily change your weapon's shape to assist you in the field. You morph ```ad-embed-feat title: Mental Forge, Feat 4 collapse: closed -# Mental Forge *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -97,7 +92,6 @@ Your experiences in combat shape your mind's capability to strengthen and shape ```ad-embed-feat title: Mind Shards, Feat 6 collapse: closed -# Mind Shards [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -114,7 +108,6 @@ You concentrate and unleash a 15-foot cone that deals `3d6` mental damage to all ```ad-embed-feat title: Malleable Mental Forge, Feat 8 collapse: closed -# Malleable Mental Forge *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mental Forge](compendium/feats/mental-forge-da.md) @@ -128,7 +121,6 @@ You open your mind to further weapon customization. During your daily preparatio ```ad-embed-feat title: Mind Projectiles, Feat 8 collapse: closed -# Mind Projectiles *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -144,7 +136,6 @@ For example, if your weapon had +1, striking, and spell storing runes, you would ```ad-embed-feat title: Runic Mind Smithing, Feat 10 collapse: closed -# Runic Mind Smithing *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mind Smith Dedication](compendium/feats/mind-smith-dedication-da.md) @@ -158,7 +149,6 @@ You focus your mind on thoughtforms of fundamental magical forces, shaping them ```ad-embed-feat title: Metallic Envisionment, Feat 12* collapse: closed -# Metallic Envisionment *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Metallic Envisionment](compendium/feats/metallic-envisionment-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. @@ -174,7 +164,6 @@ You always account for every weakness, allowing your mind to imagine just the ri ```ad-embed-feat title: Advanced Runic Mind-Smithing, Feat 16* collapse: closed -# Advanced Runic Mind-Smithing *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Advanced Runic Mind-Smithing](compendium/feats/advanced-runic-mind-smithing-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/monk.md b/compendium/character/archetypes/monk.md index 3f1447c02..427d4cef8 100644 --- a/compendium/character/archetypes/monk.md +++ b/compendium/character/archetypes/monk.md @@ -25,7 +25,6 @@ The monk archetype is a strong choice for any character that fights unarmored or ```ad-embed-feat title: Monk Dedication, Feat 2 collapse: closed -# Monk Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Strength 14, Dexterity 14 @@ -41,7 +40,6 @@ You become trained in unarmed attacks and gain the powerful fist class feature ( ```ad-embed-feat title: Basic Kata, Feat 4 collapse: closed -# Basic Kata *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) @@ -55,7 +53,6 @@ You gain a 1st- or 2nd-level monk feat. ```ad-embed-feat title: Monk Resiliency, Feat 4 collapse: closed -# Monk Resiliency *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -69,7 +66,6 @@ You gain 3 additional Hit Points for each monk archetype class feat you have. As ```ad-embed-feat title: Advanced Kata, Feat 6 collapse: closed -# Advanced Kata *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Kata](compendium/feats/basic-kata.md) @@ -85,7 +81,6 @@ You gain one monk feat. For the purpose of meeting its prerequisites, your monk ```ad-embed-feat title: Monk Moves, Feat 8 collapse: closed -# Monk Moves *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) @@ -99,7 +94,6 @@ You gain a +10-foot status bonus to your Speed when you're not wearing armor. ```ad-embed-feat title: Monk's Flurry, Feat 10 collapse: closed -# Monk's Flurry *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) @@ -113,7 +107,6 @@ You gain the [Flurry of Blows](rules/actions/flurry-of-blows.md) action. ```ad-embed-feat title: Perfection's Path, Feat 12* collapse: closed -# Perfection's Path *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Perfection's Path](compendium/feats/perfections-path.md) is intended for use with the Monk Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/mummy-botd.md b/compendium/character/archetypes/mummy-botd.md index b57caeed3..381562607 100644 --- a/compendium/character/archetypes/mummy-botd.md +++ b/compendium/character/archetypes/mummy-botd.md @@ -22,7 +22,6 @@ Mummies are most commonly found in Geb and Osirion, as well as the surrounding n ```ad-embed-feat title: Mummy Dedication, Feat 2 collapse: closed -# Mummy Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: you are dead and were mummified (by natural or ritualistic means) @@ -42,7 +41,6 @@ Finally, you become supernaturally bound to the dominant terrain in which you we ```ad-embed-feat title: One with the Land, Feat 4 collapse: closed -# One with the Land *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -61,7 +59,6 @@ Your connection to your bound terrain strengthens, making you unhindered by loca ```ad-embed-feat title: Semblance of Life, Feat 4 collapse: closed -# Semblance of Life [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -77,7 +74,6 @@ You draw the moisture you've drained from others into your own flesh, temporaril ```ad-embed-feat title: Grave Mummification, Feat 6 collapse: closed -# Grave Mummification *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -91,7 +87,6 @@ Exposure to the elements, magic, alchemy, and other phenomena intensified the ch ```ad-embed-feat title: Mummy's Despair, Feat 6 collapse: closed -# Mummy's Despair [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -107,7 +102,6 @@ You force your mental anguish outward, projecting it upon those around you. You ```ad-embed-feat title: Accursed Touch, Feat 8 collapse: closed -# Accursed Touch *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -121,7 +115,6 @@ You've learned to harness the supernatural curse that animates you, imbuing your ```ad-embed-feat title: Storm Shroud, Feat 8 collapse: closed -# Storm Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -137,7 +130,6 @@ You become surrounded by a swirling storm of rain, sand, snow, or clouds, whiche ```ad-embed-feat title: Channel Rot, Feat 10 collapse: closed -# Channel Rot *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Accursed Touch](compendium/feats/accursed-touch-botd.md) @@ -151,7 +143,6 @@ You've learned to channel your curse through weapons you wield instead of solely ```ad-embed-feat title: Ensnaring Wrappings, Feat 10 collapse: closed -# Ensnaring Wrappings [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Mummy Dedication, expert in [Athletics](compendium/skills.md#Athletics) @@ -167,7 +158,6 @@ Some of your wrappings come loose to ensnare a creature you recently damaged. Yo ```ad-embed-feat title: Terrain Form, Feat 10 collapse: closed -# Terrain Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Mummy Dedication](compendium/feats/mummy-dedication-botd.md) @@ -188,7 +178,6 @@ You crumble to pieces, becoming composed of the very terrain to which you're bou ```ad-embed-feat title: Desiccating Inhalation, Feat 12* collapse: closed -# Desiccating Inhalation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") > [!pf2-note] This version of [Desiccating Inhalation](compendium/feats/desiccating-inhalation-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. @@ -208,7 +197,6 @@ At 14th level and every 2 levels thereafter, the damage increases by `1d8`. ```ad-embed-feat title: Greater Despair, Feat 12* collapse: closed -# Greater Despair *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Greater Despair](compendium/feats/greater-despair-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/nantambu-chime-ringer-sot2.md b/compendium/character/archetypes/nantambu-chime-ringer-sot2.md index ab5934571..8907e2dd4 100644 --- a/compendium/character/archetypes/nantambu-chime-ringer-sot2.md +++ b/compendium/character/archetypes/nantambu-chime-ringer-sot2.md @@ -14,7 +14,6 @@ The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while ```ad-embed-feat title: Nantambu Chime-Ringer Dedication, Feat 2 collapse: closed -# Nantambu Chime-Ringer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) and [Society](compendium/skills.md#Society) @@ -30,7 +29,6 @@ You've studied the basics of harmony and resonance in magic, exemplified by the ```ad-embed-feat title: Fleet Tempo, Feat 4 collapse: closed -# Fleet Tempo [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) @@ -46,7 +44,6 @@ To rush after a criminal or reach someone in need, you ring a sprightly tone. Yo ```ad-embed-feat title: Deny The Songs Of War, Feat 10 collapse: closed -# Deny The Songs Of War *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Nantambu Chime-Ringer Dedication](compendium/feats/nantambu-chime-ringer-dedication-sot2.md) @@ -62,7 +59,6 @@ You can cast [deafness](compendium/spells/deafness.md) and 4th-level [silence](c ```ad-embed-feat title: Sing To The Steel, Feat 12* collapse: closed -# Sing To The Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") > [!pf2-note] This version of [Sing To The Steel](compendium/feats/sing-to-the-steel-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. @@ -86,7 +82,6 @@ You can use an action, which has the [concentrate](rules/traits/concentrate.md " ```ad-embed-feat title: Song Of Grace And Speed, Feat 16* collapse: closed -# Song Of Grace And Speed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") > [!pf2-note] This version of [Song Of Grace And Speed](compendium/feats/song-of-grace-and-speed-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/oozemorph-sli.md b/compendium/character/archetypes/oozemorph-sli.md index 96a957af5..4524e8512 100644 --- a/compendium/character/archetypes/oozemorph-sli.md +++ b/compendium/character/archetypes/oozemorph-sli.md @@ -14,7 +14,6 @@ You have suffered from the deadly touch of an ooze or other amorphous creature, ```ad-embed-feat title: Oozemorph Dedication, Feat 2 collapse: closed -# Oozemorph Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") @@ -31,7 +30,6 @@ As you develop more abilities based on your amorphous affliction, you become inc ```ad-embed-feat title: Disturbing Defense, Feat 4 collapse: closed -# Disturbing Defense *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) @@ -45,7 +43,6 @@ Your internal organs and blood vessels have shifted and changed, and even you do ```ad-embed-feat title: Hideous Ululation, Feat 4 collapse: closed -# Hideous Ululation *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), trained in [Performance](compendium/skills.md#Performance) @@ -59,7 +56,6 @@ Your throat has multiple separate chambers that can give your voice an eerie ech ```ad-embed-feat title: Vacate Vision, Feat 6 collapse: closed -# Vacate Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md) @@ -75,7 +71,6 @@ You cause your eyes to liquefy and run out of your eye sockets, leaving them emp ```ad-embed-feat title: Ooze Empathy, Feat 8 collapse: closed -# Ooze Empathy *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oozemorph Dedication](compendium/feats/oozemorph-dedication-sli.md), at least two other class feats from the oozemorph archetype @@ -89,7 +84,6 @@ You can connect with oozes (and other amorphous aberrations, at the GM's discret ```ad-embed-feat title: Rubbery Skin, Feat 10 collapse: closed -# Rubbery Skin *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Disturbing Defense](compendium/feats/disturbing-defense-sli.md) @@ -103,7 +97,6 @@ Your skin develops a malleable, rubbery quality. You gain resistance to bludgeon ```ad-embed-feat title: Uncanny Suction, Feat 12* collapse: closed -# Uncanny Suction *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Uncanny Suction](compendium/feats/uncanny-suction-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. @@ -121,7 +114,6 @@ In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being [ ```ad-embed-feat title: Peculiar Anatomy, Feat 14* collapse: closed -# Peculiar Anatomy *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Peculiar Anatomy](compendium/feats/peculiar-anatomy-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/oracle-apg.md b/compendium/character/archetypes/oracle-apg.md index 70c636cf8..61f68628b 100644 --- a/compendium/character/archetypes/oracle-apg.md +++ b/compendium/character/archetypes/oracle-apg.md @@ -15,7 +15,6 @@ A mysterious force granted you divine magic and a curse. ```ad-embed-feat title: Oracle Dedication, Feat 2 collapse: closed -# Oracle Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -31,7 +30,6 @@ Choose a mystery|oracle|apg|1. You become trained in [Religion](compendium/skill ```ad-embed-feat title: Basic Mysteries, Feat 4 collapse: closed -# Basic Mysteries *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) @@ -45,7 +43,6 @@ You gain a 1st- or 2nd-level oracle of your choice. ```ad-embed-feat title: Basic Oracle Spellcasting, Feat 4 collapse: closed -# Basic Oracle Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) @@ -59,7 +56,6 @@ You gain the basic spellcasting benefits. When you gain a spell slot of a new le ```ad-embed-feat title: First Revelation, Feat 4 collapse: closed -# First Revelation *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Oracle Dedication](compendium/feats/oracle-dedication-apg.md) @@ -77,7 +73,6 @@ You can [Refocus](rules/actions/refocus.md) by reconciling the conflicting natur ```ad-embed-feat title: Advanced Mysteries, Feat 6 collapse: closed -# Advanced Mysteries *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Mysteries](compendium/feats/basic-mysteries-apg.md) @@ -93,7 +88,6 @@ You gain one oracle feat. For meeting its prerequisites, your oracle level is eq ```ad-embed-feat title: Mysterious Breadth, Feat 8 collapse: closed -# Mysterious Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Oracle Spellcasting](compendium/feats/basic-oracle-spellcasting-apg.md) @@ -107,7 +101,6 @@ Increase the spell slots you gain from oracle archetype feats by 1 for each spel ```ad-embed-feat title: Expert Oracle Spellcasting, Feat 12* collapse: closed -# Expert Oracle Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Oracle Spellcasting](compendium/feats/expert-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. @@ -123,7 +116,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Oracle Spellcasting, Feat 18* collapse: closed -# Master Oracle Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Oracle Spellcasting](compendium/feats/master-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/overwatch-g-g.md b/compendium/character/archetypes/overwatch-g-g.md index 9e88c1681..85fba8823 100644 --- a/compendium/character/archetypes/overwatch-g-g.md +++ b/compendium/character/archetypes/overwatch-g-g.md @@ -18,7 +18,6 @@ But more likely your role allows you to feel a deeper connection to your allies, ```ad-embed-feat title: Overwatch Dedication, Feat 2 collapse: closed -# Overwatch Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Perception](compendium/skills.md#Perception) @@ -36,7 +35,6 @@ You're surrounded by an overwatch field aura in a 30-foot emanation. Your overwa ```ad-embed-feat title: Spyglass Modification, Feat 4 collapse: closed -# Spyglass Modification *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Overwatch Dedication](compendium/feats/overwatch-dedication-g-g.md) @@ -50,7 +48,6 @@ Your enhanced visual gear includes a regulating scope and reflectors, combined i ```ad-embed-feat title: Swift Intervention, Feat 6 collapse: closed -# Swift Intervention [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Overwatch Dedication](compendium/feats/overwatch-dedication-g-g.md) @@ -71,7 +68,6 @@ Make a single ranged attack roll against the DC of the triggering check; your al ```ad-embed-feat title: Topple Giants, Feat 8 collapse: closed -# Topple Giants *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Overwatch Dedication](compendium/feats/overwatch-dedication-g-g.md) @@ -87,7 +83,6 @@ When an ally within your overwatch field attempts to [Disarm](rules/actions/disa ```ad-embed-feat title: Wide Overwatch, Feat 10 collapse: closed -# Wide Overwatch *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Overwatch Dedication](compendium/feats/overwatch-dedication-g-g.md), master in [Perception](compendium/skills.md#Perception) @@ -101,7 +96,6 @@ Through a variety of perceptive techniques, careful routines, and upgrades to yo ```ad-embed-feat title: Forewarn, Feat 12* collapse: closed -# Forewarn [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Forewarn](compendium/feats/forewarn-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. @@ -120,7 +114,6 @@ Your foresight and planning are more valuable than armor as you direct your ally ```ad-embed-feat title: Master Spotter, Feat 12* collapse: closed -# Master Spotter *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Spotter](compendium/feats/master-spotter-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. @@ -136,7 +129,6 @@ Your incredible perception and trusty enhanced visual gear allow you to see thin ```ad-embed-feat title: Control Tower, Feat 14* collapse: closed -# Control Tower *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Control Tower](compendium/feats/control-tower-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. @@ -152,7 +144,6 @@ Your keen senses and ability to process battlefield information have dramaticall ```ad-embed-feat title: Converge, Feat 16* collapse: closed -# Converge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Converge](compendium/feats/converge-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/pactbinder-da.md b/compendium/character/archetypes/pactbinder-da.md index 856099af9..1ac3e166c 100644 --- a/compendium/character/archetypes/pactbinder-da.md +++ b/compendium/character/archetypes/pactbinder-da.md @@ -18,7 +18,6 @@ All these things, you can and must consider in every pact. In addition to pacts, ````ad-embed-feat title: Pactbinder Dedication, Feat 2 collapse: closed -# Pactbinder Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) as well as either [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -26,13 +25,16 @@ collapse: closed The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in [Diplomacy](compendium/skills.md#Diplomacy) and in one of the following: [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). ```ad-embed-ability -title: Binding Vow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Binding Vow** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](rules/traits/auditory.md), [concentrate](rules/traits/concentrate.md), [enchantment](rules/traits/enchantment.md), [occult](rules/traits/occult.md)) -You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). +- **Frequency**: once per day + +**Effect** You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). When you make a [Request](rules/actions/request.md) or [Coerce](rules/actions/coerce.md) directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. -%% #trait/auditory #trait/concentrate #trait/enchantment #trait/occult %% +%% + #trait/auditory #trait/concentrate #trait/enchantment #trait/occult +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. @@ -44,7 +46,6 @@ When you make a [Request](rules/actions/request.md) or [Coerce](rules/actions/co ```ad-embed-feat title: Pact of Fey Glamour, Feat 4 collapse: closed -# Pact of Fey Glamour *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) @@ -60,7 +61,6 @@ In exchange, you promise to accept any fey's request for hospitality, granting t ```ad-embed-feat title: Sociable Vow, Feat 4 collapse: closed -# Sociable Vow *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md), expert in [Diplomacy](compendium/skills.md#Diplomacy) @@ -74,7 +74,6 @@ You can leverage your vow in more social interactions. The circumstance bonus fr ````ad-embed-feat title: Pact of Draconic Fury, Feat 6 collapse: closed -# Pact of Draconic Fury *Feat 6* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) @@ -82,9 +81,11 @@ collapse: closed You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. ```ad-embed-ability -title: Dragon Breath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Dragon Breath** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Frequency**: once per hour -You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. +**Effect** You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. ``` *Source: Dark Archive p. 166* @@ -94,7 +95,6 @@ You breathe deeply and exhale a line or cone of powerful breath, much like the d ```ad-embed-feat title: Pact of Infernal Prowess, Feat 8 collapse: closed -# Pact of Infernal Prowess *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Pactbinder Dedication](compendium/feats/pactbinder-dedication-da.md) @@ -110,7 +110,6 @@ You've sworn a pact with devils, granting you success in life in exchange for yo ```ad-embed-feat title: Pact of the Final Breath, Feat 12* collapse: closed -# Pact of the Final Breath *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Pact of the Final Breath](compendium/feats/pact-of-the-final-breath-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. @@ -130,7 +129,6 @@ In exchange, you swear to treat the dead you come across with respect, performin ```ad-embed-feat title: Pact of Eldritch Eyes, Feat 14* collapse: closed -# Pact of Eldritch Eyes *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Pact of Eldritch Eyes](compendium/feats/pact-of-eldritch-eyes-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/pactbound-initiate-lomm.md b/compendium/character/archetypes/pactbound-initiate-lomm.md index 456d09657..c3a269dea 100644 --- a/compendium/character/archetypes/pactbound-initiate-lomm.md +++ b/compendium/character/archetypes/pactbound-initiate-lomm.md @@ -16,7 +16,6 @@ An unwilling creature can never be forced to become a pactbound initiate, and on ```ad-embed-feat title: Pactbound Dedication, Feat 2 collapse: closed -# Pactbound Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: Erutaki or Giant language, trained in [Nature](compendium/skills.md#Nature), must have earned the trust of a saumen kar who initiates you into the archetype @@ -32,7 +31,6 @@ You befriended one of the last saumen kar and were infused with a fraction of th ```ad-embed-feat title: Ice Crafter, Feat 4 collapse: closed -# Ice Crafter *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) @@ -46,7 +44,6 @@ The ancient ice-crafting techniques of the saumen kar awaken within you. You bec ```ad-embed-feat title: Crown of the Saumen Kar, Feat 6 collapse: closed -# Crown of the Saumen Kar *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pactbound Dedication](compendium/feats/pactbound-dedication-lomm.md) @@ -60,7 +57,6 @@ Your body begins to evolve and adapt, taking the first steps towards blending y ```ad-embed-feat title: Frostbite Runes, Feat 12* collapse: closed -# Frostbite Runes *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") > [!pf2-note] This version of [Frostbite Runes](compendium/feats/frostbite-runes-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. @@ -76,7 +72,6 @@ Thick tattoos, each one a rune fragment from the saumen kar's long-lost language ```ad-embed-feat title: Curse of the Saumen Kar, Feat 14* collapse: closed -# Curse of the Saumen Kar [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") > [!pf2-note] This version of [Curse of the Saumen Kar](compendium/feats/curse-of-the-saumen-kar-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. @@ -96,7 +91,6 @@ The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critica ````ad-embed-feat title: Bound in Ice, Feat 16* collapse: closed -# Bound in Ice *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Bound in Ice](compendium/feats/bound-in-ice-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. @@ -108,8 +102,9 @@ You become a hybrid of your ancestry and a saumen kar. Your size increases to La You also gain the Blizzard Evasion reaction. ```ad-embed-ability -title: Blizzard Evasion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Blizzard Evasion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Frequency**: once per day - **Trigger**: You take 40 or more physical damage from a single attack **Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") weapon traits when you're attacking your mark. diff --git a/compendium/character/archetypes/pathfinder-agent-lowg.md b/compendium/character/archetypes/pathfinder-agent-lowg.md index 84fcf4345..edbb4873e 100644 --- a/compendium/character/archetypes/pathfinder-agent-lowg.md +++ b/compendium/character/archetypes/pathfinder-agent-lowg.md @@ -14,7 +14,6 @@ You're a field agent of the globe-trotting Pathfinder Society, sworn to report, ```ad-embed-feat title: Pathfinder Agent Dedication, Feat 2 collapse: closed -# Pathfinder Agent Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Absalom. @@ -31,7 +30,6 @@ Your Pathfinder training has broadened your horizons and made you more flexible ```ad-embed-feat title: Careful Explorer, Feat 4 collapse: closed -# Careful Explorer *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) @@ -47,7 +45,6 @@ Even if you aren't [Searching](rules/actions/search.md) in exploration mode, you ```ad-embed-feat title: Deft Cooperation, Feat 4 collapse: closed -# Deft Cooperation *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) @@ -61,7 +58,6 @@ When you set things up to help your allies, you also gain some of the fruits of ```ad-embed-feat title: Thorough Reports, Feat 4 collapse: closed -# Thorough Reports *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) @@ -75,7 +71,6 @@ Your reports are thorough and informative, and putting your thoughts to paper he ```ad-embed-feat title: Wayfinder Resonance Tinkerer, Feat 4 collapse: closed -# Wayfinder Resonance Tinkerer *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) diff --git a/compendium/character/archetypes/pirate-apg.md b/compendium/character/archetypes/pirate-apg.md index 838a966de..6e9a2061c 100644 --- a/compendium/character/archetypes/pirate-apg.md +++ b/compendium/character/archetypes/pirate-apg.md @@ -16,7 +16,6 @@ Pirates have much in common with swashbucklers, and many pirates have the swashb ````ad-embed-feat title: Pirate Dedication, Feat 2 collapse: closed -# Pirate Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) @@ -24,11 +23,13 @@ collapse: closed As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in [Sailing Lore](compendium/skills.md#Lore), or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. ```ad-embed-ability -title: Boarding Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[flourish](rules/traits/flourish.md "Flourish Combat Trait") +title: **Boarding Assault** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([flourish](rules/traits/flourish.md)) + Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](rules/actions/strike.md) that deals one additional weapon damage die. -%% #trait/flourish %% +%% + #trait/flourish +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the pirate archetype. @@ -40,7 +41,6 @@ Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compen ```ad-embed-feat title: Pirate Weapon Training, Feat 4 collapse: closed -# Pirate Weapon Training *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) @@ -54,7 +54,6 @@ You're particularly skilled at wielding traditional pirate weapons. You become t ```ad-embed-feat title: Rope Runner, Feat 4 collapse: closed -# Rope Runner *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md); trained in [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) @@ -68,7 +67,6 @@ You run and climb across ropes and rigging almost as easily as on the ground. Yo ```ad-embed-feat title: Walk The Plank, Feat 8 collapse: closed -# Walk The Plank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pirate Dedication](compendium/feats/pirate-dedication-apg.md) diff --git a/compendium/character/archetypes/pistol-phenom-g-g.md b/compendium/character/archetypes/pistol-phenom-g-g.md index 94f66afab..36f1ae181 100644 --- a/compendium/character/archetypes/pistol-phenom-g-g.md +++ b/compendium/character/archetypes/pistol-phenom-g-g.md @@ -28,7 +28,6 @@ To you, everything is a show, and you use your gun as a prop and instrument, not ```ad-embed-feat title: Pistol Phenom Dedication, Feat 2 collapse: closed -# Pistol Phenom Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in at least one type of one-handed firearm, trained in [Deception](compendium/skills.md#Deception), trained in [Performance](compendium/skills.md#Performance) @@ -48,7 +47,6 @@ This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, ```ad-embed-feat title: Gunpowder Gauntlet, Feat 4 collapse: closed -# Gunpowder Gauntlet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pistol Phenom Dedication](compendium/feats/pistol-phenom-dedication-g-g.md) @@ -68,7 +66,6 @@ Your flair keeps foes' attention, as your motions with your gun draw your foes i ```ad-embed-feat title: Sword And Pistol, Feat 4* collapse: closed -# Sword And Pistol *Feat 4* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Sword And Pistol](compendium/feats/sword-and-pistol-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. @@ -85,7 +82,6 @@ When you make a successful melee [Strike](rules/actions/strike.md) against an en ```ad-embed-feat title: Dazzling Bullet, Feat 6 collapse: closed -# Dazzling Bullet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Pistol Phenom Dedication](compendium/feats/pistol-phenom-dedication-g-g.md) @@ -100,7 +96,6 @@ Your tricks discombobulate your opponent, leaving spots in their vision from the ```ad-embed-feat title: Hot Foot, Feat 8 collapse: closed -# Hot Foot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pistol Phenom Dedication](compendium/feats/pistol-phenom-dedication-g-g.md) @@ -120,7 +115,6 @@ Using a carefully aimed shot, you make a creature "dance." You shoot at the grou ```ad-embed-feat title: Phenom's Verve, Feat 10 collapse: closed -# Phenom's Verve *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Pistol Phenom Dedication](compendium/feats/pistol-phenom-dedication-g-g.md) @@ -134,7 +128,6 @@ You're possessed with an incredibly vivacious spark that separates you not only ```ad-embed-feat title: Reach For The Sky, Feat 12* collapse: closed -# Reach For The Sky [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") > [!pf2-note] This version of [Reach For The Sky](compendium/feats/reach-for-the-sky-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. @@ -152,7 +145,6 @@ You command the room, firing a gun into the air and ordering everyone to surrend ```ad-embed-feat title: Trick Shot, Feat 12* collapse: closed -# Trick Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Trick Shot](compendium/feats/trick-shot-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. @@ -172,7 +164,6 @@ You shoot not at your foe but at an object nearby. Make a [Strike](rules/actions ```ad-embed-feat title: Whirling Knockdown, Feat 14* collapse: closed -# Whirling Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Whirling Knockdown](compendium/feats/whirling-knockdown-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. @@ -197,7 +188,6 @@ Make a ranged firearm [Strike](rules/actions/strike.md) against a creature withi ```ad-embed-feat title: Showstopper, Feat 16* collapse: closed -# Showstopper *Feat 16* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Showstopper](compendium/feats/showstopper-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/poisoner-apg.md b/compendium/character/archetypes/poisoner-apg.md index 75c01f453..7f0bc33b7 100644 --- a/compendium/character/archetypes/poisoner-apg.md +++ b/compendium/character/archetypes/poisoner-apg.md @@ -15,7 +15,6 @@ People are so delightfully fragile when exposed to the glories of nature. The bi ```ad-embed-feat title: Poisoner Dedication, Feat 2 collapse: closed -# Poisoner Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) @@ -31,7 +30,6 @@ You make a point of always having a few toxins near at hand—you never know whe ```ad-embed-feat title: Poison Resistance (Alchemist), Feat 4* collapse: closed -# Poison Resistance (Alchemist) *Feat 4* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Poison Resistance (Alchemist)](compendium/feats/poison-resistance-alchemist.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -46,7 +44,6 @@ Repeated exposure to toxic reagents has fortified your body against poisons of a ```ad-embed-feat title: Poisoner's Twist, Feat 4 collapse: closed -# Poisoner's Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), trained in [Medicine](compendium/skills.md#Medicine) @@ -62,7 +59,6 @@ Poisons attack specific parts of the body—one venom might target the lungs, an ```ad-embed-feat title: Subtle Delivery, Feat 4* collapse: closed -# Subtle Delivery *Feat 4* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Subtle Delivery](compendium/feats/subtle-delivery-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -77,7 +73,6 @@ You can capably deliver toxins with a blowgun. Your blowgun [Strikes](rules/acti ```ad-embed-feat title: Expert Poisoner, Feat 6 collapse: closed -# Expert Poisoner *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md), expert in [Crafting](compendium/skills.md#Crafting) @@ -91,7 +86,6 @@ Your advanced alchemy level for poison increases to your level – 3. ```ad-embed-feat title: Poison Coat, Feat 6 collapse: closed -# Poison Coat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) @@ -110,7 +104,6 @@ When you use this reaction, the triggering creature is exposed to the suffused p ```ad-embed-feat title: Poison Weapon, Feat 6* collapse: closed -# Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Poison Weapon](compendium/feats/poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -129,7 +122,6 @@ You apply a [poison](rules/traits/poison.md "Poison Effect Trait") to the requir ```ad-embed-feat title: Tenacious Toxins, Feat 6* collapse: closed -# Tenacious Toxins *Feat 6* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Tenacious Toxins](compendium/feats/tenacious-toxins-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -144,7 +136,6 @@ Your victims tend to expire long before your poisons, since the latter have been ```ad-embed-feat title: Acquired Tolerance, Feat 8 collapse: closed -# Acquired Tolerance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Poisoner Dedication](compendium/feats/poisoner-dedication-apg.md) @@ -160,7 +151,6 @@ A small amount of poison, taken at nonlethal doses, can help the body build up a ```ad-embed-feat title: Sticky Poison, Feat 8* collapse: closed -# Sticky Poison *Feat 8* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Sticky Poison](compendium/feats/sticky-poison-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -175,7 +165,6 @@ A combination of additional viscosity and careful application keeps your weapons ```ad-embed-feat title: Improved Poison Weapon, Feat 10* collapse: closed -# Improved Poison Weapon *Feat 10* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -191,7 +180,6 @@ You deliver poisons in ways that maximize their harmful effects. When you apply ```ad-embed-feat title: Pinpoint Poisoner, Feat 10* collapse: closed -# Pinpoint Poisoner *Feat 10* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Pinpoint Poisoner](compendium/feats/pinpoint-poisoner-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -206,7 +194,6 @@ Unsuspecting targets are especially vulnerable to your poisons. When you success ```ad-embed-feat title: Improved Poison Weapon, Feat 12* collapse: closed -# Improved Poison Weapon *Feat 12* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Improved Poison Weapon](compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. @@ -222,7 +209,6 @@ You deliver poisons in ways that maximize their harmful effects. When you apply ```ad-embed-feat title: Chemical Contagion, Feat 18* collapse: closed -# Chemical Contagion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* [alchemist](rules/traits/alchemist.md "Alchemist Class Trait") > [!pf2-note] This version of [Chemical Contagion](compendium/feats/chemical-contagion-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/provocator-aoe3.md b/compendium/character/archetypes/provocator-aoe3.md index 196d64613..0543e54a6 100644 --- a/compendium/character/archetypes/provocator-aoe3.md +++ b/compendium/character/archetypes/provocator-aoe3.md @@ -14,7 +14,6 @@ The provocator is a gladiator who mixes brilliant performance with mastery of we ```ad-embed-feat title: Provocator Dedication, Feat 10 collapse: closed -# Provocator Dedication *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: Successfully defeat the ebaraks in the Irorium. @@ -31,7 +30,6 @@ For you, fighting is as much about style as skill. You become trained in simple ```ad-embed-feat title: Cartwheel Dodge, Feat 12* collapse: closed -# Cartwheel Dodge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Cartwheel Dodge](compendium/feats/cartwheel-dodge-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -50,7 +48,6 @@ You [Step](rules/actions/step.md) up to 10 feet. ```ad-embed-feat title: Flourishing Finish, Feat 12* collapse: closed -# Flourishing Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") > [!pf2-note] This version of [Flourishing Finish](compendium/feats/flourishing-finish-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -74,7 +71,6 @@ Regardless of the result, each target is immune to your Flourishing Finish for 1 ```ad-embed-feat title: Murderer's Circle, Feat 14* collapse: closed -# Murderer's Circle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Murderer's Circle](compendium/feats/murderers-circle-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -91,7 +87,6 @@ You [Strike](rules/actions/strike.md) a target within reach and then [Step](rule ```ad-embed-feat title: Pin To The Spot, Feat 14* collapse: closed -# Pin To The Spot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Pin To The Spot](compendium/feats/pin-to-the-spot-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. @@ -108,7 +103,6 @@ You [Strike](rules/actions/strike.md) a target within reach. If you hit and deal ```ad-embed-feat title: Performance Weapon Expert, Feat 16* collapse: closed -# Performance Weapon Expert *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Performance Weapon Expert](compendium/feats/performance-weapon-expert-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/psychic-da.md b/compendium/character/archetypes/psychic-da.md index c910a1b2d..018ff59f0 100644 --- a/compendium/character/archetypes/psychic-da.md +++ b/compendium/character/archetypes/psychic-da.md @@ -19,7 +19,6 @@ Psychic is a good fit for characters who want a touch of occult power. Intellige ```ad-embed-feat title: Psychic Dedication, Feat 2 collapse: closed -# Psychic Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 or Charisma 14 @@ -35,7 +34,6 @@ You feel something awaken within your mind. You become trained in [Occultism](co ```ad-embed-feat title: Basic Psychic Spellcasting, Feat 4 collapse: closed -# Basic Psychic Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) @@ -49,7 +47,6 @@ You gain the basic spellcasting benefits. When you gain a spell slot of a new le ```ad-embed-feat title: Basic Thoughtform, Feat 4 collapse: closed -# Basic Thoughtform *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) @@ -63,7 +60,6 @@ You gain a 1st- or 2nd-level psychic feat of your choice. ```ad-embed-feat title: Advanced Thoughtform, Feat 6 collapse: closed -# Advanced Thoughtform *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Thoughtform](compendium/feats/basic-thoughtform-da.md) @@ -79,7 +75,6 @@ You gain one psychic feat. For the purpose of meeting its prerequisites, your ps ```ad-embed-feat title: Psi Development, Feat 6 collapse: closed -# Psi Development *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Dedication](compendium/feats/psychic-dedication-da.md) @@ -95,7 +90,6 @@ You gain the benefits and the amp for this second psi cantrip. Increase the numb ```ad-embed-feat title: Expert Psychic Spellcasting, Feat 12* collapse: closed -# Expert Psychic Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Psychic Spellcasting](compendium/feats/expert-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. @@ -111,7 +105,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Psychic Spellcasting, Feat 18* collapse: closed -# Master Psychic Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Psychic Spellcasting](compendium/feats/master-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/psychic-duelist-da.md b/compendium/character/archetypes/psychic-duelist-da.md index ba3878b8d..2e6d777e1 100644 --- a/compendium/character/archetypes/psychic-duelist-da.md +++ b/compendium/character/archetypes/psychic-duelist-da.md @@ -14,7 +14,6 @@ The mental landscape of the psychic duel rises to meet your steps and reshapes a ```ad-embed-feat title: Psychic Duelist Dedication, Feat 4 collapse: closed -# Psychic Duelist Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism), you have been in a psychic duel @@ -33,7 +32,6 @@ Through experience and in-depth visualizations of mental battles, you've grown a ```ad-embed-feat title: Duel Spell Advantage, Feat 6 collapse: closed -# Duel Spell Advantage *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) @@ -49,7 +47,6 @@ If you're 9th level or higher, add the following spells to the list of natural p ```ad-embed-feat title: Supreme Psychic Center, Feat 8 collapse: closed -# Supreme Psychic Center [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychic Duelist Dedication](compendium/feats/psychic-duelist-dedication-da.md) @@ -65,7 +62,6 @@ With the merest thought, you realign your mental defenses to your duel's circums ```ad-embed-feat title: Instigate Psychic Duel, Feat 12* collapse: closed -# Instigate Psychic Duel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Instigate Psychic Duel](compendium/feats/instigate-psychic-duel-da.md) is intended for use with the Psychic Duelist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ranger.md b/compendium/character/archetypes/ranger.md index c39b7737c..e24752cf3 100644 --- a/compendium/character/archetypes/ranger.md +++ b/compendium/character/archetypes/ranger.md @@ -25,7 +25,6 @@ The ranger archetype has access to excellent options to improve a character's mo ```ad-embed-feat title: Ranger Dedication, Feat 2 collapse: closed -# Ranger Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Dexterity 14 @@ -43,7 +42,6 @@ You can use the [Hunt Prey](rules/actions/hunt-prey.md) action (page 168). ```ad-embed-feat title: Basic Hunter's Trick, Feat 4 collapse: closed -# Basic Hunter's Trick *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md) @@ -57,7 +55,6 @@ You gain a 1st- or 2nd-level ranger feat. ```ad-embed-feat title: Ranger Resiliency, Feat 4 collapse: closed -# Ranger Resiliency *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier @@ -71,7 +68,6 @@ You gain 3 additional Hit Points for each ranger archetype class feat you have. ```ad-embed-feat title: Advanced Hunter's Trick, Feat 6 collapse: closed -# Advanced Hunter's Trick *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Hunter's Trick](compendium/feats/basic-hunters-trick.md) @@ -87,7 +83,6 @@ You gain one ranger feat. For the purpose of meeting its prerequisites, your ran ```ad-embed-feat title: Master Spotter, Feat 12* collapse: closed -# Master Spotter *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Spotter](compendium/feats/master-spotter.md) is intended for use with the Ranger Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/reanimator-botd.md b/compendium/character/archetypes/reanimator-botd.md index 379563df7..2ada52594 100644 --- a/compendium/character/archetypes/reanimator-botd.md +++ b/compendium/character/archetypes/reanimator-botd.md @@ -14,7 +14,6 @@ Most cultures revere the bodies of the deceased, laying to rest the mortal remai ```ad-embed-feat title: Reanimator Dedication, Feat 2 collapse: closed -# Reanimator Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: able to cast [animate dead](compendium/spells/animate-dead-apg.md) with a spell slot @@ -30,7 +29,6 @@ You have dedicated your studies to the art of raising and commanding undead. If ```ad-embed-feat title: Undying Conviction, Feat 4* collapse: closed -# Undying Conviction *Feat 4* [aura](rules/traits/aura.md "Aura Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Undying Conviction](compendium/feats/undying-conviction-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. @@ -48,7 +46,6 @@ Your presence has a bolstering effect on your undead minions. Undead creatures u ```ad-embed-feat title: Deathly Secrets, Feat 6 collapse: closed -# Deathly Secrets *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) @@ -64,7 +61,6 @@ No means of creating or ruling the undead is beyond your grasp, even those of ma ```ad-embed-feat title: Macabre Virtuoso, Feat 6 collapse: closed -# Macabre Virtuoso *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md); expert in [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -82,7 +78,6 @@ When acting as primary caster, you can perform all [create undead](compendium/sp ```ad-embed-feat title: Bonds of Death, Feat 8 collapse: closed -# Bonds of Death [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Reanimator Dedication](compendium/feats/reanimator-dedication-botd.md) @@ -99,7 +94,6 @@ You sway with the motions of your spells that animate the dead, channeling your ```ad-embed-feat title: Greater Deathly Secrets, Feat 10 collapse: closed -# Greater Deathly Secrets *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Deathly Secrets](compendium/feats/deathly-secrets-botd.md) @@ -115,7 +109,6 @@ Your undead secrets grow stronger still. You learn either the [malignant sustena ```ad-embed-feat title: Master of the Dead, Feat 12* collapse: closed -# Master of the Dead *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Master of the Dead](compendium/feats/master-of-the-dead-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. @@ -131,7 +124,6 @@ You have reached the pinnacle of the reanimator's craft: the ability to raise ne ```ad-embed-feat title: Necromancer's Visage, Feat 12* collapse: closed -# Necromancer's Visage *Feat 12* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Necromancer's Visage](compendium/feats/necromancers-visage-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. @@ -157,7 +149,6 @@ Each time an undead creature 2 or more levels lower than you attacks you, it mus ```ad-embed-feat title: Sepulchral Sublimation, Feat 14* collapse: closed -# Sepulchral Sublimation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [cleric](rules/traits/cleric.md "Cleric Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") > [!pf2-note] This version of [Sepulchral Sublimation](compendium/feats/sepulchral-sublimation-botd.md) is intended for use with the Reanimator Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ritualist-apg.md b/compendium/character/archetypes/ritualist-apg.md index ec32e3812..e0cc522bb 100644 --- a/compendium/character/archetypes/ritualist-apg.md +++ b/compendium/character/archetypes/ritualist-apg.md @@ -14,7 +14,6 @@ While some learn the art of ritual casting through rigorous study, other gifted ```ad-embed-feat title: Ritualist Dedication, Feat 4 collapse: closed -# Ritualist Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -32,7 +31,6 @@ You gain a +2 circumstance bonus to all primary checks to perform a ritual. You ```ad-embed-feat title: Flexible Ritualist, Feat 6 collapse: closed -# Flexible Ritualist *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) @@ -48,7 +46,6 @@ When you do, you must fulfill any requirements for the secondary caster, and you ```ad-embed-feat title: Resourceful Ritualist, Feat 6 collapse: closed -# Resourceful Ritualist *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) @@ -62,7 +59,6 @@ You can cast difficult rituals that might otherwise be just beyond your skill. Y ```ad-embed-feat title: Efficient Rituals, Feat 8 collapse: closed -# Efficient Rituals *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Ritualist Dedication](compendium/feats/ritualist-dedication-apg.md) @@ -76,7 +72,6 @@ You can perform some rituals in less time. If the ritual normally requires 1 day ```ad-embed-feat title: Assured Ritualist, Feat 10 collapse: closed -# Assured Ritualist *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Flexible Ritualist](compendium/feats/flexible-ritualist-apg.md) @@ -90,7 +85,6 @@ You can cover for a secondary caster's error. If you are the primary caster, aft ```ad-embed-feat title: Speedy Rituals, Feat 14* collapse: closed -# Speedy Rituals *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Speedy Rituals](compendium/feats/speedy-rituals-apg.md) is intended for use with the Ritualist Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/rogue.md b/compendium/character/archetypes/rogue.md index 341190059..382f7a03b 100644 --- a/compendium/character/archetypes/rogue.md +++ b/compendium/character/archetypes/rogue.md @@ -27,7 +27,6 @@ Nearly any character can benefit from the many skills and tricks the rogue arche ```ad-embed-feat title: Rogue Dedication, Feat 2 collapse: closed -# Rogue Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Dexterity 14 @@ -43,7 +42,6 @@ You gain a skill feat and the rogue's surprise attack|Rogue||1 class feature. Yo ```ad-embed-feat title: Basic Trickery, Feat 4 collapse: closed -# Basic Trickery *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) @@ -57,7 +55,6 @@ You gain a 1st- or 2nd-level rogue feat. ```ad-embed-feat title: Sneak Attacker, Feat 4 collapse: closed -# Sneak Attacker *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) @@ -71,7 +68,6 @@ You gain the sneak attack class feature (page 181), except it deals `1d4` damage ```ad-embed-feat title: Advanced Trickery, Feat 6 collapse: closed -# Advanced Trickery *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Trickery](compendium/feats/basic-trickery.md) @@ -87,7 +83,6 @@ You gain one rogue feat. For the purpose of meeting its prerequisites, your rogu ```ad-embed-feat title: Skill Mastery, Feat 8 collapse: closed -# Skill Mastery *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), trained in at least one skill and expert in at least one skill @@ -103,7 +98,6 @@ Increase your proficiency rank in one of your skills from expert to master and i ```ad-embed-feat title: Uncanny Dodge, Feat 10 collapse: closed -# Uncanny Dodge *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) @@ -117,7 +111,6 @@ You gain the deny advantage class feature (page 181). ```ad-embed-feat title: Evasiveness, Feat 12* collapse: closed -# Evasiveness *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Evasiveness](compendium/feats/evasiveness.md) is intended for use with the Rogue Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/runelord-som.md b/compendium/character/archetypes/runelord-som.md index bd504164d..22370919c 100644 --- a/compendium/character/archetypes/runelord-som.md +++ b/compendium/character/archetypes/runelord-som.md @@ -85,7 +85,6 @@ Runelords of transmutation not only transform objects to create value, but also ```ad-embed-feat title: Runelord Dedication, Feat 2 collapse: closed -# Runelord Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: runelord specialization @@ -101,7 +100,6 @@ Your rune magic increases, and you practice with your school's associated weapon ```ad-embed-feat title: Embed Aeon Stone, Feat 2 collapse: closed -# Embed Aeon Stone *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md), trained in [Crafting](compendium/skills.md#Crafting) @@ -117,7 +115,6 @@ You can also use this activity to safely remove an embedded aeon stone in 1 day. ```ad-embed-feat title: Tattoo Artist, Feat 2* collapse: closed -# Tattoo Artist *Feat 2* [general](rules/traits/general.md "General Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") > [!pf2-note] This version of [Tattoo Artist](compendium/feats/tattoo-artist-tv.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. @@ -133,7 +130,6 @@ You can craft tattoos, including magical tattoos. When you select this feat, you ```ad-embed-feat title: Aeon Resonance, Feat 4 collapse: closed -# Aeon Resonance *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Embed Aeon Stone](compendium/feats/embed-aeon-stone-som.md) @@ -149,7 +145,6 @@ You gain the resonant power of one embedded aeon stone as if it were placed in a ```ad-embed-feat title: Polearm Tricks, Feat 6 collapse: closed -# Polearm Tricks *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) @@ -163,7 +158,6 @@ Your connection to rune magic has revealed tricks to make polearms deadlier in y ```ad-embed-feat title: Sin Reservoir, Feat 8 collapse: closed -# Sin Reservoir *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) @@ -177,7 +171,6 @@ During daily preparations, you can indulge in your associated sin. When you do, ```ad-embed-feat title: Fused Polearm, Feat 10 collapse: closed -# Fused Polearm *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runelord Dedication](compendium/feats/runelord-dedication-som.md) @@ -194,7 +187,6 @@ While the two are fused, the weapon's haft takes on aesthetic aspects of the sta ```ad-embed-feat title: School Counterspell, Feat 12* collapse: closed -# School Counterspell *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [School Counterspell](compendium/feats/school-counterspell-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. @@ -210,7 +202,6 @@ Your intricate knowledge of your school lets you easily negate spells from that ```ad-embed-feat title: School Spell Redirection, Feat 18* collapse: closed -# School Spell Redirection *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [School Spell Redirection](compendium/feats/school-spell-redirection-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/runescarred-lowg.md b/compendium/character/archetypes/runescarred-lowg.md index 4258bcd9f..eac2c1c52 100644 --- a/compendium/character/archetypes/runescarred-lowg.md +++ b/compendium/character/archetypes/runescarred-lowg.md @@ -14,7 +14,6 @@ The rune magic of Thassilon and its descendant nations has left its mark on your ```ad-embed-feat title: Runescarred Dedication, Feat 2 collapse: closed -# Runescarred Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from the Saga Lands. @@ -33,7 +32,6 @@ Choose one cantrip from the arcane list. One of the runes on your body correspon ```ad-embed-feat title: Spell Runes, Feat 4 collapse: closed -# Spell Runes *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) @@ -47,7 +45,6 @@ The magical runes on your body grant you several magical abilities. Choose a 1st ```ad-embed-feat title: Living Rune, Feat 6 collapse: closed -# Living Rune *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) @@ -61,7 +58,6 @@ You've bridged a connection between the runes on your body and the magic of rune ```ad-embed-feat title: Warding Rune, Feat 6 collapse: closed -# Warding Rune *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) @@ -75,7 +71,6 @@ Your runes provide a warding effect that protects you against a specific school ```ad-embed-feat title: Greater Spell Runes, Feat 10 collapse: closed -# Greater Spell Runes *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Runes](compendium/feats/spell-runes-lowg.md) diff --git a/compendium/character/archetypes/scout-apg.md b/compendium/character/archetypes/scout-apg.md index 67712217a..f53b3feb4 100644 --- a/compendium/character/archetypes/scout-apg.md +++ b/compendium/character/archetypes/scout-apg.md @@ -14,7 +14,6 @@ You're an expert in espionage and reconnaissance, able to skulk silently through ```ad-embed-feat title: Scout Dedication, Feat 2 collapse: closed -# Scout Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) and [Survival](compendium/skills.md#Survival) @@ -30,7 +29,6 @@ You are a highly skilled scout, capable of providing your allies a timely warnin ```ad-embed-feat title: Scout's Charge, Feat 4 collapse: closed -# Scout's Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) @@ -45,7 +43,6 @@ You meander around unpredictably, and then ambush your opponents without warning ```ad-embed-feat title: Terrain Scout, Feat 4 collapse: closed -# Terrain Scout *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) @@ -59,7 +56,6 @@ You gain the [Terrain Stalker](compendium/feats/terrain-stalker.md) skill feat ( ```ad-embed-feat title: Fleeting Shadow, Feat 6 collapse: closed -# Fleeting Shadow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) @@ -74,7 +70,6 @@ You're able to quickly disappear and then move about stealthily. You [Hide](rule ```ad-embed-feat title: Scout's Speed, Feat 6 collapse: closed -# Scout's Speed *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) @@ -88,7 +83,6 @@ You move faster, especially when traveling, allowing you to scout ahead and repo ```ad-embed-feat title: Scout's Pounce, Feat 10 collapse: closed -# Scout's Pounce [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Scout Dedication](compendium/feats/scout-dedication-apg.md) @@ -104,7 +98,6 @@ You leap from the shadows to strike your foes. [Stride](rules/actions/stride.md) ```ad-embed-feat title: Camouflage, Feat 12* collapse: closed -# Camouflage *Feat 12* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Scout Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/scroll-trickster-apg.md b/compendium/character/archetypes/scroll-trickster-apg.md index 6b4bb527d..f25c16d38 100644 --- a/compendium/character/archetypes/scroll-trickster-apg.md +++ b/compendium/character/archetypes/scroll-trickster-apg.md @@ -14,7 +14,6 @@ Magic has long been written down, and in myriad forms. From the classic rolled p ```ad-embed-feat title: Scroll Trickster Dedication, Feat 2 collapse: closed -# Scroll Trickster Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -30,7 +29,6 @@ You've studied scrolls in depth. This might have been a comprehensive education ```ad-embed-feat title: Basic Scroll Cache, Feat 6 collapse: closed -# Basic Scroll Cache *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) @@ -50,7 +48,6 @@ At 8th level, add a second temporary scroll containing a 2nd-level spell. ```ad-embed-feat title: Skim Scroll, Feat 8 collapse: closed -# Skim Scroll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scroll Trickster Dedication](compendium/feats/scroll-trickster-dedication-apg.md) @@ -65,7 +62,6 @@ You can activate the magic of a scroll with a cursory read as you draw it from y ```ad-embed-feat title: Camouflage, Feat 12* collapse: closed -# Camouflage *Feat 12* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Camouflage](compendium/feats/camouflage.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. @@ -81,7 +77,6 @@ You alter your appearance to blend in to the wilderness. In natural terrain, you ```ad-embed-feat title: Expert Scroll Cache, Feat 12* collapse: closed -# Expert Scroll Cache *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Scroll Cache](compendium/feats/expert-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. @@ -97,7 +92,6 @@ Your scroll collection is more powerful. In addition to your daily scrolls from ```ad-embed-feat title: Master Scroll Cache, Feat 18* collapse: closed -# Master Scroll Cache *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Scroll Cache](compendium/feats/master-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/scrollmaster-locg.md b/compendium/character/archetypes/scrollmaster-locg.md index 134df6c15..cd083c6e7 100644 --- a/compendium/character/archetypes/scrollmaster-locg.md +++ b/compendium/character/archetypes/scrollmaster-locg.md @@ -14,7 +14,6 @@ Members who align themselves with the Scrolls branch of the Pathfinder Society a ```ad-embed-feat title: Scrollmaster Dedication, Feat 6 collapse: closed -# Scrollmaster Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: expert in any [Lore](compendium/skills.md#Lore) skill, member of the Pathfinder Society affiliated with the School of Scrolls @@ -32,7 +31,6 @@ If you have the [Thorough Reports](compendium/feats/thorough-reports-lowg.md) fe ```ad-embed-feat title: Lore Seeker, Feat 8 collapse: closed -# Lore Seeker *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) @@ -48,7 +46,6 @@ You can cast [comprehend language](compendium/spells/comprehend-language.md), re ```ad-embed-feat title: Unravel Mysteries, Feat 8 collapse: closed -# Unravel Mysteries *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in a [Decipher Writing](rules/actions/decipher-writing.md) skill, [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) @@ -62,7 +59,6 @@ You can understand the true meaning of texts quickly, and even when you get lost ```ad-embed-feat title: Font Of Knowledge, Feat 10 collapse: closed -# Font Of Knowledge *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrollmaster Dedication](compendium/feats/scrollmaster-dedication-locg.md) diff --git a/compendium/character/archetypes/scrounger-apg.md b/compendium/character/archetypes/scrounger-apg.md index 6c21ca5a4..d1e580249 100644 --- a/compendium/character/archetypes/scrounger-apg.md +++ b/compendium/character/archetypes/scrounger-apg.md @@ -14,7 +14,6 @@ You have spent countless hours disassembling and rebuilding complex items to lea ```ad-embed-feat title: Scrounger Dedication, Feat 2 collapse: closed -# Scrounger Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) @@ -36,7 +35,6 @@ You can incorporate any materials or items that you have on hand, even if they'r ```ad-embed-feat title: Reverse Engineering, Feat 4 collapse: closed -# Reverse Engineering *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) @@ -50,7 +48,6 @@ You are able to reverse engineer items into formulas more effectively than most. ```ad-embed-feat title: High-quality Scrounger, Feat 6 collapse: closed -# High-quality Scrounger *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) @@ -64,7 +61,6 @@ When you [Craft](rules/actions/craft.md) a temporary item using Scrounger Dedica ```ad-embed-feat title: Expert Disassembly, Feat 7 collapse: closed -# Expert Disassembly *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Scrounger Dedication](compendium/feats/scrounger-dedication-apg.md) diff --git a/compendium/character/archetypes/sentinel-apg.md b/compendium/character/archetypes/sentinel-apg.md index 92de49ab5..b6e93cf4c 100644 --- a/compendium/character/archetypes/sentinel-apg.md +++ b/compendium/character/archetypes/sentinel-apg.md @@ -14,7 +14,6 @@ Armor offers solid, reassuring protection in combat, and as someone who faces da ```ad-embed-feat title: Sentinel Dedication, Feat 2 collapse: closed -# Sentinel Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -31,7 +30,6 @@ Whenever you gain a class feature that grants you expert or greater proficiency ```ad-embed-feat title: Steel Skin, Feat 4 collapse: closed -# Steel Skin *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Survival](compendium/skills.md#Survival), [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) @@ -45,7 +43,6 @@ You wear your armor like a second skin. You can rest normally while wearing medi ```ad-embed-feat title: Armor Specialist, Feat 6 collapse: closed -# Armor Specialist *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) @@ -59,7 +56,6 @@ You have trained hard to optimize your armor's protective qualities. You gain th ```ad-embed-feat title: Armored Rebuff, Feat 8 collapse: closed -# Armored Rebuff [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) @@ -76,7 +72,6 @@ You rebuff puny attacks with your armor, knocking back your foe. Attempt an [Ath ```ad-embed-feat title: Mighty Bulwark, Feat 10 collapse: closed -# Mighty Bulwark *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sentinel Dedication](compendium/feats/sentinel-dedication-apg.md) @@ -90,7 +85,6 @@ Thanks to your incredible connection to your armor, you can use it to shrug off ```ad-embed-feat title: Sacrifice Armor, Feat 10* collapse: closed -# Sacrifice Armor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Sacrifice Armor](compendium/feats/sacrifice-armor-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. @@ -107,7 +101,6 @@ With divine awareness, you twist your body to lessen the impact of an attack. Re ```ad-embed-feat title: Greater Interpose, Feat 16* collapse: closed -# Greater Interpose *Feat 16* [champion](rules/traits/champion.md "Champion Class Trait") > [!pf2-note] This version of [Greater Interpose](compendium/feats/greater-interpose-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/shadowcaster-som.md b/compendium/character/archetypes/shadowcaster-som.md index ed900e761..e6a3baaaf 100644 --- a/compendium/character/archetypes/shadowcaster-som.md +++ b/compendium/character/archetypes/shadowcaster-som.md @@ -14,7 +14,6 @@ The world is full of shadows, but each living creature possesses a form of inner ```ad-embed-feat title: Shadowcaster Dedication, Feat 2 collapse: closed -# Shadowcaster Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: ability to cast spells @@ -32,7 +31,6 @@ You gain the [cloak of shadow](compendium/spells/cloak-of-shadow.md) domain spel ```ad-embed-feat title: Familiar (Sorcerer), Feat 4* collapse: closed -# Familiar (Sorcerer) *Feat 4* [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Familiar (Sorcerer)](compendium/feats/familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -47,7 +45,6 @@ An animal serves you and assists your spellcasting. You gain a familiar. ```ad-embed-feat title: Shadow Spells, Feat 4 collapse: closed -# Shadow Spells *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -63,7 +60,6 @@ Add [shadow blast](compendium/spells/shadow-blast.md), [shadow siphon](compendiu ```ad-embed-feat title: Disciple Of Shade, Feat 6 collapse: closed -# Disciple Of Shade *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -77,7 +73,6 @@ You've delved deeper into the mysteries of shadow and become blessed with magica ```ad-embed-feat title: Enhanced Familiar (Sorcerer), Feat 6* collapse: closed -# Enhanced Familiar (Sorcerer) *Feat 6* [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -93,7 +88,6 @@ You infuse your familiar with additional primal energy, increasing its abilities ```ad-embed-feat title: Shadow Spell, Feat 8 collapse: closed -# Shadow Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Prerequisites**: [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -110,7 +104,6 @@ The effects of Shadow Spell end if you use Shadow Spell again. ```ad-embed-feat title: Shadow Reservoir, Feat 10 collapse: closed -# Shadow Reservoir *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: ability to cast spells from spell slots, [Shadowcaster Dedication](compendium/feats/shadowcaster-dedication-som.md) @@ -130,7 +123,6 @@ If you have more than one source of spells you can cast with spell slots, such a ```ad-embed-feat title: Secrets Of Shadow, Feat 12* collapse: closed -# Secrets Of Shadow *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Secrets Of Shadow](compendium/feats/secrets-of-shadow-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -150,7 +142,6 @@ In addition, the tattoos generated by casting shadow spells protect your body ag ```ad-embed-feat title: Shadow Magic, Feat 12* collapse: closed -# Shadow Magic *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Magic](compendium/feats/shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -168,7 +159,6 @@ Shadowdancer focus spells are occult spells. You become trained in occult spell ```ad-embed-feat title: Additional Shadow Magic, Feat 14* collapse: closed -# Additional Shadow Magic *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -184,7 +174,6 @@ Choose an additional shadowdancer focus spell you haven't already selected from ```ad-embed-feat title: Shadow Illusion, Feat 14* collapse: closed -# Shadow Illusion *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Illusion](compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -200,7 +189,6 @@ With an artful eye, you shape shadows into illusory forms. You gain the [shadow ```ad-embed-feat title: Unending Emptiness, Feat 14* collapse: closed -# Unending Emptiness *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Unending Emptiness](compendium/feats/unending-emptiness-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. @@ -216,7 +204,6 @@ You pool the power of shadow within your eyes, gaining the ability to gather dar ```ad-embed-feat title: Shadow Power, Feat 16* collapse: closed -# Shadow Power *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Power](compendium/feats/shadow-power-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/shadowdancer-apg.md b/compendium/character/archetypes/shadowdancer-apg.md index 81e8157e3..ac524ac02 100644 --- a/compendium/character/archetypes/shadowdancer-apg.md +++ b/compendium/character/archetypes/shadowdancer-apg.md @@ -26,7 +26,6 @@ Regardless of the reason why someone embraces the shadows, the shadows embrace t ```ad-embed-feat title: Shadowdancer Dedication, Feat 8 collapse: closed -# Shadowdancer Dedication *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth), expert in [Performance](compendium/skills.md#Performance) @@ -42,7 +41,6 @@ You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, you ```ad-embed-feat title: Shadow Magic, Feat 10 collapse: closed -# Shadow Magic *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) @@ -58,7 +56,6 @@ Shadowdancer focus spells are occult spells. You become trained in occult spell ```ad-embed-feat title: Shadow Sneak Attack, Feat 10 collapse: closed -# Shadow Sneak Attack *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shadowdancer Dedication](compendium/feats/shadowdancer-dedication-apg.md) @@ -74,7 +71,6 @@ Sneak attack|rogue|crb|1 from multiple sources isn't cumulative. If you have sne ```ad-embed-feat title: Uncanny Dodge, Feat 10* collapse: closed -# Uncanny Dodge *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Uncanny Dodge](compendium/feats/uncanny-dodge.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -90,7 +86,6 @@ You gain the deny advantage class feature (page 181). ```ad-embed-feat title: Additional Shadow Magic, Feat 12* collapse: closed -# Additional Shadow Magic *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -106,7 +101,6 @@ Choose an additional shadowdancer focus spell you haven't already selected from ```ad-embed-feat title: Shadow Illusion, Feat 12* collapse: closed -# Shadow Illusion *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Illusion](compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -122,7 +116,6 @@ With an artful eye, you shape shadows into illusory forms. You gain the [shadow ```ad-embed-feat title: Shadow Power, Feat 14* collapse: closed -# Shadow Power *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Power](compendium/feats/shadow-power-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -138,7 +131,6 @@ You can focus the shadows into a powerful blast. You can cast [shadow blast](com ```ad-embed-feat title: Spring From The Shadows, Feat 14* collapse: closed -# Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [flourish](rules/traits/flourish.md "Flourish Combat Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Spring From The Shadows](compendium/feats/spring-from-the-shadows.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -154,7 +146,6 @@ Leaping out from hiding, you assail your target when they least expect it. You [ ```ad-embed-feat title: Sense The Unseen (Rogue), Feat 16* collapse: closed -# Sense The Unseen (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Sense The Unseen (Rogue)](compendium/feats/sense-the-unseen-rogue.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -171,7 +162,6 @@ When you look for foes, you catch the slightest of cues. Even though you failed ```ad-embed-feat title: Cognitive Loophole, Feat 18* collapse: closed -# Cognitive Loophole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Cognitive Loophole](compendium/feats/cognitive-loophole.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. @@ -191,7 +181,6 @@ You can find a loophole in a [mental](rules/traits/mental.md "Mental Effect Trai ```ad-embed-feat title: Shadow Master, Feat 18* collapse: closed -# Shadow Master *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shadow Master](compendium/feats/shadow-master-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/shieldmarshal-loil.md b/compendium/character/archetypes/shieldmarshal-loil.md index 7b2914169..b26d83aca 100644 --- a/compendium/character/archetypes/shieldmarshal-loil.md +++ b/compendium/character/archetypes/shieldmarshal-loil.md @@ -16,7 +16,6 @@ You've undergone specialized training to help you keep the peace in Alkenstar's ```ad-embed-feat title: Shieldmarshal Dedication, Feat 2 collapse: closed -# Shieldmarshal Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") @@ -31,7 +30,6 @@ In urban environments, you can attempt [Society](compendium/skills.md#Society) c ```ad-embed-feat title: Consolidated Overlay Panopticon, Feat 4 collapse: closed -# Consolidated Overlay Panopticon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) @@ -47,7 +45,6 @@ You volunteered for a controversial experimental procedure to install clockwork ```ad-embed-feat title: Equitable Defense, Feat 8 collapse: closed -# Equitable Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) @@ -64,7 +61,6 @@ Gritting your teeth through the pain, you position yourself to counterattack. Yo ```ad-embed-feat title: Counterclockwork Focus, Feat 10 collapse: closed -# Counterclockwork Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Shieldmarshal Dedication](compendium/feats/shieldmarshal-dedication-loil.md) diff --git a/compendium/character/archetypes/sixth-pillar-frp2.md b/compendium/character/archetypes/sixth-pillar-frp2.md index 80fa81b31..38d262835 100644 --- a/compendium/character/archetypes/sixth-pillar-frp2.md +++ b/compendium/character/archetypes/sixth-pillar-frp2.md @@ -14,7 +14,6 @@ The Sixth Pillar follows a tradition that blends martial arts with magic. Tradit ```ad-embed-feat title: Sixth Pillar Dedication, Feat 8 collapse: closed -# Sixth Pillar Dedication *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 14, expert in [Acrobatics](compendium/skills.md#Acrobatics), able to cast spells @@ -32,7 +31,6 @@ If your proficiency rank in unarmed attacks is at least expert, your proficiency ```ad-embed-feat title: Six Pillars Stance, Feat 10 collapse: closed -# Six Pillars Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") - **Prerequisites**: [Sixth Pillar Dedication](compendium/feats/sixth-pillar-dedication-frp2.md) @@ -48,7 +46,6 @@ You stand firm, steeling your mind and body, allowing you to use your magic unpe ```ad-embed-feat title: Maneuvering Spell, Feat 12* collapse: closed -# Maneuvering Spell [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Maneuvering Spell](compendium/feats/maneuvering-spell-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. @@ -66,7 +63,6 @@ You instantly tap into the magical power of a spell you're casting to quickly po ```ad-embed-feat title: Touch Focus, Feat 14* collapse: closed -# Touch Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Touch Focus](compendium/feats/touch-focus-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. @@ -83,7 +79,6 @@ You can redirect a spell's power through you to deliver it within striking dista ```ad-embed-feat title: Sixth Pillar Mastery, Feat 16* collapse: closed -# Sixth Pillar Mastery *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Sixth Pillar Mastery](compendium/feats/sixth-pillar-mastery-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/sleepwalker-da.md b/compendium/character/archetypes/sleepwalker-da.md index 5bf49e4db..eb7eb495b 100644 --- a/compendium/character/archetypes/sleepwalker-da.md +++ b/compendium/character/archetypes/sleepwalker-da.md @@ -16,7 +16,6 @@ Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, ```ad-embed-feat title: Sleepwalker Dedication, Feat 4 collapse: closed -# Sleepwalker Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: expert in [Occultism](compendium/skills.md#Occultism) @@ -37,7 +36,6 @@ Once your trance ends, you can't enter a Daydream Trance again for 1 minute. Whi ```ad-embed-feat title: Infiltrate Dream, Feat 6 collapse: closed -# Infiltrate Dream *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) @@ -58,7 +56,6 @@ While within the dream, you can attempt an [Occultism](compendium/skills.md#Occu ```ad-embed-feat title: Vision of Foresight, Feat 6 collapse: closed -# Vision of Foresight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) @@ -74,7 +71,6 @@ You use your daydreams to predict the success of actions, rapidly envisioning th ```ad-embed-feat title: Dream Magic, Feat 8 collapse: closed -# Dream Magic *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) @@ -90,7 +86,6 @@ You learn dream-related magic to aid your studies. Choose dream message or sleep ```ad-embed-feat title: Waking Dream, Feat 8 collapse: closed -# Waking Dream *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sleepwalker Dedication](compendium/feats/sleepwalker-dedication-da.md) @@ -106,7 +101,6 @@ You gain a pool of Focus Points with 1 Focus Point and you can [Refocus](rules/a ```ad-embed-feat title: Oneiric Influence, Feat 12* collapse: closed -# Oneiric Influence *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Oneiric Influence](compendium/feats/oneiric-influence-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -122,7 +116,6 @@ While Infiltrating a Dream, you can also implant a suggestion in the target's mi ```ad-embed-feat title: Ward Slumber, Feat 12* collapse: closed -# Ward Slumber *Feat 12* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Ward Slumber](compendium/feats/ward-slumber-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -140,7 +133,6 @@ They heal double the usual amount of Hit Points from resting. ```ad-embed-feat title: Dream Logic, Feat 14* collapse: closed -# Dream Logic *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") > [!pf2-note] This version of [Dream Logic](compendium/feats/dream-logic-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -158,7 +150,6 @@ Any [hostile](rules/conditions.md#Hostile) action by you or your allies against ```ad-embed-feat title: Shared Dream, Feat 16* collapse: closed -# Shared Dream *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shared Dream](compendium/feats/shared-dream-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. @@ -174,7 +165,6 @@ You've learned to create a shared dreamscape to communicate with others. You can ```ad-embed-feat title: Ever Dreaming, Feat 18* collapse: closed -# Ever Dreaming *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Ever Dreaming](compendium/feats/ever-dreaming-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/snarecrafter-apg.md b/compendium/character/archetypes/snarecrafter-apg.md index 02f4cd6d8..e9c9238bf 100644 --- a/compendium/character/archetypes/snarecrafter-apg.md +++ b/compendium/character/archetypes/snarecrafter-apg.md @@ -14,7 +14,6 @@ You're able to take ordinary materials and use them to create deadly snares, spe ```ad-embed-feat title: Snarecrafter Dedication, Feat 2 collapse: closed -# Snarecrafter Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) @@ -30,7 +29,6 @@ You've learned to create a limited number of snares at no cost. Each day during ```ad-embed-feat title: Surprise Snare, Feat 4 collapse: closed -# Surprise Snare [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) @@ -45,7 +43,6 @@ You install one of your snares prepared for quick deployment in a space that's o ```ad-embed-feat title: Remote Trigger, Feat 6 collapse: closed -# Remote Trigger *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) @@ -59,7 +56,6 @@ You've learned how to trigger snares from afar, creating ranged hazards to assai ```ad-embed-feat title: Quick Snares, Feat 8* collapse: closed -# Quick Snares *Feat 8* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Quick Snares](compendium/feats/quick-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. @@ -75,7 +71,6 @@ You can rig a snare in only moments. You can [Craft](rules/actions/craft.md) sna ```ad-embed-feat title: Giant Snare, Feat 10 collapse: closed -# Giant Snare *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) @@ -91,7 +86,6 @@ When you prepare snares for quick deployment, you can prepare some of them as gi ```ad-embed-feat title: Powerful Snares, Feat 10* collapse: closed -# Powerful Snares *Feat 10* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Powerful Snares](compendium/feats/powerful-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. @@ -107,7 +101,6 @@ Your snares are particularly difficult for enemies to avoid. When you set a snar ```ad-embed-feat title: Plentiful Snares, Feat 12* collapse: closed -# Plentiful Snares *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Plentiful Snares](compendium/feats/plentiful-snares-apg.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. @@ -123,7 +116,6 @@ You can prepare incredible numbers of snares each day out of simple ingredients. ```ad-embed-feat title: Lightning Snares, Feat 14* collapse: closed -# Lightning Snares *Feat 14* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Lightning Snares](compendium/feats/lightning-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/sniping-duo-g-g.md b/compendium/character/archetypes/sniping-duo-g-g.md index b9456439f..63432f79a 100644 --- a/compendium/character/archetypes/sniping-duo-g-g.md +++ b/compendium/character/archetypes/sniping-duo-g-g.md @@ -20,7 +20,6 @@ Skilled shooters who don't let their egos get in the way of their efficacy are l ```ad-embed-feat title: Sniping Duo Dedication, Feat 2 collapse: closed -# Sniping Duo Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in at least one type of weapon in the bow or firearm groups, trained in [Stealth](compendium/skills.md#Stealth) @@ -40,7 +39,6 @@ You can change your designated spotter by spending 3 days of downtime training w ```ad-embed-feat title: Assisting Shot, Feat 4* collapse: closed -# Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Assisting Shot](compendium/feats/assisting-shot.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. @@ -57,7 +55,6 @@ With a quick shot, you interfere with a foe in combat. Make a [Strike](rules/act ```ad-embed-feat title: Cover Fire, Feat 4* collapse: closed -# Cover Fire [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Cover Fire](compendium/feats/cover-fire-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. @@ -75,7 +72,6 @@ You lay down suppressive fire to protect allies by forcing foes to take cover fr ```ad-embed-feat title: Triangulate, Feat 4 collapse: closed -# Triangulate *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Prerequisites**: [Sniping Duo Dedication](compendium/feats/sniping-duo-dedication-g-g.md) @@ -91,7 +87,6 @@ The penalty you take for firing into further range increments is –3 for the th ```ad-embed-feat title: Exploit Opening, Feat 6 collapse: closed -# Exploit Opening [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sniping Duo Dedication](compendium/feats/sniping-duo-dedication-g-g.md) @@ -109,7 +104,6 @@ This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack ```ad-embed-feat title: Targeted Redirection, Feat 6 collapse: closed -# Targeted Redirection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sniping Duo Dedication](compendium/feats/sniping-duo-dedication-g-g.md) @@ -126,7 +120,6 @@ If your next action is to make a ranged [Strike](rules/actions/strike.md), you t ```ad-embed-feat title: Duo's Aim, Feat 8 collapse: closed -# Duo's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Sniping Duo Dedication](compendium/feats/sniping-duo-dedication-g-g.md) @@ -141,7 +134,6 @@ With assistance from your spotter, you aim for an especially accurate attack. Ma ```ad-embed-feat title: Vantage Shot, Feat 8 collapse: closed -# Vantage Shot *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sniping Duo Dedication](compendium/feats/sniping-duo-dedication-g-g.md) @@ -157,7 +149,6 @@ On a success, the foe is [flat-footed](rules/conditions.md#Flat-footed) against ```ad-embed-feat title: Tag Team, Feat 10 collapse: closed -# Tag Team [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sniping Duo Dedication](compendium/feats/sniping-duo-dedication-g-g.md) @@ -173,7 +164,6 @@ Your skilled teamwork with your spotter enables you both to assist one another w ```ad-embed-feat title: Deflecting Shot, Feat 12* collapse: closed -# Deflecting Shot [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Deflecting Shot](compendium/feats/deflecting-shot-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. @@ -191,7 +181,6 @@ You're always ready to take a quick shot to deflect a weapon or distract a foe e ```ad-embed-feat title: Eagle Eyes, Feat 12* collapse: closed -# Eagle Eyes *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") > [!pf2-note] This version of [Eagle Eyes](compendium/feats/eagle-eyes-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. @@ -207,7 +196,6 @@ You and your spotter are adept at watching out for one another. As long as you c ```ad-embed-feat title: Redirecting Shot, Feat 12* collapse: closed -# Redirecting Shot [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [fortune](rules/traits/fortune.md "Fortune Effect Trait") [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Redirecting Shot](compendium/feats/redirecting-shot-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. @@ -227,7 +215,6 @@ Discharge your firearm and roll a d20. Your ally uses this roll instead of their ```ad-embed-feat title: Concentrated Assault, Feat 14* collapse: closed -# Concentrated Assault *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Concentrated Assault](compendium/feats/concentrated-assault-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/sorcerer.md b/compendium/character/archetypes/sorcerer.md index d38319bed..539de1570 100644 --- a/compendium/character/archetypes/sorcerer.md +++ b/compendium/character/archetypes/sorcerer.md @@ -20,7 +20,6 @@ The sorcerer archetype is a method for anyone to pick up commonly useful spells, ```ad-embed-feat title: Sorcerer Dedication, Feat 2 collapse: closed -# Sorcerer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -38,7 +37,6 @@ You cast spells like a sorcerer. You gain access to the [Cast a Spell](rules/act ```ad-embed-feat title: Basic Blood Potency, Feat 4 collapse: closed -# Basic Blood Potency *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) @@ -52,7 +50,6 @@ You gain a 1st- or 2nd-level sorcerer feat. ```ad-embed-feat title: Basic Bloodline Spell, Feat 4 collapse: closed -# Basic Bloodline Spell *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) @@ -66,7 +63,6 @@ You gain your bloodline|Sorcerer||1's initial bloodline spell. If you don't alre ```ad-embed-feat title: Basic Sorcerer Spellcasting, Feat 4 collapse: closed -# Basic Sorcerer Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) @@ -80,7 +76,6 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n ```ad-embed-feat title: Advanced Blood Potency, Feat 6 collapse: closed -# Advanced Blood Potency *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Blood Potency](compendium/feats/basic-blood-potency.md) @@ -96,7 +91,6 @@ You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer leve ```ad-embed-feat title: Bloodline Breadth, Feat 8 collapse: closed -# Bloodline Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md) @@ -110,7 +104,6 @@ Your repertoire expands, and you can cast more spells of your bloodline's tradit ```ad-embed-feat title: Expert Sorcerer Spellcasting, Feat 12* collapse: closed -# Expert Sorcerer Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. @@ -126,7 +119,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Sorcerer Spellcasting, Feat 18* collapse: closed -# Master Sorcerer Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Sorcerer Spellcasting](compendium/feats/master-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/soul-warden-botd.md b/compendium/character/archetypes/soul-warden-botd.md index b6c660bcc..52a22b5f3 100644 --- a/compendium/character/archetypes/soul-warden-botd.md +++ b/compendium/character/archetypes/soul-warden-botd.md @@ -22,7 +22,6 @@ Nearly all soul wardens worship [Pharasma](compendium/setting/deities/pharasma.m ```ad-embed-feat title: Soul Warden Dedication, Feat 2 collapse: closed -# Soul Warden Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion), worships [Pharasma](compendium/setting/deities/pharasma.md) or a psychopomp usher @@ -44,7 +43,6 @@ When you have at least two other feats from this archetype, the spiral glows wit ```ad-embed-feat title: Cycle Spell, Feat 4 collapse: closed -# Cycle Spell *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) @@ -58,7 +56,6 @@ Your devotion to the cycle of souls grants you an additional divine spell. Choos ```ad-embed-feat title: Domain Initiate, Feat 4* collapse: closed -# Domain Initiate *Feat 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") > [!pf2-note] This version of [Domain Initiate](compendium/feats/domain-initiate.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. @@ -79,7 +76,6 @@ Focus spells are automatically heightened to half your level rounded up. Focus s ```ad-embed-feat title: Psychopomp Familiar, Feat 4 collapse: closed -# Psychopomp Familiar *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md), familiar @@ -98,7 +94,6 @@ You can select three familiar or master abilities each day, instead of two, but ```ad-embed-feat title: Liberate Soul, Feat 6 collapse: closed -# Liberate Soul [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) @@ -115,7 +110,6 @@ The light flows from your sigil of [Pharasma](compendium/setting/deities/pharasm ```ad-embed-feat title: Spiral Sworn, Feat 6 collapse: closed -# Spiral Sworn [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) @@ -133,7 +127,6 @@ If your spiral is glowing, you can target a willing creature in its light. If yo ```ad-embed-feat title: Enhanced Psychopomp Familiar, Feat 8 collapse: closed -# Enhanced Psychopomp Familiar *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Psychopomp Familiar](compendium/feats/psychopomp-familiar-botd.md) @@ -149,7 +142,6 @@ Your psychopomp's continued service in [Pharasma](compendium/setting/deities/pha ```ad-embed-feat title: Expanded Domain Initiate, Feat 8* collapse: closed -# Expanded Domain Initiate *Feat 8* [cleric](rules/traits/cleric.md "Cleric Class Trait") > [!pf2-note] This version of [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. @@ -165,7 +157,6 @@ You have long venerated one of your deity's lesser-known aspects. Select one dom ```ad-embed-feat title: Safeguard Soul, Feat 8 collapse: closed -# Safeguard Soul *Feat 8* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Soul Warden Dedication](compendium/feats/soul-warden-dedication-botd.md) @@ -179,7 +170,6 @@ You've girded your soul against outside interference. You gain a +2 status bonus ```ad-embed-feat title: Expand Spiral, Feat 10 collapse: closed -# Expand Spiral *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spiral Sworn](compendium/feats/spiral-sworn-botd.md) @@ -193,7 +183,6 @@ Your prayers encompass your companions, granting you the ability to share [Phara ```ad-embed-feat title: Advanced Domain, Feat 16* collapse: closed -# Advanced Domain *Feat 16* [cleric](rules/traits/cleric.md "Cleric Class Trait") > [!pf2-note] This version of [Advanced Domain](compendium/feats/advanced-domain.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/soulforger-som.md b/compendium/character/archetypes/soulforger-som.md index 46f43ecc5..b1ab7918a 100644 --- a/compendium/character/archetypes/soulforger-som.md +++ b/compendium/character/archetypes/soulforger-som.md @@ -45,7 +45,6 @@ Your soulforged armament has an essence power you choose when you first bind it. ````ad-embed-feat title: Soulforger Dedication, Feat 2 collapse: closed -# Soulforger Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Wis 14 or ability to cast divine spells @@ -55,8 +54,7 @@ You can manifest the power of your spirit in combat to realize your motivations. You can Manifest Soulforged Armament to summon your armaments in combat. ```ad-embed-ability -title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") +title: **Manifest Soulforged Armament** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md), [conjuration](rules/traits/conjuration.md), [divine](rules/traits/divine.md), [extradimensional](rules/traits/extradimensional.md)) - **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor @@ -65,7 +63,9 @@ title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-th Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed. After 1 minute, the essence form armament is automatically Dismissed. -%% #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional %% +%% + #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional +%% ``` **Special.** You can't select another dedication feat before gaining two other feats from this archetype. @@ -77,7 +77,6 @@ After 1 minute, the essence form armament is automatically Dismissed. ```ad-embed-feat title: Soul Flare, Feat 4 collapse: closed -# Soul Flare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) @@ -94,7 +93,6 @@ You strive to change the outcome with sheer zeal. You gain a +1 status bonus to ```ad-embed-feat title: Rapid Manifestation, Feat 6 collapse: closed -# Rapid Manifestation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) @@ -110,7 +108,6 @@ Your unwavering soul brings up your defenses as soon as you're in danger. You Ma ```ad-embed-feat title: Soul Arsenal, Feat 6 collapse: closed -# Soul Arsenal *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) diff --git a/compendium/character/archetypes/spell-trickster-lotgb.md b/compendium/character/archetypes/spell-trickster-lotgb.md index 4802e0230..42bcc3e8b 100644 --- a/compendium/character/archetypes/spell-trickster-lotgb.md +++ b/compendium/character/archetypes/spell-trickster-lotgb.md @@ -22,7 +22,6 @@ Just as Golarion's merchants scour busy marketplaces for newfound goods, scholar ```ad-embed-feat title: Spell Trickster Dedication, Feat 2 collapse: closed -# Spell Trickster Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: Able to cast spells; trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) @@ -40,7 +39,6 @@ Choose up to two 4th-level spell trickster archetype feats for which you meet th ```ad-embed-feat title: Agile Hand, Feat 4 collapse: closed -# Agile Hand *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) @@ -54,7 +52,6 @@ When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its ta ```ad-embed-feat title: Barrier Shield, Feat 4 collapse: closed -# Barrier Shield *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [shield](compendium/spells/shield.md) @@ -70,7 +67,6 @@ You can't use the [Shield Block](compendium/feats/shield-block.md) reaction when ```ad-embed-feat title: Forceful Push, Feat 4 collapse: closed -# Forceful Push *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](compendium/spells/mage-hand.md) @@ -84,7 +80,6 @@ When you cast [mage hand](compendium/spells/mage-hand.md), you can modify its ta ```ad-embed-feat title: Shining Arms, Feat 4 collapse: closed -# Shining Arms *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [light](compendium/spells/light.md) @@ -98,7 +93,6 @@ When you cast [light](compendium/spells/light.md), you can modify its target to ```ad-embed-feat title: Summon Ensemble, Feat 4 collapse: closed -# Summon Ensemble *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [summon instrument](compendium/spells/summon-instrument-apg.md) @@ -114,7 +108,6 @@ The target must attempt a Will save against the spell's DC; on a failure, it bec ```ad-embed-feat title: Tracing Sigil, Feat 4 collapse: closed -# Tracing Sigil *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sigil](compendium/spells/sigil.md) @@ -128,7 +121,6 @@ When you cast [sigil](compendium/spells/sigil.md), you can modify the spell to a ```ad-embed-feat title: Wild Lights, Feat 4 collapse: closed -# Wild Lights *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [dancing lights](compendium/spells/dancing-lights.md) @@ -142,7 +134,6 @@ When you cast [dancing lights](compendium/spells/dancing-lights.md), you can mod ```ad-embed-feat title: Animate Net, Feat 6 collapse: closed -# Animate Net *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [animate rope](compendium/spells/animate-rope-apg.md) APG @@ -156,7 +147,6 @@ When you cast [animate rope](compendium/spells/animate-rope-apg.md), you can mod ```ad-embed-feat title: Confounding Image, Feat 6 collapse: closed -# Confounding Image *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mirror image](compendium/spells/mirror-image.md) @@ -170,7 +160,6 @@ When you cast [mirror image](compendium/spells/mirror-image.md), you can modify ```ad-embed-feat title: Disk Rider, Feat 6 collapse: closed -# Disk Rider *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [floating disk](compendium/spells/floating-disk.md) @@ -186,7 +175,6 @@ When you cast [floating disk](compendium/spells/floating-disk.md), you can modif ```ad-embed-feat title: Drenching Mist, Feat 6 collapse: closed -# Drenching Mist *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) @@ -202,7 +190,6 @@ When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can mod ```ad-embed-feat title: Obscured Terrain, Feat 6 collapse: closed -# Obscured Terrain *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](compendium/spells/obscuring-mist.md) @@ -216,7 +203,6 @@ When you cast [obscuring mist](compendium/spells/obscuring-mist.md), you can mod ```ad-embed-feat title: Uneasy Rest, Feat 6 collapse: closed -# Uneasy Rest *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sleep](compendium/spells/sleep.md) @@ -230,7 +216,6 @@ When you cast [sleep](compendium/spells/sleep.md), you can modify the spell to a ```ad-embed-feat title: Volatile Grease, Feat 6 collapse: closed -# Volatile Grease *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [grease](compendium/spells/grease.md) @@ -251,7 +236,6 @@ When you cast [grease](compendium/spells/grease.md), you can modify its target t ```ad-embed-feat title: Beacon Mark, Feat 8 collapse: closed -# Beacon Mark *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Tracing Sigil](compendium/feats/tracing-sigil-lotgb.md) @@ -269,7 +253,6 @@ While the spell lasts, you can spend a single action, which has the concentrate, ```ad-embed-feat title: Larcenous Hand, Feat 8 collapse: closed -# Larcenous Hand *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Agile Hand](compendium/feats/agile-hand-lotgb.md), [Pickpocket](compendium/feats/pickpocket.md) skill feat @@ -287,7 +270,6 @@ If you're a master in [Thievery](compendium/skills.md#Thievery), you can attempt ```ad-embed-feat title: Lingering Flames, Feat 8 collapse: closed -# Lingering Flames *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) @@ -303,7 +285,6 @@ When you cast [fireball](compendium/spells/fireball.md), you can modify its effe ```ad-embed-feat title: Scattered Fire, Feat 8 collapse: closed -# Scattered Fire *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) @@ -317,7 +298,6 @@ When you cast [fireball](compendium/spells/fireball.md), you can modify its area ```ad-embed-feat title: Siphoning Touch, Feat 8 collapse: closed -# Siphoning Touch *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) @@ -331,7 +311,6 @@ When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can mod ```ad-embed-feat title: Smoldering Explosion, Feat 8 collapse: closed -# Smoldering Explosion *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](compendium/spells/fireball.md) @@ -345,7 +324,6 @@ When you cast [fireball](compendium/spells/fireball.md) heightened to at least 4 ```ad-embed-feat title: Steal Vitality, Feat 8 collapse: closed -# Steal Vitality *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](compendium/spells/vampiric-touch.md) @@ -359,7 +337,6 @@ When you cast [vampiric touch](compendium/spells/vampiric-touch.md), you can mod ```ad-embed-feat title: Surrounding Flames, Feat 10 collapse: closed -# Surrounding Flames *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [wall of fire](compendium/spells/wall-of-fire.md) @@ -373,7 +350,6 @@ When you cast [wall of fire](compendium/spells/wall-of-fire.md), you can modify ```ad-embed-feat title: Toppling Tentacles, Feat 10 collapse: closed -# Toppling Tentacles *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spell Trickster Dedication](compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [black tentacles](compendium/spells/black-tentacles.md) @@ -387,7 +363,6 @@ When you cast [black tentacles](compendium/spells/black-tentacles.md), replace t ```ad-embed-feat title: Choking Smoke, Feat 12* collapse: closed -# Choking Smoke *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Choking Smoke](compendium/feats/choking-smoke-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. @@ -403,7 +378,6 @@ When you cast [fireball](compendium/spells/fireball.md) heightened to at least 6 ```ad-embed-feat title: Directed Poison, Feat 12* collapse: closed -# Directed Poison *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Directed Poison](compendium/feats/directed-poison-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/spellmaster-locg.md b/compendium/character/archetypes/spellmaster-locg.md index 29d0897eb..e01081396 100644 --- a/compendium/character/archetypes/spellmaster-locg.md +++ b/compendium/character/archetypes/spellmaster-locg.md @@ -14,7 +14,6 @@ Those who train under the Master of Spells concern themselves with all matters r ```ad-embed-feat title: Spellmaster Dedication, Feat 6 collapse: closed -# Spellmaster Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells @@ -30,7 +29,6 @@ As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance ```ad-embed-feat title: Surreptitious Spellcaster, Feat 8 collapse: closed -# Surreptitious Spellcaster *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md) @@ -44,7 +42,6 @@ You've learned that it pays for a Pathfinder to be able to cast spells without b ```ad-embed-feat title: Ward Casting, Feat 10 collapse: closed -# Ward Casting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Spellmaster Dedication](compendium/feats/spellmaster-dedication-locg.md), Steady Spellcasting @@ -60,7 +57,6 @@ You carefully ward your spell by drawing from a mantle of magical energy you pre ```ad-embed-feat title: Spellmaster's Resilience, Feat 12* collapse: closed -# Spellmaster's Resilience *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Spellmaster's Resilience](compendium/feats/spellmasters-resilience-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. @@ -76,7 +72,6 @@ Your experience with a specific type of harmful magic makes you more resistant t ```ad-embed-feat title: Absorb Spell, Feat 14* collapse: closed -# Absorb Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Absorb Spell](compendium/feats/absorb-spell-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/spellshot-g-g.md b/compendium/character/archetypes/spellshot-g-g.md index bd2fc9233..21b9ee648 100644 --- a/compendium/character/archetypes/spellshot-g-g.md +++ b/compendium/character/archetypes/spellshot-g-g.md @@ -29,61 +29,68 @@ You've learned the intricacies of magic and technology, blending the two togethe G&G p. 140 ```ad-embed-ability -title: Thoughtful Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") +title: **Thoughtful Reload** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([gunslinger](rules/traits/gunslinger-g-g.md)) + As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a [Recall Knowledge](rules/actions/recall-knowledge.md) check against an opponent you can see and then [Interact](rules/actions/interact.md) to reload. -%% #trait/gunslinger %% +%% + #trait/gunslinger +%% ``` ### Initial Deed G&G p. 140 ```ad-embed-ability -title: Energy Shot [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") +title: **Energy Shot** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md), [spellshot](rules/traits/spellshot-g-g.md)) - **Trigger**: You roll initiative. **Effect** You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three [Strikes](rules/actions/strike.md) of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each [Strike](rules/actions/strike.md). -%% #trait/evocation #trait/magical #trait/spellshot %% +%% + #trait/evocation #trait/magical #trait/spellshot +%% ``` ### Initial Deed G&G p. 140 ```ad-embed-ability -title: Energy Shot [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") +title: **Energy Shot** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md), [spellshot](rules/traits/spellshot-g-g.md)) - **Trigger**: You roll initiative. **Effect** You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three [Strikes](rules/actions/strike.md) of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each [Strike](rules/actions/strike.md). -%% #trait/evocation #trait/magical #trait/spellshot %% +%% + #trait/evocation #trait/magical #trait/spellshot +%% ``` ### Advanced Deed G&G p. 140 ```ad-embed-ability -title: Recall Ammunition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Recall Ammunition** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [magical](rules/traits/magical.md), [spellshot](rules/traits/spellshot-g-g.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: You miss with a firearm or crossbow [Strike](rules/actions/strike.md) while using an ordinary level-0 bolt or bullet **Effect** You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again. -%% #trait/conjuration #trait/magical #trait/spellshot #trait/teleportation %% +%% + #trait/conjuration #trait/magical #trait/spellshot #trait/teleportation +%% ``` ### Greater Deed G&G p. 140 ```ad-embed-ability -title: Dispelling Bullet [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") +title: **Dispelling Bullet** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([abjuration](rules/traits/abjuration.md), [magical](rules/traits/magical.md), [spellshot](rules/traits/spellshot-g-g.md)) + You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow [Strike](rules/actions/strike.md) against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. -%% #trait/abjuration #trait/magical #trait/spellshot %% +%% + #trait/abjuration #trait/magical #trait/spellshot +%% ``` *Source: Guns & Gears p. 140* @@ -91,7 +98,6 @@ You imprint a bullet with a field of abjuration built upon your magical signatur ````ad-embed-feat title: Spellshot Dedication, Feat 2 collapse: closed -# Spellshot Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: way of the spellshot @@ -99,11 +105,14 @@ collapse: closed You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the Conjure Bullet action. ```ad-embed-ability -title: Conjure Bullet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Conjure Bullet** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([conjuration](rules/traits/conjuration.md), [magical](rules/traits/magical.md)) + +- **Frequency**: once per round -You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted. -%% #trait/conjuration #trait/magical %% +**Effect** You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted. +%% + #trait/conjuration #trait/magical +%% ``` **Special.** You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the [spellshot](compendium/character/archetypes/spellshot-g-g.md) or [beast gunner](compendium/character/archetypes/beast-gunner-g-g.md) archetypes. @@ -115,7 +124,6 @@ You conjure an ordinary level-0 bolt or bullet out of thin air and then immediat ```ad-embed-feat title: Fulminating Shot, Feat 6 collapse: closed -# Fulminating Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Prerequisites**: [Spellshot Dedication](compendium/feats/spellshot-dedication-g-g.md) @@ -131,7 +139,6 @@ You channel potent magic into your next shot, empowering it with a blast of crac ```ad-embed-feat title: Call Gun, Feat 8 collapse: closed -# Call Gun *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Prerequisites**: [Spellshot Dedication](compendium/feats/spellshot-dedication-g-g.md) @@ -147,7 +154,6 @@ Call Gun [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single A ```ad-embed-feat title: Phase Bullet, Feat 14* collapse: closed -# Phase Bullet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") > [!pf2-note] This version of [Phase Bullet](compendium/feats/phase-bullet-g-g.md) is intended for use with the Spellshot Archetype. Its level has been changed accordingly. @@ -165,7 +171,6 @@ You can aim your bullets not just in three normal dimensions, but in additional ```ad-embed-feat title: Black Powder Embodiment, Feat 18* collapse: closed -# Black Powder Embodiment [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") > [!pf2-note] This version of [Black Powder Embodiment](compendium/feats/black-powder-embodiment-g-g.md) is intended for use with the Spellshot Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/staff-acrobat-ec1.md b/compendium/character/archetypes/staff-acrobat-ec1.md index a686facff..01f21b422 100644 --- a/compendium/character/archetypes/staff-acrobat-ec1.md +++ b/compendium/character/archetypes/staff-acrobat-ec1.md @@ -14,7 +14,6 @@ You can perform amazing acts in and out of combat when you have a spear, staff, ```ad-embed-feat title: Staff Acrobat Dedication, Feat 2 collapse: closed -# Staff Acrobat Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Dexterity 16; trained in [Acrobatics](compendium/skills.md#Acrobatics); trained in [Athletics](compendium/skills.md#Athletics); trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff") @@ -30,7 +29,6 @@ When you [High Jump](rules/actions/high-jump.md), [Leap](rules/actions/leap.md), ```ad-embed-feat title: Bullying Staff, Feat 4 collapse: closed -# Bullying Staff *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) @@ -45,7 +43,6 @@ You can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip. ```ad-embed-feat title: Staff Sweep, Feat 6 collapse: closed -# Staff Sweep [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) @@ -61,7 +58,6 @@ You sweep your foes away with your staff. Roll an [Athletics](compendium/skills. ```ad-embed-feat title: Levering Strike, Feat 8 collapse: closed -# Levering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [press](rules/traits/press.md "Press Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md) @@ -77,7 +73,6 @@ Make a [Strike](rules/actions/strike.md) with your staff. As long as you don't c ```ad-embed-feat title: Whirlwind Stance, Feat 10 collapse: closed -# Whirlwind Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Staff Acrobat Dedication](compendium/feats/staff-acrobat-dedication-ec1.md), expert proficiency in your staff @@ -93,7 +88,6 @@ You use your staff as a defensive implement as well as an offensive one. You gai ```ad-embed-feat title: Pivot Strike, Feat 14* collapse: closed -# Pivot Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [open](rules/traits/open.md "Open Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Pivot Strike](compendium/feats/pivot-strike-ec1.md) is intended for use with the Staff Acrobat Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/sterling-dynamo-g-g.md b/compendium/character/archetypes/sterling-dynamo-g-g.md index 2686ece61..d51f96469 100644 --- a/compendium/character/archetypes/sterling-dynamo-g-g.md +++ b/compendium/character/archetypes/sterling-dynamo-g-g.md @@ -20,7 +20,6 @@ As you train to use your dynamo in all sorts of adventures, you may become capab ```ad-embed-feat title: Sterling Dynamo Dedication, Feat 2 collapse: closed -# Sterling Dynamo Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") @@ -49,7 +48,6 @@ However, enemies can attempt to Disable the dynamo, which has a level equal to y ```ad-embed-feat title: Modular Dynamo, Feat 4 collapse: closed -# Modular Dynamo *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sterling Dynamo Dedication](compendium/feats/sterling-dynamo-dedication-g-g.md) @@ -67,7 +65,6 @@ When you use an [Interact](rules/actions/interact.md) action to switch configura ```ad-embed-feat title: Piston Punch, Feat 6 collapse: closed -# Piston Punch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Sterling Dynamo Dedication](compendium/feats/sterling-dynamo-dedication-g-g.md) @@ -84,7 +81,6 @@ Make a single bludgeoning or piercing dynamo [Strike](rules/actions/strike.md) a ```ad-embed-feat title: Stasian Smash, Feat 8 collapse: closed -# Stasian Smash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Ustalav. @@ -104,7 +100,6 @@ At 18th level, the additional electricity damage to the target increases to `2d1 ```ad-embed-feat title: Beast Dynamo Howl, Feat 10 collapse: closed -# Beast Dynamo Howl [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Arcadia. @@ -119,7 +114,6 @@ You've incorporated beast tech from Arcadia into your dynamo, adding in componen ```ad-embed-feat title: Golem Dynamo, Feat 12* collapse: closed -# Golem Dynamo *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Golem Dynamo](compendium/feats/golem-dynamo-g-g.md) is intended for use with the Sterling Dynamo Archetype. Its level has been changed accordingly. @@ -136,7 +130,6 @@ You've learned the secrets of Jistkan golem prostheses, allowing you to incorpor ```ad-embed-feat title: Soaring Dynamo, Feat 18* collapse: closed -# Soaring Dynamo *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Soaring Dynamo](compendium/feats/soaring-dynamo-g-g.md) is intended for use with the Sterling Dynamo Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/student-of-perfection-lowg.md b/compendium/character/archetypes/student-of-perfection-lowg.md index d9c0f4998..89a6f5091 100644 --- a/compendium/character/archetypes/student-of-perfection-lowg.md +++ b/compendium/character/archetypes/student-of-perfection-lowg.md @@ -14,7 +14,6 @@ You studied martial arts at Jalmeray's Houses of Perfection. ```ad-embed-feat title: Student of Perfection Dedication, Feat 2 collapse: closed -# Student of Perfection Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Jalmeray. @@ -31,7 +30,6 @@ You have learned the martial arts techniques of your House of Perfection. You be ```ad-embed-feat title: Perfect Strike, Feat 4 collapse: closed -# Perfect Strike *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) @@ -45,7 +43,6 @@ You gain the [perfect strike](compendium/spells/perfect-strike-lowg.md) ki spell ```ad-embed-feat title: Perfect Ki Adept, Feat 6 collapse: closed -# Perfect Ki Adept *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) diff --git a/compendium/character/archetypes/summoner-som.md b/compendium/character/archetypes/summoner-som.md index 504bc235e..be67c06af 100644 --- a/compendium/character/archetypes/summoner-som.md +++ b/compendium/character/archetypes/summoner-som.md @@ -33,7 +33,6 @@ The summoner archetype grants you an eidolon to join you in battle. It's a parti ```ad-embed-feat title: Summoner Dedication, Feat 2 collapse: closed -# Summoner Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -57,7 +56,6 @@ At 5th level, the eidolon's ability score that was reduced to 16 increases to 18 ```ad-embed-feat title: Basic Synergy, Feat 4 collapse: closed -# Basic Synergy *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) @@ -71,7 +69,6 @@ You gain a 1st- or 2nd-level summoner feat of your choice. ```ad-embed-feat title: Initial Eidolon Ability, Feat 4 collapse: closed -# Initial Eidolon Ability *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) @@ -85,7 +82,6 @@ Your link to your eidolon becomes stronger, granting it a new ability. Your eido ```ad-embed-feat title: Advanced Synergy, Feat 6 collapse: closed -# Advanced Synergy *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Synergy](compendium/feats/basic-synergy-som.md) @@ -101,7 +97,6 @@ You gain one summoner feat. For the purpose of meeting its prerequisites, your s ```ad-embed-feat title: Basic Summoner Spellcasting, Feat 6 collapse: closed -# Basic Summoner Spellcasting *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Summoner Dedication](compendium/feats/summoner-dedication-som.md) @@ -119,7 +114,6 @@ You become trained in spell attack rolls and spell DCs of that tradition. You ga ```ad-embed-feat title: Expert Combat Eidolon, Feat 12* collapse: closed -# Expert Combat Eidolon *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Combat Eidolon](compendium/feats/expert-combat-eidolon-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. @@ -135,7 +129,6 @@ Your eidolon advances its capabilities in combat. Your eidolon becomes an expert ```ad-embed-feat title: Expert Summoner Spellcasting, Feat 12* collapse: closed -# Expert Summoner Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. @@ -151,7 +144,6 @@ You gain the expert bounded spellcasting benefits. ```ad-embed-feat title: Signature Synergy, Feat 14* collapse: closed -# Signature Synergy *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Signature Synergy](compendium/feats/signature-synergy-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. @@ -167,7 +159,6 @@ Your eidolon gains an evolution integral to its form, and it comes more easily t ```ad-embed-feat title: Master Summoner Spellcasting, Feat 18* collapse: closed -# Master Summoner Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/swashbuckler-apg.md b/compendium/character/archetypes/swashbuckler-apg.md index 4bbe4a111..c7c1003ec 100644 --- a/compendium/character/archetypes/swashbuckler-apg.md +++ b/compendium/character/archetypes/swashbuckler-apg.md @@ -19,7 +19,6 @@ The swashbuckler archetype is a great fit for martial characters who want to be ```ad-embed-feat title: Swashbuckler Dedication, Feat 2 collapse: closed -# Swashbuckler Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14, Dexterity 14 @@ -37,7 +36,6 @@ You also become trained in swashbuckler class DC. You don't gain any other effec ```ad-embed-feat title: Basic Flair, Feat 4 collapse: closed -# Basic Flair *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) @@ -51,7 +49,6 @@ You gain a 1st- or 2nd-level swashbuckler of your choice. ```ad-embed-feat title: Finishing Precision, Feat 4 collapse: closed -# Finishing Precision *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) @@ -67,7 +64,6 @@ Basic Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Si ```ad-embed-feat title: Advanced Flair, Feat 6 collapse: closed -# Advanced Flair *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Flair](compendium/feats/basic-flair-apg.md) @@ -83,7 +79,6 @@ You gain one swashbuckler feat. For the purpose of meeting its prerequisites, yo ```ad-embed-feat title: Swashbuckler's Riposte, Feat 6 collapse: closed -# Swashbuckler's Riposte *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) @@ -97,7 +92,6 @@ You've learned to riposte against ill-conceived attacks. You gain the Opportune ```ad-embed-feat title: Swashbuckler's Speed, Feat 8 collapse: closed -# Swashbuckler's Speed *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Swashbuckler Dedication](compendium/feats/swashbuckler-dedication-apg.md) @@ -111,7 +105,6 @@ You move faster, with or without panache. Increase the status bonus to your Spee ```ad-embed-feat title: Evasiveness, Feat 12* collapse: closed -# Evasiveness *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Evasiveness](compendium/feats/evasiveness-apg.md) is intended for use with the Swashbuckler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/swordmaster-locg.md b/compendium/character/archetypes/swordmaster-locg.md index 73d7b6a58..8070188f1 100644 --- a/compendium/character/archetypes/swordmaster-locg.md +++ b/compendium/character/archetypes/swordmaster-locg.md @@ -14,7 +14,6 @@ Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot ```ad-embed-feat title: Swordmaster Dedication, Feat 6 collapse: closed -# Swordmaster Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords @@ -30,7 +29,6 @@ Your Swords training taught you to never lose hold of your weapon. You gain a +2 ```ad-embed-feat title: Harrying Strike, Feat 10 collapse: closed -# Harrying Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [press](rules/traits/press.md "Press Combat Trait") - **Prerequisites**: [Swordmaster Dedication](compendium/feats/swordmaster-dedication-locg.md) @@ -50,7 +48,6 @@ Your attack prevents a foe from pursuing your allies. Make a melee [Strike](rule ```ad-embed-feat title: Shoulder Catastrophe, Feat 12* collapse: closed -# Shoulder Catastrophe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Shoulder Catastrophe](compendium/feats/shoulder-catastrophe-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. @@ -68,7 +65,6 @@ You've trained to protect your allies by diverting the worst attacks to yourself ```ad-embed-feat title: Death's Door, Feat 14* collapse: closed -# Death's Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Death's Door](compendium/feats/deaths-door-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/talisman-dabbler-apg.md b/compendium/character/archetypes/talisman-dabbler-apg.md index 23f8b27b0..7239fba0b 100644 --- a/compendium/character/archetypes/talisman-dabbler-apg.md +++ b/compendium/character/archetypes/talisman-dabbler-apg.md @@ -14,7 +14,6 @@ The classic idea of magic is that of a hoary wizard, poring over a crumbling boo ```ad-embed-feat title: Talisman Dabbler Dedication, Feat 2 collapse: closed -# Talisman Dabbler Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") @@ -35,7 +34,6 @@ Finally, when you [Affix a Talisman](rules/actions/affix-a-talisman.md), you can ```ad-embed-feat title: Quick Fix, Feat 4 collapse: closed -# Quick Fix *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) @@ -53,7 +51,6 @@ You gain the ability to [Affix a Talisman](rules/actions/affix-a-talisman.md) as ```ad-embed-feat title: Deeper Dabbler, Feat 8 collapse: closed -# Deeper Dabbler *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Talisman Dabbler Dedication](compendium/feats/talisman-dabbler-dedication-apg.md) @@ -69,7 +66,6 @@ With some streamlining to your process and a deeper collection of talisman mater ```ad-embed-feat title: Talismanic Sage, Feat 14* collapse: closed -# Talismanic Sage *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Talismanic Sage](compendium/feats/talismanic-sage-apg.md) is intended for use with the Talisman Dabbler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/thaumaturge-da.md b/compendium/character/archetypes/thaumaturge-da.md index de49320ec..3ddf75555 100644 --- a/compendium/character/archetypes/thaumaturge-da.md +++ b/compendium/character/archetypes/thaumaturge-da.md @@ -19,7 +19,6 @@ Thaumaturge suits characters who want to glean strange knowledge. It's especiall ````ad-embed-feat title: Thaumaturge Dedication, Feat 2 collapse: closed -# Thaumaturge Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Charisma 14 @@ -27,13 +26,15 @@ collapse: closed You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. ```ad-embed-ability -title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Glimpse Vulnerability** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([esoterica](rules/traits/esoterica-da.md), [manipulate](rules/traits/manipulate.md)) +- **Frequency**: once per round - **Requirements**: You are holding your implement **Effect** You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon [Strikes](rules/actions/strike.md). -%% #trait/esoterica #trait/manipulate %% +%% + #trait/esoterica #trait/manipulate +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype. @@ -45,7 +46,6 @@ title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game. ```ad-embed-feat title: Basic Thaumaturgy, Feat 4 collapse: closed -# Basic Thaumaturgy *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) @@ -59,7 +59,6 @@ You gain a 1st- or 2nd-level thaumaturge feat of your choice. ```ad-embed-feat title: Advanced Thaumaturgy, Feat 6 collapse: closed -# Advanced Thaumaturgy *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Thaumaturgy](compendium/feats/basic-thaumaturgy-da.md) @@ -75,7 +74,6 @@ You gain one thaumaturge feat. For the purpose of meeting its prerequisites, you ```ad-embed-feat title: Implement Initiate, Feat 6 collapse: closed -# Implement Initiate *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md) @@ -89,7 +87,6 @@ You gain your first implement and esoterica|thaumaturge|DA|1||implement's initia ```ad-embed-feat title: Magical Knowledge, Feat 8 collapse: closed -# Magical Knowledge *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Thaumaturge Dedication](compendium/feats/thaumaturge-dedication-da.md), trained in one of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) and expert in another @@ -103,7 +100,6 @@ Increase your proficiency rank in one of [Arcana](compendium/skills.md#Arcana), ```ad-embed-feat title: Resolute, Feat 12* collapse: closed -# Resolute *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Resolute](compendium/feats/resolute-da.md) is intended for use with the Thaumaturge Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/time-mage-da.md b/compendium/character/archetypes/time-mage-da.md index 93df92b6d..c5e9b338b 100644 --- a/compendium/character/archetypes/time-mage-da.md +++ b/compendium/character/archetypes/time-mage-da.md @@ -18,7 +18,6 @@ For these reasons, most mages merely dabble in time magic, learning a spell or t ```ad-embed-feat title: Time Mage Dedication, Feat 6 collapse: closed -# Time Mage Dedication *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: You have a spellcasting class feature. @@ -36,7 +35,6 @@ As some of your future knowledge leaks back to your present self, you gain the [ ```ad-embed-feat title: Chronocognizance, Feat 7 collapse: closed -# Chronocognizance *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md), master in [Perception](compendium/skills.md#Perception) @@ -50,7 +48,6 @@ The flows and ebbs of time are obvious to you, as are the tangles that form when ```ad-embed-feat title: Chronomancer's Secrets, Feat 8 collapse: closed -# Chronomancer's Secrets *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) @@ -66,7 +63,6 @@ The secrets of time peel back, revealing deeper truths. You gain either the [sta ```ad-embed-feat title: Future Spell Learning, Feat 8 collapse: closed -# Future Spell Learning *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) @@ -80,7 +76,6 @@ More future memories of time magic percolate back to the present, teaching you s ```ad-embed-feat title: What Could Have Been, Feat 8 collapse: closed -# What Could Have Been [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) @@ -95,7 +90,6 @@ Rather than conjuring creatures from elsewhere in the world or the planes, you c ```ad-embed-feat title: Into the Future, Feat 10 collapse: closed -# Into the Future [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") - **Prerequisites**: [Time Mage Dedication](compendium/feats/time-mage-dedication-da.md) @@ -110,7 +104,6 @@ You know your spell will be needed not now but in a few moments, so you cast you ```ad-embed-feat title: Read Disaster, Feat 10* collapse: closed -# Read Disaster *Feat 10* [divination](rules/traits/divination.md "Divination School Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") > [!pf2-note] This version of [Read Disaster](compendium/feats/read-disaster-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -125,7 +118,6 @@ You spend 10 minutes and open yourself to the divine mysteries of the world, pee ```ad-embed-feat title: Quickened Casting (Bard), Feat 12* collapse: closed -# Quickened Casting (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* [bard](rules/traits/bard.md "Bard Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Quickened Casting (Bard)](compendium/feats/quickened-casting-bard.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -142,7 +134,6 @@ If your next action is to cast a bard cantrip or a bard spell that is at least 2 ```ad-embed-feat title: Plot The Future, Feat 16* collapse: closed -# Plot The Future *Feat 16* [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Plot The Future](compendium/feats/plot-the-future-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -157,7 +148,6 @@ You spend 10 minutes in contemplation to uncannily predict how events will play ```ad-embed-feat title: Purge of Moments, Feat 16* collapse: closed -# Purge of Moments [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") > [!pf2-note] This version of [Purge of Moments](compendium/feats/purge-of-moments-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -175,7 +165,6 @@ All things eventually end, a truth that you can put into practice by acceleratin ```ad-embed-feat title: Timeline-Splitting Spell, Feat 18* collapse: closed -# Timeline-Splitting Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") > [!pf2-note] This version of [Timeline-Splitting Spell](compendium/feats/timeline-splitting-spell-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. @@ -195,7 +184,6 @@ Then, choose which of the two spells takes effect, using the previously made rol ```ad-embed-feat title: Echoing Spell, Feat 20* collapse: closed -# Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Echoing Spell](compendium/feats/echoing-spell-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/trapsmith-g-g.md b/compendium/character/archetypes/trapsmith-g-g.md index 0e87e0c58..be72c044b 100644 --- a/compendium/character/archetypes/trapsmith-g-g.md +++ b/compendium/character/archetypes/trapsmith-g-g.md @@ -16,7 +16,6 @@ You can select the dedication feat for the trapsmith archetype even if you haven ```ad-embed-feat title: Trapsmith Dedication, Feat 4 collapse: closed -# Trapsmith Dedication *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: [Snarecrafter Dedication](compendium/feats/snarecrafter-dedication-apg.md) or [Snare Specialist](compendium/feats/snare-specialist.md) ranger class feat @@ -32,7 +31,6 @@ You use glimmering gears and gnashing mechanisms to manufacture snares using spe ```ad-embed-feat title: Gear Gnash, Feat 4 collapse: closed -# Gear Gnash *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Trapsmith Dedication](compendium/feats/trapsmith-dedication-g-g.md), expert in [Crafting](compendium/skills.md#Crafting) @@ -46,7 +44,6 @@ Snares you create have complicated inner workings that are quite difficult to di ```ad-embed-feat title: Propeller Attachment, Feat 7 collapse: closed -# Propeller Attachment *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Trapsmith Dedication](compendium/feats/trapsmith-dedication-g-g.md), master in [Crafting](compendium/skills.md#Crafting) @@ -60,7 +57,6 @@ You've mastered attaching clockwork propellers to your daily quick-deploy snares ```ad-embed-feat title: Recycled Cogwheels, Feat 8 collapse: closed -# Recycled Cogwheels *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Trapsmith Dedication](compendium/feats/trapsmith-dedication-g-g.md) @@ -74,7 +70,6 @@ You're able to scavenge the cogwheels from your daily quick-deploy snares that u ```ad-embed-feat title: Repurposed Parts, Feat 10 collapse: closed -# Repurposed Parts *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Trapsmith Dedication](compendium/feats/trapsmith-dedication-g-g.md) @@ -88,7 +83,6 @@ You are familiar with the fittings and cogwheels of your snares and can repurpos ```ad-embed-feat title: Finessed Features, Feat 12* collapse: closed -# Finessed Features *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Finessed Features](compendium/feats/finessed-features-g-g.md) is intended for use with the Trapsmith Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/trick-driver-g-g.md b/compendium/character/archetypes/trick-driver-g-g.md index f8d38f013..30c14947e 100644 --- a/compendium/character/archetypes/trick-driver-g-g.md +++ b/compendium/character/archetypes/trick-driver-g-g.md @@ -14,7 +14,6 @@ While cavaliers follow an old and tired tradition of mounted combat, you take a ```ad-embed-feat title: Trick Driver Dedication, Feat 2 collapse: closed -# Trick Driver Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") @@ -33,7 +32,6 @@ You can use Dexterity in place of Intelligence when attempting piloting checks w ```ad-embed-feat title: Express Driver, Feat 2 collapse: closed -# Express Driver *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Trick Driver Dedication](compendium/feats/trick-driver-dedication-g-g.md) @@ -49,7 +47,6 @@ When calculating your travel speed for the day while piloting a vehicle, you can ```ad-embed-feat title: Power Slide, Feat 4 collapse: closed -# Power Slide [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [move](rules/traits/move.md "Move Combat Trait") [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Trick Driver Dedication](compendium/feats/trick-driver-dedication-g-g.md) @@ -65,7 +62,6 @@ You throw the vehicle into a barely controlled skid, turning sharply to evade pu ```ad-embed-feat title: Take The Wheel, Feat 4 collapse: closed -# Take The Wheel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Trick Driver Dedication](compendium/feats/trick-driver-dedication-g-g.md), expert in [Driving Lore](compendium/skills.md#Lore) @@ -81,7 +77,6 @@ Diving into a moving vehicle and seizing the controls is nothing new for you. Yo ```ad-embed-feat title: Push It, Feat 7 collapse: closed -# Push It *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Trick Driver Dedication](compendium/feats/trick-driver-dedication-g-g.md), master in [Driving Lore](compendium/skills.md#Lore) @@ -95,7 +90,6 @@ You can push your vehicle's performance beyond the limits envisioned by its make ```ad-embed-feat title: Roadkill, Feat 10 collapse: closed -# Roadkill *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Trick Driver Dedication](compendium/feats/trick-driver-dedication-g-g.md) @@ -112,7 +106,6 @@ When you use [Run Over](rules/actions/run-over-gmg.md), you can use your class D ```ad-embed-feat title: Drive-by Attack, Feat 12* collapse: closed -# Drive-by Attack [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Drive-by Attack](compendium/feats/drive-by-attack-g-g.md) is intended for use with the Trick Driver Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md b/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md index dbcec251b..144306e02 100644 --- a/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md +++ b/compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md @@ -14,7 +14,6 @@ You are a feller of trees and a skilled axe wielder, trained in the art of fores ```ad-embed-feat title: Turpin Rowe Lumberjack Dedication, Feat 2 collapse: closed -# Turpin Rowe Lumberjack Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You must befriend at least one Turpin Rowe logger. @@ -31,7 +30,6 @@ Your logging training has made you intimately familiar with all aspects of fores ```ad-embed-feat title: Axe Climber, Feat 4 collapse: closed -# Axe Climber *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) @@ -45,7 +43,6 @@ When you are climbing a wooden surface and have a hatchet or battle axe in each ```ad-embed-feat title: Log Roll, Feat 4 collapse: closed -# Log Roll [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) @@ -63,7 +60,6 @@ Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the adjac ```ad-embed-feat title: Axe Thrower, Feat 6 collapse: closed -# Axe Thrower *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) @@ -77,7 +73,6 @@ You have mastered the weight and balance of a variety of axes and can lob them w ```ad-embed-feat title: Widen The Gap, Feat 10 collapse: closed -# Widen The Gap *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Turpin Rowe Lumberjack Dedication](compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) diff --git a/compendium/character/archetypes/undead-master-botd.md b/compendium/character/archetypes/undead-master-botd.md index 27123656e..917756d2f 100644 --- a/compendium/character/archetypes/undead-master-botd.md +++ b/compendium/character/archetypes/undead-master-botd.md @@ -18,7 +18,6 @@ The additional feats below are found in the [beastmaster](compendium/character/a ```ad-embed-feat title: Undead Master Dedication, Feat 2 collapse: closed -# Undead Master Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: evil alignment @@ -36,7 +35,6 @@ Contrary to the usual rules for companions, as an undead master it's possible fo ```ad-embed-feat title: Additional Companion, Feat 4* collapse: closed -# Additional Companion *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Additional Companion](compendium/feats/additional-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -54,7 +52,6 @@ Another animal joins you in your travels. It is a young animal companion that ha ```ad-embed-feat title: Mature Beastmaster Companion, Feat 4* collapse: closed -# Mature Beastmaster Companion *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mature Beastmaster Companion](compendium/feats/mature-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -70,7 +67,6 @@ All of your animal companions grow up, becoming mature animal companions and gai ```ad-embed-feat title: Companion's Cry, Feat 6* collapse: closed -# Companion's Cry *Feat 6* [ranger](rules/traits/ranger.md "Ranger Class Trait") > [!pf2-note] This version of [Companion's Cry](compendium/feats/companions-cry.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -86,7 +82,6 @@ You can urge your companion to do its utmost. You can spend 2 actions to [Comman ```ad-embed-feat title: Guardian Ghosts, Feat 8 collapse: closed -# Guardian Ghosts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Prerequisites**: [Undead Master Dedication](compendium/feats/undead-master-dedication-botd.md) @@ -103,7 +98,6 @@ You magically divert some of the harm from an incoming attack away from yourself ```ad-embed-feat title: Incredible Beastmaster Companion, Feat 8* collapse: closed -# Incredible Beastmaster Companion *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Incredible Beastmaster Companion](compendium/feats/incredible-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -121,7 +115,6 @@ They each become nimble or savage animal companions (your choice, choose for eac ```ad-embed-feat title: Their Master's Call, Feat 12* collapse: closed -# Their Master's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") > [!pf2-note] This version of [Their Master's Call](compendium/feats/their-masters-call-botd.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -138,7 +131,6 @@ In a pinch, you pull one of your inactive companions from their rest to provide ```ad-embed-feat title: Specialized Beastmaster Companion, Feat 14* collapse: closed -# Specialized Beastmaster Companion *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Specialized Beastmaster Companion](compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. @@ -156,7 +148,6 @@ Your nimble and savage animal companions become cunning enough to become special ```ad-embed-feat title: Lead The Pack, Feat 16* collapse: closed -# Lead The Pack *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Lead The Pack](compendium/feats/lead-the-pack-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/undead-slayer-botd.md b/compendium/character/archetypes/undead-slayer-botd.md index ea1a4d444..1570e0f66 100644 --- a/compendium/character/archetypes/undead-slayer-botd.md +++ b/compendium/character/archetypes/undead-slayer-botd.md @@ -28,7 +28,6 @@ Some undead slayers work at the behest of an organization to exterminate the und ````ad-embed-feat title: Undead Slayer Dedication, Feat 2 collapse: closed -# Undead Slayer Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) @@ -36,7 +35,7 @@ collapse: closed Your training has prepared you to recognize most undead on sight. You become trained in two [Lore](compendium/skills.md#Lore) skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. ```ad-embed-ability -title: Slayer's Identification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Slayer's Identification** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: You roll initiative and can observe a creature you know is undead @@ -50,11 +49,10 @@ title: Slayer's Identification [F](rules/core-rulebook/chapter-9-playing-the-gam ```ad-embed-feat title: Blessed Medicine, Feat 4 collapse: closed -# Blessed Medicine *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) -- **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as b1 or mummy rot). +- **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as [ghoul fever](compendium/gm/afflictions/ghoul-fever-b1.md) or mummy rot). Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result. @@ -65,7 +63,6 @@ Your experience battling undead has uniquely prepared you to fight the diseases ```ad-embed-feat title: Hunter's Sanctum, Feat 4 collapse: closed -# Hunter's Sanctum *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) @@ -79,7 +76,6 @@ You establish a safe house where you can prepare for your hunt. The sanctum is r ```ad-embed-feat title: Necromantic Resistance, Feat 4 collapse: closed -# Necromantic Resistance *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) @@ -93,7 +89,6 @@ As part of your training, you've inured yourself against necromancy through grue ```ad-embed-feat title: Slayer's Strike, Feat 4 collapse: closed -# Slayer's Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) @@ -110,7 +105,6 @@ If you're at least 10th level, increase this to two extra dice, and if you're at ```ad-embed-feat title: Frighten Undead, Feat 6 collapse: closed -# Frighten Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md), trained in [Intimidation](compendium/skills.md#Intimidation) @@ -125,7 +119,6 @@ Your very presence chills creatures of the night down to their core and you can ```ad-embed-feat title: Gear Up, Feat 6 collapse: closed -# Gear Up *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) @@ -139,7 +132,6 @@ Whether it's wooden stakes, [holy water](compendium/equipment/items/holy-water.m ```ad-embed-feat title: Slayer's Blessing, Feat 8 collapse: closed -# Slayer's Blessing *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Slayer's Strike](compendium/feats/slayers-strike-botd.md) @@ -155,7 +147,6 @@ At 14th level, add adamantine and mithral to the list of materials you can choos ```ad-embed-feat title: Slayer's Presence, Feat 10 collapse: closed -# Slayer's Presence *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Frighten Undead](compendium/feats/frighten-undead-botd.md) diff --git a/compendium/character/archetypes/unexpected-sharpshooter-g-g.md b/compendium/character/archetypes/unexpected-sharpshooter-g-g.md index 200c3a421..d402580ac 100644 --- a/compendium/character/archetypes/unexpected-sharpshooter-g-g.md +++ b/compendium/character/archetypes/unexpected-sharpshooter-g-g.md @@ -30,7 +30,6 @@ Somehow, despite your apparent clumsiness, professed confusion, and known propen ````ad-embed-feat title: Unexpected Sharpshooter Dedication, Feat 2 collapse: closed -# Unexpected Sharpshooter Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Frequency**: once per day @@ -38,11 +37,14 @@ collapse: closed Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity. ```ad-embed-ability -title: Accidental Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Accidental Shot** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([fortune](rules/traits/fortune.md)) -You make a [Strike](rules/actions/strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). -%% #trait/fortune %% +- **Frequency**: once per day + +**Effect** You make a [Strike](rules/actions/strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). +%% + #trait/fortune +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype. @@ -54,7 +56,6 @@ You make a [Strike](rules/actions/strike.md) with a ranged weapon, rolling the a ```ad-embed-feat title: Hit The Dirt!, Feat 4* collapse: closed -# Hit The Dirt! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Hit The Dirt!](compendium/feats/hit-the-dirt-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. @@ -71,7 +72,6 @@ You fling yourself out of harm's way. You [Leap](rules/actions/leap.md). Your mo ```ad-embed-feat title: Lucky Escape, Feat 4 collapse: closed -# Lucky Escape [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") - **Prerequisites**: [Unexpected Sharpshooter Dedication](compendium/feats/unexpected-sharpshooter-dedication-g-g.md) @@ -88,7 +88,6 @@ Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... the ```ad-embed-feat title: Risky Reload, Feat 4* collapse: closed -# Risky Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [flourish](rules/traits/flourish.md "Flourish Combat Trait") [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Risky Reload](compendium/feats/risky-reload-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. @@ -105,7 +104,6 @@ You've practiced a technique for rapidly reloading your firearm, but attempting ```ad-embed-feat title: No Hard Feelings, Feat 6 collapse: closed -# No Hard Feelings *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Unexpected Sharpshooter Dedication](compendium/feats/unexpected-sharpshooter-dedication-g-g.md) @@ -119,7 +117,6 @@ Despite the devastation your weapons tend to inflict upon their targets or the d ```ad-embed-feat title: That Was A Close One, Huh?, Feat 7 collapse: closed -# That Was A Close One, Huh? [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Unexpected Sharpshooter Dedication](compendium/feats/unexpected-sharpshooter-dedication-g-g.md) @@ -138,7 +135,6 @@ Attempt to [Demoralize](rules/actions/demoralize.md) either the foe you hit with ```ad-embed-feat title: Unbelievable Luck, Feat 8 collapse: closed -# Unbelievable Luck *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Unexpected Sharpshooter Dedication](compendium/feats/unexpected-sharpshooter-dedication-g-g.md) @@ -152,7 +148,6 @@ While no one, not even you, might appear to understand why, you demonstrate a gr ```ad-embed-feat title: I Meant To Do That, Feat 10 collapse: closed -# I Meant To Do That [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception), [Unexpected Sharpshooter Dedication](compendium/feats/unexpected-sharpshooter-dedication-g-g.md) @@ -169,7 +164,6 @@ Somehow your stray bullet causes an unintended reaction that creates a problem f ```ad-embed-feat title: Trick Shot, Feat 10* collapse: closed -# Trick Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") > [!pf2-note] This version of [Trick Shot](compendium/feats/trick-shot-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. @@ -189,7 +183,6 @@ You shoot not at your foe but at an object nearby. Make a [Strike](rules/actions ```ad-embed-feat title: Unbelievable Escape, Feat 10 collapse: closed -# Unbelievable Escape *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Unexpected Sharpshooter Dedication](compendium/feats/unexpected-sharpshooter-dedication-g-g.md) @@ -203,7 +196,6 @@ Your ability to narrowly evade danger defies all logic. You can use [Lucky Escap ```ad-embed-feat title: Chain Reaction, Feat 12* collapse: closed -# Chain Reaction [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Chain Reaction](compendium/feats/chain-reaction-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/ursine-avenger-hood-tv.md b/compendium/character/archetypes/ursine-avenger-hood-tv.md index 1f3177409..75171115f 100644 --- a/compendium/character/archetypes/ursine-avenger-hood-tv.md +++ b/compendium/character/archetypes/ursine-avenger-hood-tv.md @@ -17,7 +17,6 @@ Over many generations, the magic of the hood was proven true, and more than that ```ad-embed-feat title: Ursine Avenger Form, Feat 2 collapse: closed -# Ursine Avenger Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Activity** Single Action @@ -31,7 +30,6 @@ You draw the Ursine Avenger Hood over your head and its fur over your arms, assu ```ad-embed-feat title: Senses of the Bear, Feat 4 collapse: closed -# Senses of the Bear *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") @@ -44,7 +42,6 @@ While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. I ```ad-embed-feat title: Bear Hug, Feat 6 collapse: closed -# Bear Hug [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Requirements**: Your last action was a successful claw [Strike](rules/actions/strike.md). @@ -59,7 +56,6 @@ You snatch at your opponent with your claws, pulling them close in a ferocious b ```ad-embed-feat title: Call Ursine Ally, Feat 8 collapse: closed -# Call Ursine Ally *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Frequency**: once per hour @@ -73,7 +69,6 @@ You can cast a 3rd-level [summon animal](compendium/spells/summon-animal.md) as ```ad-embed-feat title: Bear Empathy, Feat 10 collapse: closed -# Bear Empathy *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") @@ -86,7 +81,6 @@ You have a magical affinity for bears and can speak to them through sounds and b ```ad-embed-feat title: Great Bear, Feat 12* collapse: closed -# Great Bear *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Great Bear](compendium/feats/great-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -103,7 +97,6 @@ When you transform, you can take on a bear's bulk and size. You can spend an add ```ad-embed-feat title: Terrible Transformation, Feat 14* collapse: closed -# Terrible Transformation *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Terrible Transformation](compendium/feats/terrible-transformation-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -119,7 +112,6 @@ You let out a mighty roar as part of your transformation. When you use Ursine Av ```ad-embed-feat title: Fearsome Fangs, Feat 16* collapse: closed -# Fearsome Fangs *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Fearsome Fangs](compendium/feats/fearsome-fangs-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -135,7 +127,6 @@ Your claws and jaws are brutally powerful and efficient, even by ursine standard ```ad-embed-feat title: Mighty Bear, Feat 18* collapse: closed -# Mighty Bear *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mighty Bear](compendium/feats/mighty-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. @@ -151,7 +142,6 @@ The power of the bear within you can expand your physical presence even further. ```ad-embed-feat title: Immortal Bear, Feat 20* collapse: closed -# Immortal Bear *Feat 20* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Immortal Bear](compendium/feats/immortal-bear-tv.md) is intended for use with the Ursine Avenger Hood Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/vampire-botd.md b/compendium/character/archetypes/vampire-botd.md index 1486139ea..1fd247c01 100644 --- a/compendium/character/archetypes/vampire-botd.md +++ b/compendium/character/archetypes/vampire-botd.md @@ -22,7 +22,6 @@ After being exsanguinated by a vampire, you've risen again, pulling yourself fro ````ad-embed-feat title: Vampire Dedication, Feat 2 collapse: closed -# Vampire Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You were a killed by a vampire drinking your blood. @@ -30,13 +29,14 @@ collapse: closed You're a newly risen vampire. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") and [vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. ```ad-embed-ability -title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Drink Blood** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Requirements**: A [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), [unconscious](rules/conditions.md#Unconscious), or willing creature is within your reach **Effect** You sink your fangs into that creature and drink its blood. This requires an [Athletics](compendium/skills.md#Athletics) check against the victim's Fortitude DC if the victim is [grabbed](rules/conditions.md#Grabbed), and automatically succeeds for any of the other conditions. If you succeed, the creature becomes [drained](rules/conditions.md#Drained), and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the [drained](rules/conditions.md#Drained) condition or grant you more temporary HP. -%% #trait/divine #trait/necromancy %% +%% + #trait/divine #trait/necromancy +%% ``` *Source: Book of the Dead p. 58* @@ -46,7 +46,6 @@ title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-embed-feat title: Clinging Climber, Feat 4 collapse: closed -# Clinging Climber *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md), trained in [Athletics](compendium/skills.md#Athletics) @@ -60,7 +59,6 @@ You climb like a spider. You gain a climb Speed of 15 feet. ```ad-embed-feat title: Manipulative Charm, Feat 4 collapse: closed -# Manipulative Charm *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Vampire Dedication, trained in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) @@ -76,7 +74,6 @@ Once per day, you can cast [charm](compendium/spells/charm.md) as a divine innat ```ad-embed-feat title: Nocturnal Kindred, Feat 4 collapse: closed -# Nocturnal Kindred *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: Vampire Dedication, trained in [Nature](compendium/skills.md#Nature) @@ -92,7 +89,6 @@ Once per day, you can cast [animal allies](compendium/spells/animal-allies-som.m ```ad-embed-feat title: Daywalker, Feat 6 collapse: closed -# Daywalker *Feat 6* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) @@ -106,7 +102,6 @@ Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. ```ad-embed-feat title: Predatory Claws, Feat 6 collapse: closed -# Predatory Claws *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) @@ -122,7 +117,6 @@ If you hit the same enemy with two consecutive claw [Strikes](rules/actions/stri ```ad-embed-feat title: Vicious Fangs, Feat 8 collapse: closed -# Vicious Fangs *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) @@ -138,7 +132,6 @@ At 14th level, the [persistent bleed damage](rules/conditions.md#Persistent%20Da ```ad-embed-feat title: Bat Form, Feat 10 collapse: closed -# Bat Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) @@ -154,7 +147,6 @@ You can transform into a bat. You gain the effects of a 4th-level [pest form](co ```ad-embed-feat title: Turn to Mist, Feat 10 collapse: closed -# Turn to Mist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Prerequisites**: [Vampire Dedication](compendium/feats/vampire-dedication-botd.md) @@ -170,7 +162,6 @@ You turn into vapor, gaining the effects of [gaseous form](compendium/spells/gas ```ad-embed-feat title: Coffin Bound, Feat 12* collapse: closed -# Coffin Bound *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Coffin Bound](compendium/feats/coffin-bound-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. @@ -190,7 +181,6 @@ Your coffin can't heal you if you're staked through the chest. You can be staked ```ad-embed-feat title: Mist Escape, Feat 14* collapse: closed -# Mist Escape [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Mist Escape](compendium/feats/mist-escape-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. @@ -208,7 +198,6 @@ As you fall, your body reacts to defend itself. You [Turn to Mist](compendium/fe ```ad-embed-feat title: Dominating Gaze, Feat 16* collapse: closed -# Dominating Gaze *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") > [!pf2-note] This version of [Dominating Gaze](compendium/feats/dominating-gaze-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/vehicle-mechanic-g-g.md b/compendium/character/archetypes/vehicle-mechanic-g-g.md index 86fe38b31..bdef022b2 100644 --- a/compendium/character/archetypes/vehicle-mechanic-g-g.md +++ b/compendium/character/archetypes/vehicle-mechanic-g-g.md @@ -16,7 +16,6 @@ You might be part of a vehicle mechanic union, working with other mechanics and ```ad-embed-feat title: Vehicle Mechanic Dedication, Feat 2 collapse: closed -# Vehicle Mechanic Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: Intelligence 14, trained in [Crafting](compendium/skills.md#Crafting) @@ -34,7 +33,6 @@ You can spend 1 week of downtime with a new vehicle to designate it as your sign ```ad-embed-feat title: Engine Bay, Feat 4 collapse: closed -# Engine Bay *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Vehicle Mechanic Dedication](compendium/feats/vehicle-mechanic-dedication-g-g.md), expert in [Crafting](compendium/skills.md#Crafting) @@ -50,7 +48,6 @@ This feat has no effect when using [Quick Repair](compendium/feats/quick-repair. ```ad-embed-feat title: Patch Job, Feat 4 collapse: closed -# Patch Job *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vehicle Mechanic Dedication](compendium/feats/vehicle-mechanic-dedication-g-g.md) @@ -64,7 +61,6 @@ You can patch up damage to an object with a quick fix. You gain the Improvised R ```ad-embed-feat title: Superior Propulsion, Feat 6 collapse: closed -# Superior Propulsion *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vehicle Mechanic Dedication](compendium/feats/vehicle-mechanic-dedication-g-g.md) @@ -92,7 +88,6 @@ Wind The draft of the wind helps the vehicle turn. During this movement, your si ```ad-embed-feat title: Efficient Controls, Feat 7 collapse: closed -# Efficient Controls *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Vehicle Mechanic Dedication](compendium/feats/vehicle-mechanic-dedication-g-g.md), master in [Crafting](compendium/skills.md#Crafting) @@ -106,7 +101,6 @@ By reducing redundant systems and streamlining essential functions, you have mad ```ad-embed-feat title: Impervious Vehicle, Feat 8 collapse: closed -# Impervious Vehicle *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vehicle Mechanic Dedication](compendium/feats/vehicle-mechanic-dedication-g-g.md) @@ -122,7 +116,6 @@ Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, ```ad-embed-feat title: Miraculous Flight, Feat 18* collapse: closed -# Miraculous Flight *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [magical](rules/traits/magical.md "Magical Item Trait") > [!pf2-note] This version of [Miraculous Flight](compendium/feats/miraculous-flight-g-g.md) is intended for use with the Vehicle Mechanic Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/vigilante-apg.md b/compendium/character/archetypes/vigilante-apg.md index 58b3549f6..b21b95e71 100644 --- a/compendium/character/archetypes/vigilante-apg.md +++ b/compendium/character/archetypes/vigilante-apg.md @@ -14,7 +14,6 @@ As a vigilante, you have two faces: a public persona, and a secret identity that ```ad-embed-feat title: Vigilante Dedication, Feat 2 collapse: closed -# Vigilante Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) @@ -40,7 +39,6 @@ Your class feats and vigilante feats are associated with your vigilante identity ```ad-embed-feat title: Hidden Magic, Feat 4 collapse: closed -# Hidden Magic *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -56,7 +54,6 @@ A spellcaster using [detect magic](compendium/spells/detect-magic.md) or [read a ```ad-embed-feat title: Minion Guise, Feat 4 collapse: closed -# Minion Guise *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") [social](rules/traits/social-apg.md "Social Feat Trait") - **Prerequisites**: animal companion or familiar, expert in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -70,7 +67,6 @@ When you are in your social identity, you can also grant a social identity to an ```ad-embed-feat title: Quick Draw (Rogue), Feat 4* collapse: closed -# Quick Draw (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [rogue](rules/traits/rogue.md "Rogue Class Trait") > [!pf2-note] This version of [Quick Draw (Rogue)](compendium/feats/quick-draw-rogue.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. @@ -86,7 +82,6 @@ You draw your weapon and attack with the same motion. You [Interact](rules/actio ```ad-embed-feat title: Safe House, Feat 4 collapse: closed -# Safe House *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -100,7 +95,6 @@ You establish a safe house—a secure space in which to hide your secrets from t ```ad-embed-feat title: Social Purview, Feat 4 collapse: closed -# Social Purview *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -114,7 +108,6 @@ You have built a reputation for yourself in your social identity. Choose one arc ```ad-embed-feat title: Startling Appearance, Feat 6 collapse: closed -# Startling Appearance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - **Prerequisites**: [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -132,7 +125,6 @@ Make a [Strike](rules/actions/strike.md) against your target. That creature is [ ```ad-embed-feat title: Quick Change, Feat 7 collapse: closed -# Quick Change *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -146,7 +138,6 @@ You can shift between your identities with ease. Instead of spending 1 minute to ```ad-embed-feat title: Subjective Truth, Feat 7 collapse: closed -# Subjective Truth *Feat 7* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -160,7 +151,6 @@ Your disparate identities allow you to defeat magic that detects lies. As long a ```ad-embed-feat title: Many Guises, Feat 8 collapse: closed -# Many Guises *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: master in [Deception](compendium/skills.md#Deception), [Vigilante Dedication](compendium/feats/vigilante-dedication-apg.md) @@ -176,7 +166,6 @@ You can't use either social abilities or vigilante abilities while in this ident ```ad-embed-feat title: Frightening Appearance, Feat 12* collapse: closed -# Frightening Appearance *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Frightening Appearance](compendium/feats/frightening-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. @@ -192,7 +181,6 @@ Your dramatic appearances can frighten bystanders. When you make a Startling App ```ad-embed-feat title: Stunning Appearance, Feat 16* collapse: closed -# Stunning Appearance *Feat 16* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") > [!pf2-note] This version of [Stunning Appearance](compendium/feats/stunning-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/viking-apg.md b/compendium/character/archetypes/viking-apg.md index c1a95017c..e2ffa1114 100644 --- a/compendium/character/archetypes/viking-apg.md +++ b/compendium/character/archetypes/viking-apg.md @@ -14,7 +14,6 @@ To go "a-viking" is to raid by sea, and thus vikings have spread far and wide. S ```ad-embed-feat title: Viking Dedication, Feat 2 collapse: closed -# Viking Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) @@ -30,7 +29,6 @@ Vikings spend long periods of time at sea, only to leap from their boats at a mo ```ad-embed-feat title: Hurling Charge, Feat 4 collapse: closed -# Hurling Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) @@ -45,7 +43,6 @@ You make a ranged [Strike](rules/actions/strike.md) with a thrown weapon you alr ```ad-embed-feat title: Reactive Shield, Feat 4* collapse: closed -# Reactive Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Reactive Shield](compendium/feats/reactive-shield.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. @@ -63,7 +60,6 @@ You can snap your shield into place just as you would take a blow, avoiding the ```ad-embed-feat title: Viking Weapon Familiarity, Feat 4 collapse: closed -# Viking Weapon Familiarity *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) @@ -77,7 +73,6 @@ From childhood, you have been exposed to traditional viking weapons, and you soo ```ad-embed-feat title: Second Shield, Feat 6 collapse: closed -# Second Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Dedication](compendium/feats/viking-dedication-apg.md) @@ -93,7 +88,6 @@ You're used to your shield breaking in the middle of battle, and you're prepared ```ad-embed-feat title: Shielded Stride, Feat 6* collapse: closed -# Shielded Stride *Feat 6* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Shielded Stride](compendium/feats/shielded-stride.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. @@ -108,7 +102,6 @@ When your shield is up, your enemies' blows can't touch you. When you have your ```ad-embed-feat title: Viking Weapon Specialist, Feat 6 collapse: closed -# Viking Weapon Specialist *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Viking Weapon Familiarity](compendium/feats/viking-weapon-familiarity-apg.md) @@ -122,7 +115,6 @@ You are even more skilled in the weapons of your people. You gain the critical s ```ad-embed-feat title: Quick Shield Block (Fighter), Feat 10* collapse: closed -# Quick Shield Block (Fighter) *Feat 10* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/weapon-improviser-apg.md b/compendium/character/archetypes/weapon-improviser-apg.md index 794c70547..abd8c9e13 100644 --- a/compendium/character/archetypes/weapon-improviser-apg.md +++ b/compendium/character/archetypes/weapon-improviser-apg.md @@ -31,7 +31,6 @@ Whether you're smashing someone over the head with a bar stool, tossing a mug of ```ad-embed-feat title: Weapon Improviser Dedication, Feat 2 collapse: closed -# Weapon Improviser Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in all martial weapons @@ -47,7 +46,6 @@ You don't take the normal –2 penalty to attack rolls with improvised weapons. ```ad-embed-feat title: Improvised Pummel, Feat 4 collapse: closed -# Improvised Pummel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) @@ -65,7 +63,6 @@ At 12th level, your item bonus to the attack roll increases to +2 instead of +1, ```ad-embed-feat title: Surprise Strike, Feat 6 collapse: closed -# Surprise Strike *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) @@ -79,7 +76,6 @@ Whenever you make a [Strike](rules/actions/strike.md) with an improvised weapon ```ad-embed-feat title: Improvised Critical, Feat 8 collapse: closed -# Improvised Critical *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) @@ -93,7 +89,6 @@ You can apply critical specialization effects to improvised weapons you wield. F ```ad-embed-feat title: Makeshift Strike, Feat 8 collapse: closed -# Makeshift Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Weapon Improviser Dedication](compendium/feats/weapon-improviser-dedication-apg.md) @@ -108,7 +103,6 @@ You quickly snatch up whatever's nearby and then attack with it as an improvised ```ad-embed-feat title: Shattering Strike, Feat 10 collapse: closed -# Shattering Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Improvised Pummel](compendium/feats/improvised-pummel-apg.md) diff --git a/compendium/character/archetypes/wellspring-mage-som.md b/compendium/character/archetypes/wellspring-mage-som.md index bcd1d2c93..04cf8c5aa 100644 --- a/compendium/character/archetypes/wellspring-mage-som.md +++ b/compendium/character/archetypes/wellspring-mage-som.md @@ -69,7 +69,6 @@ A wellspring surge always has the trait of your magical tradition, plus any trai ```ad-embed-feat title: Wellspring Mage Dedication, Feat 2 collapse: closed -# Wellspring Mage Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: wellspring magic @@ -85,7 +84,6 @@ There's no longer a limit on how many temporary spell slots you can gain per day ```ad-embed-feat title: Wellspring Control, Feat 4 collapse: closed -# Wellspring Control *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") - **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) @@ -99,7 +97,6 @@ When you generate a wellspring surge, roll twice on [Table 5–2](rules/tables/w ```ad-embed-feat title: Urgent Upwelling, Feat 6 collapse: closed -# Urgent Upwelling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wellspring Mage Dedication](compendium/feats/wellspring-mage-dedication-som.md) @@ -116,7 +113,6 @@ Defeat lets you to tap into your wellspring. Attempt the flat check for wellspri ```ad-embed-feat title: Energetic Resonance, Feat 8* collapse: closed -# Energetic Resonance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Energetic Resonance](compendium/feats/energetic-resonance-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -134,7 +130,6 @@ Your blood resonates with magical energy, mitigating the effects of harmful spel ```ad-embed-feat title: Spell Relay, Feat 8* collapse: closed -# Spell Relay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Spell Relay](compendium/feats/spell-relay-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -151,7 +146,6 @@ You open the power in your blood to your ally's spellcasting, using your magic t ```ad-embed-feat title: Surging Might, Feat 10* collapse: closed -# Surging Might [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") > [!pf2-note] This version of [Surging Might](compendium/feats/surging-might-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -167,7 +161,6 @@ With a complex gesture, you focus the divine power of your spell to overcome ene ```ad-embed-feat title: Interfering Surge, Feat 12* collapse: closed -# Interfering Surge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Interfering Surge](compendium/feats/interfering-surge-som.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -190,7 +183,6 @@ If the triggering spell is successfully counteracted, it creates a wellspring su ```ad-embed-feat title: Scintillating Spell, Feat 16* collapse: closed -# Scintillating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [light](rules/traits/light.md "Light Effect Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Scintillating Spell](compendium/feats/scintillating-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. @@ -206,7 +198,6 @@ Your spells become a radiant display of light and color. If your next action is ```ad-embed-feat title: Echoing Spell, Feat 18* collapse: closed -# Echoing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") > [!pf2-note] This version of [Echoing Spell](compendium/feats/echoing-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/witch-apg.md b/compendium/character/archetypes/witch-apg.md index c10cc0c32..24a849054 100644 --- a/compendium/character/archetypes/witch-apg.md +++ b/compendium/character/archetypes/witch-apg.md @@ -20,7 +20,6 @@ The witch archetype grants versatile prepared spells, perfect for characters loo ```ad-embed-feat title: Witch Dedication, Feat 2 collapse: closed -# Witch Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -36,7 +35,6 @@ You cast spells like a witch. Choose a patron; You gain a familiar with two comm ```ad-embed-feat title: Basic Witch Spellcasting, Feat 4 collapse: closed -# Basic Witch Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) @@ -50,7 +48,6 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n ```ad-embed-feat title: Basic Witchcraft, Feat 4 collapse: closed -# Basic Witchcraft *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Witch Dedication](compendium/feats/witch-dedication-apg.md) @@ -64,7 +61,6 @@ You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer ```ad-embed-feat title: Advanced Witchcraft, Feat 6 collapse: closed -# Advanced Witchcraft *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Witchcraft](compendium/feats/basic-witchcraft-apg.md) @@ -80,7 +76,6 @@ You gain one witch feat. For the purpose of meeting its prerequisites, your witc ```ad-embed-feat title: Patron's Breadth, Feat 8 collapse: closed -# Patron's Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Witch Spellcasting](compendium/feats/basic-witch-spellcasting-apg.md) @@ -94,7 +89,6 @@ You can cast more spells each day. Increase the spell slots you gain from witch ```ad-embed-feat title: Expert Witch Spellcasting, Feat 12* collapse: closed -# Expert Witch Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Witch Spellcasting](compendium/feats/expert-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. @@ -110,7 +104,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Witch Spellcasting, Feat 18* collapse: closed -# Master Witch Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Witch Spellcasting](compendium/feats/master-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/wizard.md b/compendium/character/archetypes/wizard.md index f063bad7d..c3129fb28 100644 --- a/compendium/character/archetypes/wizard.md +++ b/compendium/character/archetypes/wizard.md @@ -20,7 +20,6 @@ The wizard archetype grants versatile prepared spells, perfect for characters lo ```ad-embed-feat title: Wizard Dedication, Feat 2 collapse: closed -# Wizard Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") - **Prerequisites**: Intelligence 14 @@ -38,7 +37,6 @@ Select one arcane arcane school|wizard||1||school of magic; you don't gain any a ```ad-embed-feat title: Arcane School Spell, Feat 4 collapse: closed -# Arcane School Spell *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) @@ -52,7 +50,6 @@ You gain the school's initial school spell. If you don't already have one, you g ```ad-embed-feat title: Basic Arcana, Feat 4 collapse: closed -# Basic Arcana *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) @@ -66,7 +63,6 @@ You gain a 1st- or 2nd-level wizard feat of your choice. ```ad-embed-feat title: Basic Wizard Spellcasting, Feat 4 collapse: closed -# Basic Wizard Spellcasting *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) @@ -80,7 +76,6 @@ You gain the basic spellcasting benefits. Each time you gain a spell slot of a n ```ad-embed-feat title: Advanced Arcana, Feat 6 collapse: closed -# Advanced Arcana *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Arcana](compendium/feats/basic-arcana.md) @@ -96,7 +91,6 @@ You gain one wizard feat. For the purpose of meeting its prerequisites, your wiz ```ad-embed-feat title: Arcane Breadth, Feat 8 collapse: closed -# Arcane Breadth *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md) @@ -110,7 +104,6 @@ You can cast more arcane spells each day. Increase the spell slots you gain from ```ad-embed-feat title: Expert Wizard Spellcasting, Feat 12* collapse: closed -# Expert Wizard Spellcasting *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. @@ -126,7 +119,6 @@ You gain the expert spellcasting benefits. ```ad-embed-feat title: Master Wizard Spellcasting, Feat 18* collapse: closed -# Master Wizard Spellcasting *Feat 18* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/wrestler-lotgb.md b/compendium/character/archetypes/wrestler-lotgb.md index b7f4eb746..dda60faab 100644 --- a/compendium/character/archetypes/wrestler-lotgb.md +++ b/compendium/character/archetypes/wrestler-lotgb.md @@ -20,7 +20,6 @@ Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan w ```ad-embed-feat title: Wrestler Dedication, Feat 2 collapse: closed -# Wrestler Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") - **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics), unarmed attacks, and unarmored defense @@ -38,7 +37,6 @@ You become an expert in [Athletics](compendium/skills.md#Athletics) and gain the ```ad-embed-feat title: Combat Grab, Feat 4* collapse: closed -# Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Combat Grab](compendium/feats/combat-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -55,7 +53,6 @@ You swipe at your opponent and grab at them. Make a melee [Strike](rules/actions ```ad-embed-feat title: Crushing Grab, Feat 4* collapse: closed -# Crushing Grab *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Crushing Grab](compendium/feats/crushing-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -70,7 +67,6 @@ Like a powerful constrictor, you crush targets in your unyielding grasp. When yo ```ad-embed-feat title: Disengaging Twist, Feat 4 collapse: closed -# Disengaging Twist [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -86,7 +82,6 @@ Your ability to twist your opponents' bodies into painful locks and holds makes ```ad-embed-feat title: Elbow Breaker, Feat 4 collapse: closed -# Elbow Breaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -108,7 +103,6 @@ Make an unarmed melee [Strike](rules/actions/strike.md) against the creature you ```ad-embed-feat title: Snagging Strike, Feat 4* collapse: closed -# Snagging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") > [!pf2-note] This version of [Snagging Strike](compendium/feats/snagging-strike.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -125,7 +119,6 @@ You combine an attack with quick grappling moves to throw an enemy off balance a ```ad-embed-feat title: Suplex, Feat 4 collapse: closed -# Suplex [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -141,7 +134,6 @@ Flexing your entire body, you heave your opponent over your head and slam them i ```ad-embed-feat title: Clinch Strike, Feat 6 collapse: closed -# Clinch Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -157,7 +149,6 @@ Your opponents can't slip your grasp without receiving further punishment. Make ```ad-embed-feat title: Running Tackle, Feat 8 collapse: closed -# Running Tackle [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -172,7 +163,6 @@ You charge toward your opponent, throwing your body at them in a vicious tackle. ```ad-embed-feat title: Strangle, Feat 8 collapse: closed -# Strangle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -188,7 +178,6 @@ You twist and squeeze the breath out of your foe. Make an unarmed melee [Strike] ```ad-embed-feat title: Submission Hold, Feat 8 collapse: closed -# Submission Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -208,7 +197,6 @@ Your iron grip slowly saps your opponent's strength. Attempt an [Athletics](comp ```ad-embed-feat title: Whirling Throw, Feat 8* collapse: closed -# Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Whirling Throw](compendium/feats/whirling-throw.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -233,7 +221,6 @@ Attempt an [Athletics](compendium/skills.md#Athletics) check against the foe's F ```ad-embed-feat title: Aerial Piledriver, Feat 10 collapse: closed -# Aerial Piledriver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -256,7 +243,6 @@ This [Strike](rules/actions/strike.md) deals `1d6` additional damage per weapon ```ad-embed-feat title: Spinebreaker, Feat 10 collapse: closed -# Spinebreaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Wrestler Dedication](compendium/feats/wrestler-dedication-lotgb.md) @@ -278,7 +264,6 @@ Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/ ```ad-embed-feat title: Inescapable Grasp, Feat 12* collapse: closed -# Inescapable Grasp *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") > [!pf2-note] This version of [Inescapable Grasp](compendium/feats/inescapable-grasp-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. @@ -296,7 +281,6 @@ If a creature you have [grabbed](rules/conditions.md#Grabbed) attempts to use a ```ad-embed-feat title: Form Lock, Feat 14* collapse: closed -# Form Lock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [attack](rules/traits/attack.md "Attack Combat Trait") > [!pf2-note] This version of [Form Lock](compendium/feats/form-lock-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. diff --git a/compendium/character/archetypes/zephyr-guard-aoa5.md b/compendium/character/archetypes/zephyr-guard-aoa5.md index 168b3ef59..942cb9018 100644 --- a/compendium/character/archetypes/zephyr-guard-aoa5.md +++ b/compendium/character/archetypes/zephyr-guard-aoa5.md @@ -14,7 +14,6 @@ You are one of the Zephyr Guard, professional soldiers who protect Katapesh from ```ad-embed-feat title: Zephyr Guard Dedication, Feat 2 collapse: closed -# Zephyr Guard Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access**: You are from Katapesh. @@ -31,7 +30,6 @@ As a Zephyr Guard, you're always vigilant against crime and threats to the city' ```ad-embed-feat title: Know The Beat, Feat 3 collapse: closed -# Know The Beat *Feat 3* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md) @@ -45,7 +43,6 @@ You become trained in your choice of [Guild Lore](compendium/skills.md#Lore), [L ```ad-embed-feat title: Decry Thief, Feat 4 collapse: closed -# Decry Thief *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Intimidation](compendium/skills.md#Intimidation) @@ -63,7 +60,6 @@ When you attempt to [Demoralize](rules/actions/demoralize.md), you can make it h ```ad-embed-feat title: Relentless Disarm, Feat 6 collapse: closed -# Relentless Disarm *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Athletics](compendium/skills.md#Athletics) @@ -79,7 +75,6 @@ When you critically succeed at a [Disarm](rules/actions/disarm.md) check, you ca ```ad-embed-feat title: Unfazed Assessment, Feat 8 collapse: closed -# Unfazed Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zephyr Guard Dedication](compendium/feats/zephyr-guard-dedication-aoa5.md), expert in [Perception](compendium/skills.md#Perception) diff --git a/compendium/character/archetypes/zombie-botd.md b/compendium/character/archetypes/zombie-botd.md index 91d50a68f..efce42ee5 100644 --- a/compendium/character/archetypes/zombie-botd.md +++ b/compendium/character/archetypes/zombie-botd.md @@ -20,7 +20,6 @@ One day you might be nothing more than a walking corpse, but for now, you retain ```ad-embed-feat title: Zombie Dedication, Feat 2 collapse: closed -# Zombie Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Prerequisites**: You died and were animated as a husk zombie. @@ -42,7 +41,6 @@ You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d ```ad-embed-feat title: Ankle Biter, Feat 4 collapse: closed -# Ankle Biter *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -56,7 +54,6 @@ You fight just as well on the ground as you do standing up. While you are [prone ```ad-embed-feat title: Bashing Charge, Feat 4* collapse: closed -# Bashing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Bashing Charge](compendium/feats/bashing-charge-apg.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -73,7 +70,6 @@ You smash, bust, and charge through solid obstacles without hesitation. [Stride] ```ad-embed-feat title: Combat Grab, Feat 4* collapse: closed -# Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* [fighter](rules/traits/fighter.md "Fighter Class Trait") [press](rules/traits/press.md "Press Combat Trait") > [!pf2-note] This version of [Combat Grab](compendium/feats/combat-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -90,7 +86,6 @@ You swipe at your opponent and grab at them. Make a melee [Strike](rules/actions ```ad-embed-feat title: Crushing Grab, Feat 4* collapse: closed -# Crushing Grab *Feat 4* [monk](rules/traits/monk.md "Monk Class Trait") > [!pf2-note] This version of [Crushing Grab](compendium/feats/crushing-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -105,7 +100,6 @@ Like a powerful constrictor, you crush targets in your unyielding grasp. When yo ```ad-embed-feat title: Feast, Feat 4 collapse: closed -# Feast [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -123,7 +117,6 @@ You can instead choose to gain temporary Hit Points equal to double your level, ```ad-embed-feat title: Ravenous Charge, Feat 4 collapse: closed -# Ravenous Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [open](rules/traits/open.md "Open Combat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -138,7 +131,6 @@ Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnash ```ad-embed-feat title: Brains!, Feat 6 collapse: closed -# Brains! [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Feast](compendium/feats/feast-botd.md) @@ -154,7 +146,6 @@ You consume the brains of your foe, causing synapses long rotten to fire and ena ```ad-embed-feat title: Numb, Feat 6 collapse: closed -# Numb *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -168,7 +159,6 @@ As your body continues to rot and putrefy, your senses deaden and your undead po ````ad-embed-feat title: Out of Hand, Feat 8 collapse: closed -# Out of Hand *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -176,7 +166,8 @@ collapse: closed Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md "Minion Creature Trait") trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. ```ad-embed-ability -title: Lay Down Arms [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Lay Down Arms** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action. ``` @@ -188,7 +179,6 @@ You pull your arm off, harmlessly severing it from your body and dropping it in ```ad-embed-feat title: Shamble, Feat 8 collapse: closed -# Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -205,7 +195,6 @@ You can choose to ignore all circumstance and status penalties to your Speed whe ```ad-embed-feat title: Unkillable, Feat 8 collapse: closed -# Unkillable [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) @@ -222,7 +211,6 @@ You're relentless and nigh unkillable, shrugging off blows that should destroy y ```ad-embed-feat title: Festering Wounds, Feat 12* collapse: closed -# Festering Wounds *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") > [!pf2-note] This version of [Festering Wounds](compendium/feats/festering-wounds-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -238,7 +226,6 @@ Wounds you inflict with your unarmed attacks fester and rot, becoming infected a ```ad-embed-feat title: Corpse Stench, Feat 14* collapse: closed -# Corpse Stench *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") > [!pf2-note] This version of [Corpse Stench](compendium/feats/corpse-stench-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. @@ -254,7 +241,6 @@ Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putri ```ad-embed-feat title: Seize, Feat 14* collapse: closed -# Seize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") > [!pf2-note] This version of [Seize](compendium/feats/seize-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. diff --git a/compendium/character/backgrounds/alloysmith-roe.md b/compendium/character/backgrounds/alloysmith-roe.md new file mode 100644 index 000000000..2d79cdc9a --- /dev/null +++ b/compendium/character/backgrounds/alloysmith-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/strength +- background/skill/crafting +- compendium/src/pf2e/roe +aliases: ["Alloysmith"] +--- +# Alloysmith +*Source: RoE p. 44* + +Blacksmithing might be an ancient profession, but you are its cutting edge. You've studied the properties of different metals, experimented with them by combining them, exposing them to different elements and processes, and have even delved into the metaphysical nature of metal in your quest to master it. You might have taken up adventuring to acquire more funding and materials or to test your designs. Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the Plane of [Metal Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat with the blacksmithing specialty. \ No newline at end of file diff --git a/compendium/character/backgrounds/backgrounds.md b/compendium/character/backgrounds/backgrounds.md index 59319076c..747dcbfa3 100644 --- a/compendium/character/backgrounds/backgrounds.md +++ b/compendium/character/backgrounds/backgrounds.md @@ -13,6 +13,7 @@ cssclass: pf2e,pf2e-index - [Alkenstar Outlaw](alkenstar-outlaw-g-g.md) - [Alkenstar Sojourner](alkenstar-sojourner-g-g.md) - [Alkenstar Tinker](alkenstar-tinker-lowg.md) +- [Alloysmith](alloysmith-roe.md) - [Amnesiac](amnesiac-apg.md) - [Animal Whisperer](animal-whisperer.md) - [Animal Wrangler](animal-wrangler-ec0.md) @@ -59,13 +60,18 @@ cssclass: pf2e,pf2e-index - [Clockwork Researcher](clockwork-researcher-g-g.md) - [Clown](clown-ec0.md) - [Codebreaker](codebreaker-g-g.md) +- [Concordance Researcher](concordance-researcher-roe.md) +- [Concordance Scout](concordance-scout-roe.md) - [Cook](cook-apg.md) - [Courier](courier-apg.md) - [Criminal](criminal.md) +- [Crystal Healer](crystal-healer-roe.md) - [Cultist](cultist-apg.md) - [Curandero](curandero-botd.md) - [Cursed](cursed-apg.md) - [Cursed Family](cursed-family-lowg.md) +- [Deep-Sea Diver](deep-sea-diver-roe.md) +- [Dendrologist](dendrologist-roe.md) - [Deputy](deputy-g-g.md) - [Desert Tracker](desert-tracker-lowg.md) - [Detective](detective.md) @@ -81,6 +87,7 @@ cssclass: pf2e,pf2e-index - [Eclipseborn](eclipseborn-lotg.md) - [Eidolon Contact](eidolon-contact-som.md) - [Eldritch Anatomist](eldritch-anatomist-av0.md) +- [Elementally Infused](elementally-infused-roe.md) - [Emancipated](emancipated-aoa0.md) - [Emissary](emissary.md) - [Energy Scarred](energy-scarred-som.md) @@ -93,6 +100,7 @@ cssclass: pf2e,pf2e-index - [Feybound](feybound-apg.md) - [Field Medic](field-medic.md) - [Final Blade Survivor](final-blade-survivor-lowg.md) +- [Fire Warden](fire-warden-roe.md) - [Fireworks Performer](fireworks-performer-g-g.md) - [Fogfen Tale-teller](fogfen-tale-teller-av0.md) - [Fortune Teller](fortune-teller.md) @@ -181,6 +189,7 @@ cssclass: pf2e,pf2e-index - [Perfection Seeker](perfection-seeker-lowg.md) - [Pilgrim](pilgrim-apg.md) - [Pillar](pillar-lokl.md) +- [Planar Migrant](planar-migrant-roe.md) - [Plant Whisperer](plant-whisperer-som.md) - [Political Scion](political-scion-aoe0.md) - [Post Guard Of All Trades](post-guard-of-all-trades-aoe0.md) @@ -234,6 +243,7 @@ cssclass: pf2e,pf2e-index - [Shoanti Name-bearer](shoanti-name-bearer-lowg.md) - [Shory Seeker](shory-seeker-lowg.md) - [Sign Bound](sign-bound-lotg.md) +- [Sky Rider](sky-rider-roe.md) - [Sleepless Suns Star](sleepless-suns-star-aoe0.md) - [Snubbed Out Stoolie](snubbed-out-stoolie-ooa0.md) - [Sodden Scavenger](sodden-scavenger-lowg.md) diff --git a/compendium/character/backgrounds/chosen-one-som.md b/compendium/character/backgrounds/chosen-one-som.md index 44de8b0a2..96f764beb 100644 --- a/compendium/character/backgrounds/chosen-one-som.md +++ b/compendium/character/backgrounds/chosen-one-som.md @@ -17,8 +17,7 @@ Choose two ability boosts. One must be to Strength or Charisma, and one is a fre Decide with your GM the basics of the prophecy in which you're meant to play a major part. You're trained in one skill related to the prophecy, and the [Fortune-Telling Lore](compendium/skills.md#Lore) skill. You gain the Prophecy's Pawn free action. ```ad-embed-ability -title: Prophecy's Pawn [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Prophecy's Pawn** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([abjuration](rules/traits/abjuration.md), [divine](rules/traits/divine.md), [fortune](rules/traits/fortune.md)) - **Trigger**: You fail a saving throw, attack roll, or skill check @@ -27,5 +26,7 @@ title: Prophecy's Pawn [F](rules/core-rulebook/chapter-9-playing-the-game.md#Act For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. You can't use prophecy's pawn again until the GM uses this option or 24 hours pass, whichever comes first. -%% #trait/abjuration #trait/divine #trait/fortune %% +%% + #trait/abjuration #trait/divine #trait/fortune +%% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/concordance-researcher-roe.md b/compendium/character/backgrounds/concordance-researcher-roe.md new file mode 100644 index 000000000..432256b59 --- /dev/null +++ b/compendium/character/backgrounds/concordance-researcher-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- compendium/src/pf2e/roe +aliases: ["Concordance Researcher"] +--- +# Concordance Researcher +*Source: RoE p. 44* + +Tasked by the Concordance of Elements (page 7) to research a variety of enigmatic planar phenomena, you've acquired very specific knowledge about the planes and the interactions between them. While being a researcher is usually a peaceful profession, the Concordance might require you to go out into the field and research unstable planar situations. Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost. + +You're trained in four of the following: Plane of [Air Lore](compendium/skills.md#Lore), Plane of [Earth Lore](compendium/skills.md#Lore), Plane of [Fire Lore](compendium/skills.md#Lore), Plane of [Metal Lore](compendium/skills.md#Lore), Plane of [Water Lore](compendium/skills.md#Lore), or Plane of [Wood Lore](compendium/skills.md#Lore). \ No newline at end of file diff --git a/compendium/character/backgrounds/concordance-scout-roe.md b/compendium/character/backgrounds/concordance-scout-roe.md new file mode 100644 index 000000000..0dd2e2c56 --- /dev/null +++ b/compendium/character/backgrounds/concordance-scout-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/diplomacy +- compendium/src/pf2e/roe +aliases: ["Concordance Scout"] +--- +# Concordance Scout +*Source: RoE p. 44* + +You were hired by the Concordance of Elements to seek out rumors of planar breaches or other evidence of planar imbalances. After reporting back to the Concordance, they'd send agents more well equipped to deal with the situation. Still, this job has led you into more trouble than your employers suspect, and you've learned how to get your information quickly and get out relatively unscathed. + +Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and one of the following lore skills: Plane of [Air Lore](compendium/skills.md#Lore), Plane of [Earth Lore](compendium/skills.md#Lore), Plane of [Fire Lore](compendium/skills.md#Lore), Plane of [Metal Lore](compendium/skills.md#Lore), Plane of [Water Lore](compendium/skills.md#Lore), or Plane of [Wood Lore](compendium/skills.md#Lore). You gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/crystal-healer-roe.md b/compendium/character/backgrounds/crystal-healer-roe.md new file mode 100644 index 000000000..29d062b94 --- /dev/null +++ b/compendium/character/backgrounds/crystal-healer-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/nature +- compendium/src/pf2e/roe +aliases: ["Crystal Healer"] +--- +# Crystal Healer +*Source: RoE p. 44* + +Mineral formations can be beautiful things, sparkling and arrayed in geometric configurations. To you, they are also potent natural healing aids. You may have taken up adventuring to prove yourself by healing the ailing or to find new crystals with unique properties to add to your growing collection. + +Choose two attribute boosts. One must be to Wisdom or Charisma and one is a free attribute boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and the Plane of [Earth Lore](compendium/skills.md#Lore) skill. You gain the [Natural Medicine](compendium/feats/natural-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/cursed-apg.md b/compendium/character/backgrounds/cursed-apg.md index 93fb32e04..e98a2d7ad 100644 --- a/compendium/character/backgrounds/cursed-apg.md +++ b/compendium/character/backgrounds/cursed-apg.md @@ -18,8 +18,9 @@ Choose two ability boosts. One must be to Intelligence or Charisma, and one is a You are trained in [Occultism](compendium/skills.md#Occultism) and [Curse Lore](compendium/skills.md#Lore). You gain the Warding Sign reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects. ```ad-embed-ability -title: Warding Sign [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Warding Sign** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") concentrate +- **Frequency**: once per minute - **Trigger**: You attempt a saving throw against a [magical](rules/traits/magical.md "Magical Item Trait") effect, but you haven't rolled yet **Effect** You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse. diff --git a/compendium/character/backgrounds/deep-sea-diver-roe.md b/compendium/character/backgrounds/deep-sea-diver-roe.md new file mode 100644 index 000000000..278374317 --- /dev/null +++ b/compendium/character/backgrounds/deep-sea-diver-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/athletics +- compendium/src/pf2e/roe +aliases: ["Deep-Sea Diver"] +--- +# Deep-Sea Diver +*Source: RoE p. 44* + +The sapphire depths of the seas and the mysteries they hold beneath their surface have always piqued your interest. Your obsession with the ocean depths cannot be contained to one world alone, and you've read tomes and journals about the source of all water, everywhere, hoping to one day understand the watery secrets of the great unknown. + +Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the Plane of [Water Lore](compendium/skills.md#Lore) skill. You gain the [Underwater Marauder](compendium/feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/dendrologist-roe.md b/compendium/character/backgrounds/dendrologist-roe.md new file mode 100644 index 000000000..277493a01 --- /dev/null +++ b/compendium/character/backgrounds/dendrologist-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/roe +aliases: ["Dendrologist"] +--- +# Dendrologist +*Source: RoE p. 44* + +Trees grow in every biome, and your awe at their ability to conquer terrain has inspired deeper study into their workings. + +There are trees everywhere, and your study of them will inevitably take you ever further afield in search of new varieties, perhaps even to the Plane of Wood itself. + +Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the Plane of [Wood Lore](compendium/skills.md#Lore) skill. You gain the [Terrain Expertise](compendium/feats/terrain-expertise.md) skill feat for forests. \ No newline at end of file diff --git a/compendium/character/backgrounds/doomcaller-lotg.md b/compendium/character/backgrounds/doomcaller-lotg.md index 69ba25fb4..860cc3bbf 100644 --- a/compendium/character/backgrounds/doomcaller-lotg.md +++ b/compendium/character/backgrounds/doomcaller-lotg.md @@ -18,12 +18,14 @@ Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a f You're trained in Occultism and Star Lore. You also gain the Stellar Misfortune action. ```ad-embed-ability -title: Stellar Misfortune [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](rules/traits/divination.md "Divination School Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Stellar Misfortune** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([divination](rules/traits/divination.md), [misfortune](rules/traits/misfortune.md), [occult](rules/traits/occult.md)) +- **Frequency**: once per day - **Trigger**: A creature you can see is about to attempt a saving throw, attack roll, or skill check - **Requirements**: You must be under the night sky with the stars visible **Effect** You call upon the power of a dooming star, exacerbating the target's bad luck. The target must roll the triggering check twice and take the worse result. -%% #trait/divination #trait/misfortune #trait/occult %% +%% + #trait/divination #trait/misfortune #trait/occult +%% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/eclipseborn-lotg.md b/compendium/character/backgrounds/eclipseborn-lotg.md index d83f46d9f..282a58317 100644 --- a/compendium/character/backgrounds/eclipseborn-lotg.md +++ b/compendium/character/backgrounds/eclipseborn-lotg.md @@ -14,4 +14,4 @@ You were born at the exact moment of a solar or lunar eclipse. At the eclipse's Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. -Decide with the GM what catastrophic event coincided with your birth; you're trained in a [Lore](compendium/skills.md#Lore) skill related to that event. You can cast ill omen as an occult innate spell once per day. After you [Cast this Spell](rules/actions/cast-a-spell.md), but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast ill omen again a second time that day. \ No newline at end of file +Decide with the GM what catastrophic event coincided with your birth; you're trained in a [Lore](compendium/skills.md#Lore) skill related to that event. You can cast [ill omen](compendium/spells/ill-omen-logm.md) as an occult innate spell once per day. After you [Cast this Spell](rules/actions/cast-a-spell.md), but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast [ill omen](compendium/spells/ill-omen-logm.md) again a second time that day. \ No newline at end of file diff --git a/compendium/character/backgrounds/elementally-infused-roe.md b/compendium/character/backgrounds/elementally-infused-roe.md new file mode 100644 index 000000000..80a77645f --- /dev/null +++ b/compendium/character/backgrounds/elementally-infused-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/lore +- compendium/src/pf2e/roe +aliases: ["Elementally Infused"] +--- +# Elementally Infused +*Source: RoE p. 44* + +You were exposed to a strong burst of elemental essence originating directly from an elemental plane, most likely caused by a planar breach. Your body absorbed the elemental essence with no ill effects, and now it coalesces within you. With time, you've learned to project elemental power in a manner safe to you but still deadly to others. + +Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost. + +Choose one elemental plane: Air, Earth, Fire, Metal, Water, or Wood. You are trained in the corresponding [Lore](compendium/skills.md#Lore) skill: Plane of [Air Lore](compendium/skills.md#Lore), Plane of [Earth Lore](compendium/skills.md#Lore), Plane of [Fire Lore](compendium/skills.md#Lore), Plane of [Metal Lore](compendium/skills.md#Lore), Plane of [Water Lore](compendium/skills.md#Lore), or Plane of [Wood Lore](compendium/skills.md#Lore). You also gain a cantrip according to your chosen plane: air gale blast SoM; Earth: scatter scree SoM; Fire: ignition; Metal: needle darts (page 144); Water spout SoM, or wood root reading (page 197). You can cast this spell as a primal innate spell at will. \ No newline at end of file diff --git a/compendium/character/backgrounds/feybound-apg.md b/compendium/character/backgrounds/feybound-apg.md index c99579a1b..354bce46e 100644 --- a/compendium/character/backgrounds/feybound-apg.md +++ b/compendium/character/backgrounds/feybound-apg.md @@ -20,8 +20,9 @@ Choose two ability boosts. One must be to Dexterity or Charisma, and one is a fr You are trained in [Fey Lore](compendium/skills.md#Lore) and gain the Fey's Fortune free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful atone ritual using the [Nature](compendium/skills.md#Nature) skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name. ```ad-embed-ability -title: Fey's Fortune [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Fey's Fortune** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") concentrate, fortune +- **Frequency**: once per day - **Trigger**: You attempt a skill check and haven't yet rolled **Effect** Roll the skill check twice and use the better result. diff --git a/compendium/character/backgrounds/fire-warden-roe.md b/compendium/character/backgrounds/fire-warden-roe.md new file mode 100644 index 000000000..b0a3f636a --- /dev/null +++ b/compendium/character/backgrounds/fire-warden-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/roe +aliases: ["Fire Warden"] +--- +# Fire Warden +*Source: RoE p. 44* + +Whether you fought against fires in the wilderness or in crowded city streets, you've had your fair share of dealing with uncontrolled flames. Battling thick smoke and toxic fumes, you've [broken](rules/conditions.md#Broken) down obstacles to save trapped people from a fiery grave, and you've studied the nature and source of fire itself to try and better learn how to fight it. Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the Plane of [Fire Lore](compendium/skills.md#Lore) skill. You gain the Breath Control feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/genie-blessed-som.md b/compendium/character/backgrounds/genie-blessed-som.md index a4a253bef..b95c24377 100644 --- a/compendium/character/backgrounds/genie-blessed-som.md +++ b/compendium/character/backgrounds/genie-blessed-som.md @@ -19,11 +19,13 @@ Choose two ability boosts. One must be to Charisma, and one is a free ability bo You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Genie Lore](compendium/skills.md#Lore) skill. You gain the Wish for Luck free action. ```ad-embed-ability -title: Wish for Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Wish for Luck** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([arcane](rules/traits/arcane.md), [auditory](rules/traits/auditory.md), [divination](rules/traits/divination.md), [fortune](rules/traits/fortune.md)) +- **Frequency**: once per day - **Trigger**: You are about to roll an attack roll, saving throw, or skill check **Effect** You wish aloud for success. Roll the check twice and take the higher result. -%% #trait/arcane #trait/auditory #trait/divination #trait/fortune %% +%% + #trait/arcane #trait/auditory #trait/divination #trait/fortune +%% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/mana-wastes-refugee-lowg.md b/compendium/character/backgrounds/mana-wastes-refugee-lowg.md index 1e1a26f80..f997f7170 100644 --- a/compendium/character/backgrounds/mana-wastes-refugee-lowg.md +++ b/compendium/character/backgrounds/mana-wastes-refugee-lowg.md @@ -15,6 +15,4 @@ Exposure to the corrupting influence of the Mana Wastes' strange energies has wa Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. -You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Wilderness Lore](compendium/skills.md#Lore) skill. - -You gain the [Trick Magic Item](compendium/feats/trick-magic-item.md) skill feat. \ No newline at end of file +You're trained in the [Arcana](compendium/skills.md#Arcana) skill and the [Wilderness Lore](compendium/skills.md#Lore) skill. You gain the [Trick Magic Item](compendium/feats/trick-magic-item.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/mantis-scion-lowg.md b/compendium/character/backgrounds/mantis-scion-lowg.md index 55acbd28b..d19f9dc27 100644 --- a/compendium/character/backgrounds/mantis-scion-lowg.md +++ b/compendium/character/backgrounds/mantis-scion-lowg.md @@ -15,6 +15,4 @@ At least one of your parents is a member of the notorious Red Mantis assassins, Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. -You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Assassin Lore](compendium/skills.md#Lore) skill. - -You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Stealth](compendium/skills.md#Stealth). \ No newline at end of file +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Assassin Lore](compendium/skills.md#Lore) skill. You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Stealth](compendium/skills.md#Stealth). \ No newline at end of file diff --git a/compendium/character/backgrounds/merabite-prodigy-lowg.md b/compendium/character/backgrounds/merabite-prodigy-lowg.md index 61d6871da..0fbfd87c9 100644 --- a/compendium/character/backgrounds/merabite-prodigy-lowg.md +++ b/compendium/character/backgrounds/merabite-prodigy-lowg.md @@ -15,6 +15,4 @@ Even in a city renowned for its alchemy, you were able to rise above the competi Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. -You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Alchemical Lore](compendium/skills.md#Lore) skill. - -You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat with alchemy. \ No newline at end of file +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Alchemical Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat with alchemy. \ No newline at end of file diff --git a/compendium/character/backgrounds/planar-migrant-roe.md b/compendium/character/backgrounds/planar-migrant-roe.md new file mode 100644 index 000000000..02cfea347 --- /dev/null +++ b/compendium/character/backgrounds/planar-migrant-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- background/skill/athletics +- compendium/src/pf2e/roe +aliases: ["Planar Migrant"] +--- +# Planar Migrant +*Source: RoE p. 44* + +Your birthplace was on one of the elemental planes, but you traveled to the Universe for some reason. Maybe you left on good terms, or maybe you were driven out and hope to one day return. Maybe you were even exiled, and any mention of it brings pain and resentment. In any case, nowhere has quite felt like home since, and you've roamed the land, carrying your life's possessions on your back wherever you go. You adventure possibly in search of a place to belong or a way to return to your plane of origin and settle unfinished business. + +Choose two attribute boosts. One must be Dexterity or Constitution, and one is a free attribute boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and one of the following lore skills: Plane of [Air Lore](compendium/skills.md#Lore), Plane of [Earth Lore](compendium/skills.md#Lore), Plane of [Fire Lore](compendium/skills.md#Lore), Plane of [Metal Lore](compendium/skills.md#Lore), Plane of [Water Lore](compendium/skills.md#Lore), or Plane of [Wood Lore](compendium/skills.md#Lore). You gain the Hefty Hauler and [Prescient Planner](compendium/feats/prescient-planner-apg.md) skill feats. \ No newline at end of file diff --git a/compendium/character/backgrounds/sky-rider-roe.md b/compendium/character/backgrounds/sky-rider-roe.md new file mode 100644 index 000000000..2825419fb --- /dev/null +++ b/compendium/character/backgrounds/sky-rider-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/acrobatics +- compendium/src/pf2e/roe +aliases: ["Sky Rider"] +--- +# Sky Rider +*Source: RoE p. 44* + +The freedom of a bird in flight is something to envy, and envy it you did, but not for long. You've borrowed mechanical gliders or sought out the benefits of magically aided gliding and flight, doing anything for an opportunity to look down on the world with only the wind to keep you aloft. The expense of these experiences may have been a notable factor in why you undertook the adventuring lifestyle or perhaps you are seeking new methods of flight to master. Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost. + +You're trained in the [Acrobatics](compendium/skills.md#Acrobatics) skill and the Plane of [Air Lore](compendium/skills.md#Lore) skill. You gain the [Cat Fall](compendium/feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/spell-seeker-lopsg.md b/compendium/character/backgrounds/spell-seeker-lopsg.md index 325dd9b3f..03aa3eeb3 100644 --- a/compendium/character/backgrounds/spell-seeker-lopsg.md +++ b/compendium/character/backgrounds/spell-seeker-lopsg.md @@ -5,6 +5,7 @@ tags: - background/boost/intelligence - background/boost/wisdom - background/skill/arcana +- background/skill/occultism - compendium/src/pf2e/lopsg aliases: ["Spell Seeker"] --- @@ -17,4 +18,4 @@ Instead, you've devoted yourself to understanding truly esoteric spells, which i Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. -You're trained in either the [Arcana](compendium/skills.md#Arcana) skill or Occult skill, as well as the [Library Lore](compendium/skills.md#Lore) skill. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file +You're trained in either the [Arcana](compendium/skills.md#Arcana) skill or [Occultism](compendium/skills.md#Occultism) skill, as well as the [Library Lore](compendium/skills.md#Lore) skill. You gain the [Recognize Spell](compendium/feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/starless-one-lotg.md b/compendium/character/backgrounds/starless-one-lotg.md index f364e2aa2..7001cbd8c 100644 --- a/compendium/character/backgrounds/starless-one-lotg.md +++ b/compendium/character/backgrounds/starless-one-lotg.md @@ -18,11 +18,13 @@ Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free You're trained in [Occultism](compendium/skills.md#Occultism) and [Astrology Lore](compendium/skills.md#Lore). You also gain the Reclaim Destiny action. ```ad-embed-ability -title: Reclaim Destiny [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Reclaim Destiny** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([divination](rules/traits/divination.md), [occult](rules/traits/occult.md)) +- **Frequency**: once per day - **Trigger**: You are about to attempt a check and are affected by a [fortune](rules/traits/fortune.md "Fortune Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect that modifies the triggering effect **Effect** You break the influence over your fortunes and claim a stable hold over your fate. You ignore the [fortune](rules/traits/fortune.md "Fortune Effect Trait") or [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect and can roll the triggering roll normally. -%% #trait/divination #trait/occult %% +%% + #trait/divination #trait/occult +%% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/time-traveler-som.md b/compendium/character/backgrounds/time-traveler-som.md index db8b12a06..6f5e19a3a 100644 --- a/compendium/character/backgrounds/time-traveler-som.md +++ b/compendium/character/backgrounds/time-traveler-som.md @@ -17,11 +17,13 @@ Choose two ability boosts. One must be to Dexterity or Intelligence, and one is You are trained in three [Lore](compendium/skills.md#Lore) skills of your choice that represent your knowledge from your old time. You gain the Bend Time reaction. ```ad-embed-ability -title: Bend Time [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Bend Time** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([occult](rules/traits/occult.md), [transmutation](rules/traits/transmutation.md)) +- **Frequency**: once per day - **Trigger**: Your turn begins **Effect** You are [quickened](rules/conditions.md#Quickened) this turn. You can use your extra action to [Stride](rules/actions/stride.md). -%% #trait/occult #trait/transmutation %% +%% + #trait/occult #trait/transmutation +%% ``` \ No newline at end of file diff --git a/compendium/character/backgrounds/tomb-born-botd.md b/compendium/character/backgrounds/tomb-born-botd.md index 368488074..832fdb47d 100644 --- a/compendium/character/backgrounds/tomb-born-botd.md +++ b/compendium/character/backgrounds/tomb-born-botd.md @@ -17,8 +17,9 @@ Choose two ability boosts. One must be to Dexterity or Constitution, and one is You're trained in the [Undead Lore](compendium/skills.md#Lore) skill. You gain the Final Spite reaction. ```ad-embed-ability -title: Final Spite [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Final Spite** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Frequency**: once per day - **Trigger**: You're reduced to 0 Hit Points **Effect** You make a [Strike](rules/actions/strike.md) before falling [unconscious](rules/conditions.md#Unconscious). diff --git a/compendium/character/backgrounds/toymaker-g-g.md b/compendium/character/backgrounds/toymaker-g-g.md index 3cc62774e..1948b6d2b 100644 --- a/compendium/character/backgrounds/toymaker-g-g.md +++ b/compendium/character/backgrounds/toymaker-g-g.md @@ -15,8 +15,4 @@ You delight in making little trinkets for children of all ages, and seeing their Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. -You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Mercantile Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat, choosing artistry, blacksmithing, glassmaking, leatherworking, tailoring, or woodworking as your specialty. - -While most backgrounds are available to any character, some backgrounds are so unusual that just having them makes a character rare and extraordinary. - -These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. For example, when a character with the discarded duplicate background is the duplicate of a world-shaking or plot-essential NPC, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and other players as to whether one would apply for a particular character in your group's game. \ No newline at end of file +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Mercantile Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat, choosing artistry, blacksmithing, glassmaking, leatherworking, tailoring, or woodworking as your specialty. \ No newline at end of file diff --git a/compendium/character/backgrounds/willing-host-botd.md b/compendium/character/backgrounds/willing-host-botd.md index c3bafa579..676415002 100644 --- a/compendium/character/backgrounds/willing-host-botd.md +++ b/compendium/character/backgrounds/willing-host-botd.md @@ -17,9 +17,12 @@ Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free You're trained in the [Spirit Lore](compendium/skills.md#Lore) skill. You gain the Host Spirit action. ```ad-embed-ability -title: Host Spirit -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Host Spirit** ([exploration](rules/traits/exploration.md), [necromancy](rules/traits/necromancy.md), [occult](rules/traits/occult.md)) -You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're [fatigued](rules/conditions.md#Fatigued) until the obligation is fulfilled. -%% #trait/exploration #trait/necromancy #trait/occult %% +- **Frequency**: once per day + +**Effect** You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're [fatigued](rules/conditions.md#Fatigued) until the obligation is fulfilled. +%% + #trait/exploration #trait/necromancy #trait/occult +%% ``` \ No newline at end of file diff --git a/compendium/equipment/items/8-round-magazine-tv.md b/compendium/equipment/items/8-round-magazine-tv.md index 4a17fb7d1..c93272b62 100644 --- a/compendium/equipment/items/8-round-magazine-tv.md +++ b/compendium/equipment/items/8-round-magazine-tv.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/ammunition +- item/category/ammunition/ aliases: ["8-Round Magazine"] --- # 8-Round Magazine *Item 0* - **Price** 2 sp - **Bulk** L -- **Category** Ammunition + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/abadars-flawless-scale-logm.md b/compendium/equipment/items/abadars-flawless-scale-logm.md index 1848a540e..875301c1f 100644 --- a/compendium/equipment/items/abadars-flawless-scale-logm.md +++ b/compendium/equipment/items/abadars-flawless-scale-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/uncommon @@ -14,9 +14,10 @@ aliases: ["Abadar's Flawless Scale"] - **Access** follower of [Abadar](compendium/setting/deities/abadar.md) - **Price** 50 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This immaculate golden set of merchant's scales is considered a divine instrument among [Abadar](compendium/setting/deities/abadar.md)'s most faithful. Unlike most scales, this one has only a single dish for placing small objects, and calculates value rather than weight. On the other side of the fulcrum, a steel arrow indicator points to various numbers engraved on the side of the scale. By placing an object of light Bulk onto the dish, you can determine its value in gold pieces in the market in which the scale was made (most of these scales are made in Katapesh or Absalom), based on its material composition and artisanship. For example, after placing a gemstone on the dish, the scale will indicate the fairest (average, in most cases) price you can expect to fetch in the market to which the scale is calibrated, but the scale wouldn't detect the gemstone's historical significance or any magical properties. Abadar's flawless scale can be calibrated to a different market by performing a 1-hour ritual in the proximity of that market. + +--- *Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/ablative-armor-plating-g-g.md b/compendium/equipment/items/ablative-armor-plating-g-g.md index 4e4eb9e28..866b10faa 100644 --- a/compendium/equipment/items/ablative-armor-plating-g-g.md +++ b/compendium/equipment/items/ablative-armor-plating-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,11 +12,44 @@ aliases: ["Ablative Armor Plating"] # Ablative Armor Plating *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** attached ; **Bulk** 1 -- **Category** Consumable +- **Bulk** 1; **Usage** attached Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The wearer gains 5 temporary Hit Points that last for 1 minute or until lost. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The wearer gains 10 temporary Hit Points that last for 10 minutes or until lost. + +#### greater *Item 7* + +- **Price**: 70 gp + +The wearer gains 20 temporary Hit Points that last for 1 hour or until lost. + +#### major *Item 13* + +- **Price**: 600 gp + +The wearer gains 30 temporary Hit Points that last for 1 hour or until lost. + +#### true *Item 19* + +- **Price**: 8000 gp + +The wearer gains 40 temporary Hit Points that last for 1 hour or until lost. + +--- *Source: Guns & Gears p. 66* \ No newline at end of file diff --git a/compendium/equipment/items/ablative-shield-plating-g-g.md b/compendium/equipment/items/ablative-shield-plating-g-g.md index 0cda37cb5..f55de506f 100644 --- a/compendium/equipment/items/ablative-shield-plating-g-g.md +++ b/compendium/equipment/items/ablative-shield-plating-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,11 +12,44 @@ aliases: ["Ablative Shield Plating"] # Ablative Shield Plating *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** attached ; **Bulk** 1 -- **Category** Consumable +- **Bulk** 1; **Usage** attached Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The shield gains 5 temporary Hit Points that last for 1 minute or until lost. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The shield gains 10 temporary Hit Points that last for 10 minutes or until lost. + +#### greater *Item 7* + +- **Price**: 70 gp + +The shield gains 20 temporary Hit Points that last for 1 hour or until lost. + +#### major *Item 13* + +- **Price**: 600 gp + +The shield gains 30 temporary Hit Points that last for 1 hour or until lost. + +#### true *Item 19* + +- **Price**: 8000 gp + +The shield gains 40 temporary Hit Points that last for 1 hour or until lost. + +--- *Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-armor-lotgb.md b/compendium/equipment/items/abysium-armor-lotgb.md index d62e3fcbb..7a1f21310 100644 --- a/compendium/equipment/items/abysium-armor-lotgb.md +++ b/compendium/equipment/items/abysium-armor-lotgb.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Abysium Armor"] --- # Abysium Armor *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Typically only creatures immune to abysium's effects would don abysium armor. You're [sickened](rules/conditions.md#Sickened) while wearing standard-grade armor made from abysium, or [sickened](rules/conditions.md#Sickened) while wearing high-grade armor made from abysium. You can't reduce your [sickened](rules/conditions.md#Sickened) condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save. +--- +### Variants + +#### standard-grade abysium armor *Item 12* + +- **Price**: 2000 gp +- **Craft Requirements**: The initial raw materials must include at least 250 gp of abysium + 25 gp per Bulk. + +#### high-grade abysium armor *Item 19* + +- **Price**: 40000 gp +- **Craft Requirements**: The initial raw materials must include at least 20,000 gp of abysium + 2,000 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-lotgb.md b/compendium/equipment/items/abysium-lotgb.md index b92ed3cf4..34b7ac25c 100644 --- a/compendium/equipment/items/abysium-lotgb.md +++ b/compendium/equipment/items/abysium-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Abysium"] @@ -11,7 +11,6 @@ aliases: ["Abysium"] # Abysium *Item 0+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is [sickened](rules/conditions.md#Sickened) for a standard-grade object of light Bulk, [sickened](rules/conditions.md#Sickened) for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or [sickened](rules/conditions.md#Sickened) for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are [poison](rules/traits/poison.md "Poison Effect Trait") effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. @@ -28,4 +27,24 @@ A blue-green metal with an eerie green luminescence, abysium radiates power that | multiRow | | +--- +### Variants + +#### abysium chunk *Item 0* + +- **Price**: 450 gp + +#### abysium ingot *Item 0* + +- **Price**: 4500 gp + +#### standard-grade abysium object *Item 8* + +- **Price**: 450 gp + +#### high-grade abysium object *Item 16* + +- **Price**: 7500 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-powder-lotgb.md b/compendium/equipment/items/abysium-powder-lotgb.md index 74854456a..a8497d6ce 100644 --- a/compendium/equipment/items/abysium-powder-lotgb.md +++ b/compendium/equipment/items/abysium-powder-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,9 @@ aliases: ["Abysium Powder"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 150 gp -- **Usage** held in 2 hands; **Bulk** L +- **Craft Requirements** abysium worth at least 75 gp. +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This faintly glowing powder rapidly induces the symptoms of abysium poisoning. @@ -36,4 +36,6 @@ title: Saving Throw: DC 27 Fortitude **Stage 3** `10d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-shield-lotgb.md b/compendium/equipment/items/abysium-shield-lotgb.md index aef9457b6..3604d6249 100644 --- a/compendium/equipment/items/abysium-shield-lotgb.md +++ b/compendium/equipment/items/abysium-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Abysium Shield"] --- @@ -11,8 +11,31 @@ aliases: ["Abysium Shield"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield -- **Category** Material These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the [Shield Block](compendium/feats/shield-block.md) reaction against an adjacent creature's melee [Strike](rules/actions/strike.md), if the shield breaks, the creature is exposed to the abysium and is [sickened](rules/conditions.md#Sickened) for a standard-grade shield or [sickened](rules/conditions.md#Sickened) for a high-grade shield. +--- +### Variants + +#### standard-grade abysium buckler *Item 8* + +- **Price**: 400 gp +- **Craft Requirements**: abysium worth at least 50 gp + +#### standard-grade abysium shield *Item 8* + +- **Price**: 440 gp +- **Craft Requirements**: abysium worth at least 55 gp + +#### high-grade abysium buckler *Item 16* + +- **Price**: 8000 gp +- **Craft Requirements**: abysium worth at least 4,000 gp + +#### high-grade abysium shield *Item 16* + +- **Price**: 8800 gp +- **Craft Requirements**: abysium worth at least 4,400 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/abysium-weapon-lotgb.md b/compendium/equipment/items/abysium-weapon-lotgb.md index 90ed352c9..808a09ba5 100644 --- a/compendium/equipment/items/abysium-weapon-lotgb.md +++ b/compendium/equipment/items/abysium-weapon-lotgb.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Abysium Weapon"] --- # Abysium Weapon *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal `1d4` poison damage on a successful [Strike](rules/actions/strike.md), and on a critical hit, the target is [sickened](rules/conditions.md#Sickened), or [sickened](rules/conditions.md#Sickened) with high-grade abysium. +--- +### Variants + +#### standard-grade abysium weapon *Item 12* + +- **Price**: 2000 gp +- **Craft Requirements**: at least 250 gp of abysium + 25 gp per Bulk. + +#### high-grade abysium weapon *Item 18* + +- **Price**: 24000 gp +- **Craft Requirements**: at least 12,000 gp of abysium + 1,200 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/accompaniment-cloak-tv.md b/compendium/equipment/items/accompaniment-cloak-tv.md index 4cb6e9470..83005cdf7 100644 --- a/compendium/equipment/items/accompaniment-cloak-tv.md +++ b/compendium/equipment/items/accompaniment-cloak-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/focused - trait/illusion - trait/invested @@ -14,21 +14,27 @@ aliases: ["Accompaniment Cloak"] [focused](rules/traits/focused.md "Focused Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Price** 1300 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a bard. +- **Bulk** L; **Usage** worn cloak This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a bard composition spell. If not used by the end of your turn, this Focus Point is lost. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level [phantom crowd](compendium/spells/phantom-crowd-som.md) spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your [Performance](compendium/skills.md#Performance) checks. You can Sustain this effect as described in the spell. +**Effect** You peel the musicians from the garment and fling them around you. The cloak casts a 4th-level [phantom crowd](compendium/spells/phantom-crowd-som.md) spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your [Performance](compendium/skills.md#Performance) checks. You can Sustain this effect as described in the spell. ``` + +--- *Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/accursed-staff-tv.md b/compendium/equipment/items/accursed-staff-tv.md index 98f4b9c19..b9cc92d77 100644 --- a/compendium/equipment/items/accursed-staff-tv.md +++ b/compendium/equipment/items/accursed-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/magical - trait/necromancy - trait/staff @@ -12,15 +12,42 @@ aliases: ["Accursed Staff"] # Accursed Staff *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the [curse](rules/traits/curse.md "Curse Effect Trait") trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### accursed staff *Item 6* + +- **Price**: 250 gp + +- Cantrip daze +- 1st bane, ill omen +- 2nd blood vendetta , warrior's regret + +#### greater accursed staff *Item 10* + +- **Price**: 900 gp + +- 3rd claim curse , cup of dust +- 4th outcast's curse, remove curse, warrior's regret + +#### major accursed staff *Item 14* + +- **Price**: 4000 gp + +- 5th inevitable disaster , mariner's curse +- 6th blinding fury , feeblemind, remove curse + +--- *Source: Treasure Vault p. 130* \ No newline at end of file diff --git a/compendium/equipment/items/achaekeks-kiss-tv.md b/compendium/equipment/items/achaekeks-kiss-tv.md index 9b6677a57..e4716fccd 100644 --- a/compendium/equipment/items/achaekeks-kiss-tv.md +++ b/compendium/equipment/items/achaekeks-kiss-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -16,9 +16,8 @@ aliases: ["Achaekek's Kiss"] - **Access** member of the Red Mantis assassins - **Price** 13000 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Kept as a closely guarded secret by the deadly members of the Red Mantis assassins, this poison is treated with reverence for its ability to end lives. If the victim dies while affected by this poison, its body decomposes to nothing in 1 minute, leaving only its gear behind. Non-magical preservation can't protect the tainted corpse. Gentle repose works on the poisoned body only if cast as a 5th-level spell and the caster succeeds at a counteract check against the poison's saving throw DC when casting the spell. Even if cast successfully, gentle repose only works as if it had been cast at 2nd level. @@ -36,4 +35,6 @@ title: Saving Throw: DC 42 Fortitude **Stage 3** `11d12` poison damage and [doomed](rules/conditions.md#Doomed) (1 round) ``` + +--- *Source: Treasure Vault p. 66* \ No newline at end of file diff --git a/compendium/equipment/items/acid-flask.md b/compendium/equipment/items/acid-flask.md index 48331f491..71aff0541 100644 --- a/compendium/equipment/items/acid-flask.md +++ b/compendium/equipment/items/acid-flask.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/bomb +- item/category/bomb/ - trait/acid - trait/alchemical - trait/bomb @@ -14,10 +14,37 @@ aliases: ["Acid Flask"] # Acid Flask *Item 1+* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb This flask filled with corrosive acid deals 1 acid damage, the listed [persistent acid damage](rules/conditions.md#Persistent%20Damage), and the listed acid splash damage. Many types grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +It deals `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and 1 acid splash damage. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and 2 acid splash damage. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and 3 acid splash damage. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and 4 acid splash damage. + +--- *Source: Core Rulebook p. 544* \ No newline at end of file diff --git a/compendium/equipment/items/acid-spitter-g-g.md b/compendium/equipment/items/acid-spitter-g-g.md index ca641f9a4..6339e7c96 100644 --- a/compendium/equipment/items/acid-spitter-g-g.md +++ b/compendium/equipment/items/acid-spitter-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/acid - trait/clockwork - trait/consumable @@ -17,7 +17,6 @@ aliases: ["Acid Spitter"] [acid](rules/traits/acid.md "Acid Energy & Element Trait") [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp -- **Category** Snare This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a DC 20 Reflex saving throw or take `3d6` acid damage. @@ -27,4 +26,6 @@ This tin clockwork lizard is activated when a creature moves adjacent to it, at > - **Failure** The creature takes full damage and 5 [persistent acid damage](rules/conditions.md#Persistent%20Damage). > - **Critical Failure** The creature takes double damage and 10 [persistent acid damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Guns & Gears p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/acrobats-staff-ec2.md b/compendium/equipment/items/acrobats-staff-ec2.md index 51e97770d..a1c08eb67 100644 --- a/compendium/equipment/items/acrobats-staff-ec2.md +++ b/compendium/equipment/items/acrobats-staff-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/held +- item/category/held/ - trait/fortune - trait/magical - trait/transmutation @@ -14,17 +14,18 @@ aliases: ["Acrobat's Staff"] [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat's staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to [Disarm](rules/actions/disarm.md) you of it. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: You fail or critically fail an **Effect** Reroll the [Acrobatics](compendium/skills.md#Acrobatics) check and take the better result. ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/adamantine-armor.md b/compendium/equipment/items/adamantine-armor.md index 87e5b0aa8..653a35ecb 100644 --- a/compendium/equipment/items/adamantine-armor.md +++ b/compendium/equipment/items/adamantine-armor.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Adamantine Armor"] --- # Adamantine Armor *Item 12+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Adamantine armor has a shiny, black appearance and is amazingly durable. +--- +### Variants + +#### standard-grade adamantine armor *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk. + +#### high-grade adamantine armor *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk. + +--- *Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/compendium/equipment/items/adamantine-shield.md b/compendium/equipment/items/adamantine-shield.md index 001e58f32..6f333d8c8 100644 --- a/compendium/equipment/items/adamantine-shield.md +++ b/compendium/equipment/items/adamantine-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Adamantine Shield"] --- @@ -11,8 +11,30 @@ aliases: ["Adamantine Shield"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield -- **Category** Material Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons. +--- +### Variants + +#### standard-grade adamantine buckler *Item 8* + +- **Price**: 400 gp +- **Craft Requirements**: adamantine worth at least 50 gp + +#### standard-grade adamantine shield *Item 8* + +- **Price**: 440 gp +- **Craft Requirements**: adamantine worth at least 55 gp + +#### high-grade adamantine buckler *Item 16* + +- **Craft Requirements**: adamantine worth at least 4,000 gp + +#### high-grade adamantine shield *Item 16* + +- **Price**: 8800 gp +- **Craft Requirements**: adamantine worth at least 4,400 gp + +--- *Source: Core Rulebook p. 586* \ No newline at end of file diff --git a/compendium/equipment/items/adamantine-weapon.md b/compendium/equipment/items/adamantine-weapon.md index 2691a31ba..5c8eedfa0 100644 --- a/compendium/equipment/items/adamantine-weapon.md +++ b/compendium/equipment/items/adamantine-weapon.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Adamantine Weapon"] --- # Adamantine Weapon *Item 11+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon. +--- +### Variants + +#### standard-grade adamantine weapon *Item 11* + +- **Price**: 1400 gp +- **Craft Requirements**: at least 175 gp of adamantine + 17.5 gp per Bulk. + +#### high-grade adamantine weapon *Item 17* + +- **Price**: 13500 gp +- **Craft Requirements**: at least 6,750 gp of adamantine + 675 gp per Bulk. + +--- *Source: Core Rulebook p. 599* \ No newline at end of file diff --git a/compendium/equipment/items/adamantine.md b/compendium/equipment/items/adamantine.md index 1be71d814..25aeec623 100644 --- a/compendium/equipment/items/adamantine.md +++ b/compendium/equipment/items/adamantine.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/precious - trait/uncommon aliases: ["Adamantine"] @@ -11,7 +11,6 @@ aliases: ["Adamantine"] # Adamantine *Item 8+* [precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Category** Material Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. @@ -28,4 +27,24 @@ Mined from rocks that fell from the heavens, adamantine is one of the hardest me | multiRow | | +--- +### Variants + +#### adamantine chunk *Item 0* + +- **Price**: 500 gp + +#### adamantine ingot *Item 0* + +- **Price**: 5000 gp + +#### standard-grade adamantine object *Item 8* + +- **Price**: 350 gp + +#### high-grade adamantine object *Item 16* + +- **Price**: 6000 gp + +--- *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/adaptive-cogwheel-g-g.md b/compendium/equipment/items/adaptive-cogwheel-g-g.md index 0e91d6846..25f3f0eab 100644 --- a/compendium/equipment/items/adaptive-cogwheel-g-g.md +++ b/compendium/equipment/items/adaptive-cogwheel-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Adaptive Cogwheel"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 5 gp -- **Usage** affixed to a firearm; **Bulk** – +- **Bulk** –; **Usage** affixed to a firearm - **Activate** envision; **Requirements** You're wielding the affixed firearm. -- **Category** Talisman This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically transfigures itself into the form of any simple or martial firearm to which you have access, harmlessly ejecting any contained ammunition in the process. Any runes or attached items present on the affixed weapon remain active unless incompatible with its new form, in which case they're suppressed for the duration of the transformation. The effect lasts until the beginning of your next turn. + +--- *Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/addiction-suppressant-lol.md b/compendium/equipment/items/addiction-suppressant-lol.md index a905cc57f..9b7129a2a 100644 --- a/compendium/equipment/items/addiction-suppressant-lol.md +++ b/compendium/equipment/items/addiction-suppressant-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/elixir +- item/category/elixir/ - trait/consumable - trait/elixir - trait/rare @@ -12,10 +12,37 @@ aliases: ["Addiction Suppressant"] # Addiction Suppressant *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 2 gp + +You gain a +1 item bonus. + +#### moderate *Item 6* + +- **Price**: 30 gp + +You gain a +2 item bonus. + +#### greater *Item 10* + +- **Price**: 140 gp + +You gain a +3 item bonus. + +#### major *Item 14* + +- **Price**: 500 gp + +You gain a +4 item bonus. + +--- *Source: Lost Omens: Legends p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/addiction-suppressant-tv.md b/compendium/equipment/items/addiction-suppressant-tv.md index 88b780259..e8605a8f9 100644 --- a/compendium/equipment/items/addiction-suppressant-tv.md +++ b/compendium/equipment/items/addiction-suppressant-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,41 @@ aliases: ["Addiction Suppressant"] # Addiction Suppressant *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. For every drug, a specific suppressant must be crafted— no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 2 gp + +You gain a +1 item bonus. + +#### moderate *Item 6* + +- **Price**: 30 gp + +You gain a +2 item bonus. + +#### greater *Item 10* + +- **Price**: 140 gp + +You gain a +3 item bonus. + +#### major *Item 14* + +- **Price**: 500 gp + +You gain a +4 item bonus. + +Special An addiction suppressant has the same rarity as the specific drug it's crafted to suppress. + +--- *Source: Treasure Vault p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/addlebrain-aoa3.md b/compendium/equipment/items/addlebrain-aoa3.md index d554888cc..7fda60eb3 100644 --- a/compendium/equipment/items/addlebrain-aoa3.md +++ b/compendium/equipment/items/addlebrain-aoa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa3 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/inhaled @@ -15,9 +15,8 @@ aliases: ["Addlebrain"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 58 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Certain Scarlet Triad poisoners use toxins like addlebrain to keep captured prisoners docile and compliant for short periods of time until they can be properly shackled and imprisoned. Addlebrain is distilled from a hallucinogenic lichen that can often be found growing in the sewers below particularly large cities like Katapesh. @@ -38,4 +37,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** [fatigued](rules/conditions.md#Fatigued), [enfeebled](rules/conditions.md#Enfeebled), and [stupefied](rules/conditions.md#Stupefied) (1 day) ``` + +--- *Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/admonishing-band-g-g.md b/compendium/equipment/items/admonishing-band-g-g.md index e1ebcad41..8a52c78c4 100644 --- a/compendium/equipment/items/admonishing-band-g-g.md +++ b/compendium/equipment/items/admonishing-band-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/magical @@ -14,10 +14,11 @@ aliases: ["Admonishing Band"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp -- **Usage** affixed to a firearm; **Bulk** – +- **Bulk** –; **Usage** affixed to a firearm - **Activate** envision; **Requirements** You're trained in [Intimidation](compendium/skills.md#Intimidation). -- **Category** Talisman This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. When you activate it, you fire your gun into the air with the effects of Warning Shot (page 112). If you already have the Warning Shot feat, the target doesn't become temporarily immune to your [Demoralize](rules/actions/demoralize.md), potentially allowing you to [Demoralize](rules/actions/demoralize.md) them again. + +--- *Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/advancing-tv.md b/compendium/equipment/items/advancing-tv.md index 9be98f406..77aaa470e 100644 --- a/compendium/equipment/items/advancing-tv.md +++ b/compendium/equipment/items/advancing-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/necromancy aliases: ["Advancing"] @@ -12,16 +12,29 @@ aliases: ["Advancing"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** etched onto heavy armor -- **Category** Rune This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command - **Requirements**: Your last action or activity reduced an enemy to 0 Hit Points **Effect** You [Stride](rules/actions/stride.md) up to 15 feet. This movement doesn't trigger reactions. You can [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of Striding if you have the corresponding movement type. ``` +--- +### Variants + +#### advancing *Item 9* + +- **Price**: 625 gp + +#### greater advancing *Item 16* + +- **Price**: 8000 gp + +You can [Stride](rules/actions/stride.md) up to your Speed instead of 15 feet. + +--- *Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/adventurers-pack.md b/compendium/equipment/items/adventurers-pack.md index 4a40b2a9b..3a1d75b87 100644 --- a/compendium/equipment/items/adventurers-pack.md +++ b/compendium/equipment/items/adventurers-pack.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Adventurer's Pack"] --- # Adventurer's Pack *Item 0* - **Price** 15 sp - **Bulk** 1 -- **Category** Adventuring Gear This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: a [backpack](compendium/equipment/items/backpack.md), a [bedroll](compendium/equipment/items/bedroll.md), [10 pieces of chalk](compendium/equipment/items/chalk-10.md), [flint and steel](compendium/equipment/items/flint-and-steel.md), [50 feet of rope](compendium/equipment/items/rope-50-feet.md), 2 weeks' [rations](compendium/equipment/items/rations-1-week.md), [soap](compendium/equipment/items/soap.md), 5 [torches](compendium/equipment/items/torch.md), and a [waterskin](compendium/equipment/items/waterskin.md). + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/adze-loag.md b/compendium/equipment/items/adze-loag.md index 15fb19ae6..65531c487 100644 --- a/compendium/equipment/items/adze-loag.md +++ b/compendium/equipment/items/adze-loag.md @@ -14,10 +14,12 @@ aliases: ["Adze"] - **Price** 1 gp - **Bulk** 2 -- **Damage** `1d10` S + - **Damage**: `1d10` S - **Hands** 2 - **Category** Martial; **Group** Axe A common cutting tool, an adze resembles an axe—but the cutting edge is horizontal, rather than vertical. The adze's shape makes it popular among wood workers, and grippli builders often use them to construct their treetop homes. The tool also serves as an effective weapon, due in part to the immense strength required to swing it. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md b/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md index ebfdc8184..74c42d4b6 100644 --- a/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md +++ b/compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -14,9 +14,10 @@ aliases: ["Aeon Stone (Clear Quartz Octagon)"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 90 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become [broken](rules/conditions.md#Broken), this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone. The stone's resonant power allows you to cast 1st-level [mending](compendium/spells/mending.md) as a divine innate spell once per day. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/aeon-stone.md b/compendium/equipment/items/aeon-stone.md index 36e9c0c8d..39b04433b 100644 --- a/compendium/equipment/items/aeon-stone.md +++ b/compendium/equipment/items/aeon-stone.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,8 +13,7 @@ aliases: ["Aeon Stone"] # Aeon Stone *Item 1+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. @@ -24,4 +23,152 @@ You can stow an aeon stone with an [Interact](rules/actions/interact.md) action, There are various types of aeon stones, each with a different shape, color, and [magical](rules/traits/magical.md "Magical Item Trait") effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a [wayfinder](compendium/equipment/items/wayfinder.md). +--- +### Variants + +#### clear spindle *Item 7* + +- **Price**: 325 gp + +You don't need to eat or drink while this aeon stone is invested by you. This aeon stone doesn't function until it has been worn continuously for a week and invested each day therein. If it's invested by someone else, this interval starts over. + +The resonant power allows you to cast [air bubble](compendium/spells/air-bubble.md) as a primal innate spell once per day. + +#### dull gray *Item 1* + +- **Price**: 9 gp + +A dull gray aeon stone has lost its special magical properties, sometimes as a result of overusing a tourmaline sphere or pale lavender ellipsoid aeon stone. It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame. + +Dull gray aeon stones have no resonant power. + +#### gold nodule *Item 6* + +- **Price**: 230 gp + +When a gold nodule aeon stone is created, its creator chooses a language they know to store within the crystal. When you invest the stone, you gain the ability to understand, speak, and write that language. + +The resonant power allows you to cast [comprehend language](compendium/spells/comprehend-language.md) as an occult innate spell once per day. + +#### lavender and green ellipsoid *Item 19* + +- **Price**: 30000 gp + +This functions as a pale lavender ellipsoid aeon stone, but it casts an 8th-level [dispel magic](compendium/spells/dispel-magic.md) spell with a counteract modifier of +31. + +The resonant power allows you to cast [detect magic](compendium/spells/detect-magic.md) and read aura as arcane innate spells at will. + +#### orange prism *Item 16* + +- **Price**: 9750 gp + +An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone. + +**Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision; **Effect** If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md), that spell's level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted. + +#### pale lavender ellipsoid *Item 13* + +- **Price**: 2200 gp + +This aeon stone must be activated to provide a benefit. The resonant power allows you to cast the [read aura](compendium/spells/read-aura.md) cantrip as an arcane innate spell. + +**Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision; **Frequency** once per day; **Trigger** A spell targets you; **Effect** The stone casts a 6th-level [dispel magic](compendium/spells/dispel-magic.md) spell in an attempt to counteract the triggering spell, with a counteract modifier of +22. This can be used only on spells that specifically target you—not area spells that don't have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. + +Each time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone. + +#### pink rhomboid *Item 12* + +- **Price**: 1900 gp + +When you invest this stone, you gain 15 temporary Hit Points. If the stone's effects are suppressed, you lose any of the temporary Hit Points remaining until it returns. The temporary Hit Points refresh during your daily preparations; they do not refresh if you re-invest the stone, or invest another pink rhomboid aeon stone, before then. + +The resonant power allows you to cast the [stabilize](compendium/spells/stabilize.md) cantrip as a divine innate spell. + +#### tourmaline sphere *Item 7* + +- **Price**: 350 gp + +When you would die from the [dying](rules/conditions.md#Dying) condition (typically at [dying](rules/conditions.md#Dying)), this aeon stone automatically activates and reduces your [dying](rules/conditions.md#Dying) value to 1 less than would normally kill you (typically to [dying](rules/conditions.md#Dying)). The stone then permanently turns into a dull gray aeon stone. You can benefit from this ability only once per day, even if you have multiple such stones. + +The resonant power allows you to cast 1st-level [heal](compendium/spells/heal.md) as a divine innate spell once per day. + +#### agate ellipsoid *Item 5* + +- **Price**: 130 gp + +This aeon stone allows you to cast 2nd-level [augury](compendium/spells/augury.md) as a divine innate spell once per day. + +The resonant power causes the [augury](compendium/spells/augury.md) spell from the aeon stone to always succeed at the DC 6 flat check to give an answer other than "nothing." + +#### azure briolette *Item 4* + +- **Price**: 85 gp + +This aeon stone must be activated to provide a benefit. + +**Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision; **Trigger** An enemy fails its save against a [mental](rules/traits/mental.md "Mental Effect Trait") spell you cast using one of your spell slots; **Effect** You gain temporary Hit Points equal to twice the spell's level until your next turn. + +The resonant power grants a separate activation. + +**Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md); **Frequency** once per day; **Effect** You gain the effect of a [chill touch](compendium/spells/chill-touch.md) arcane cantrip. + +#### dusty rose prism *Item 3* + +- **Price**: 50 gp + +This aeon stone allows you to cast the 1st-level [shield](compendium/spells/shield.md) cantrip as an arcane innate spell, surrounding yourself in pink energy. + +The resonant power increases the damage prevented by your aeon stone's [shield](compendium/spells/shield.md) spell from 5 to 10. + +#### pale orange rhomboid *Item 19* + +- **Price**: 40000 gp + +The first time each day you die, your vital and spiritual essences mingle together and reside within this aeon stone. + +You have a limited sense of how many life forces are currently within 30 feet of the stone, which you can potentially use to determine when it's safe to call on the stone's power. At any time within the next hour after your body died, you can spend 1 minute concentrating in order to return to your body. + +As long as your body is still intact, you are no longer dead— you are restored to 1 HP with the [doomed](rules/conditions.md#Doomed) and [wounded](rules/conditions.md#Wounded) conditions. You can benefit from the effects of only one pale orange rhomboid aeon stone in a given day. + +The resonant power allows you to wait more than an hour to return to your body with the aeon stone; as long as the wayfinder remains on the body, your body doesn't decay and you can return at any point. + +#### pearlescent pyramid *Item 10* + +- **Price**: 900 gp + +While invested, this aeon stone grants the benefit of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune to your weapons and unarmed attacks. + +The resonant power grants a special activation. + +**Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision; **Frequency** once per minute; **Effect** You gain the effects of see invisibility for 1 round. + +#### pearly white spindle *Item 3* + +- **Price**: 60 gp + +When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute. + +The resonant power grants you resistance 1 to negative damage. + +#### western star *Item 6* + +- **Price**: 225 gp + +This aeon stone must be activated to provide a benefit. + +**Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md); **Effect** You activate the aeon stone to gain the effects of a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md). + +The resonant power allows you to render all of your aeon stones and your wayfinder [invisible](rules/conditions.md#Invisible) whenever you use the activation to gain the effects of illusory disguise. + +#### black pearl *Item 12* + +- **Price**: 2000 gp + +This black pearl sparkles with light. + +**Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision; **Trigger** you are targeted by a [mental](rules/traits/mental.md "Mental Effect Trait") effect. **Effect** You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature's own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever. + +The resonant power allows you to cast [sending](compendium/spells/sending.md) once per day. + +--- *Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/aether-appendage-tv.md b/compendium/equipment/items/aether-appendage-tv.md index bf1f64022..344dab649 100644 --- a/compendium/equipment/items/aether-appendage-tv.md +++ b/compendium/equipment/items/aether-appendage-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/incorporeal - trait/magical - trait/transmutation @@ -14,17 +14,19 @@ aliases: ["Aether Appendage"] [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the hand or worn on the arm. As an envision action, you can cause the arm to become corporeal until the end of your turn, allowing it to make Strikes or grasp objects. It remains corporeal if you're holding an item or it's wearing an item at the end of your turn. Your unarmed attack Strikes made with the aether appendage become magical. If they're already magical, they instead gain the effect of the ghost touch property rune. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision, [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You're holding a non-magical item of light or negligible Bulk **Effect** The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally. ``` + +--- *Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/aether-marbles-gw3.md b/compendium/equipment/items/aether-marbles-gw3.md index 245a31965..17923e530 100644 --- a/compendium/equipment/items/aether-marbles-gw3.md +++ b/compendium/equipment/items/aether-marbles-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/bomb +- item/category/bomb/ - trait/bomb - trait/consumable - trait/force @@ -14,12 +14,33 @@ aliases: ["Aether Marbles"] # Aether Marbles *Item 4+* [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls. Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 19 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d6` force damage and 2 force splash damage. + +#### moderate *Item 12* + +- **Price**: 360 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d6` force damage and 3 force splash damage. + +#### greater *Item 18* + +- **Price**: 3400 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d6` force damage and 4 force splash damage. + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/aim-aiding-tv.md b/compendium/equipment/items/aim-aiding-tv.md index 4fc09dd16..0566e2650 100644 --- a/compendium/equipment/items/aim-aiding-tv.md +++ b/compendium/equipment/items/aim-aiding-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Aim-Aiding"] @@ -13,8 +13,9 @@ aliases: ["Aim-Aiding"] - **Price** 225 gp - **Usage** etched onto armor -- **Category** Rune Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' ranged attacks. + +--- *Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/air-bladder-lotgb.md b/compendium/equipment/items/air-bladder-lotgb.md index 1d93de6c9..48f969fc7 100644 --- a/compendium/equipment/items/air-bladder-lotgb.md +++ b/compendium/equipment/items/air-bladder-lotgb.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Air Bladder"] --- # Air Bladder *Item 0* - **Price** 1 sp -- **Usage** held in 1 hand; **Bulk** L (1 if inflated) -- **Category** Held +- **Bulk** L (1 if inflated); **Usage** held in 1 hand This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you can inhale the contents of the air bladder, which resets the number of rounds you can hold your breath (see the rules for drowning and suffocating on page 478 of the Core Rulebook). You can inflate the bladder or remove its attached weight as an [Interact](rules/actions/interact.md) action. An unattached inflated bladder without the weight will float toward the surface of the water at a rate of 60 feet per round. + +--- *Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/air-cartridge-firing-system-g-g.md b/compendium/equipment/items/air-cartridge-firing-system-g-g.md index e4f647bd4..b7410f803 100644 --- a/compendium/equipment/items/air-cartridge-firing-system-g-g.md +++ b/compendium/equipment/items/air-cartridge-firing-system-g-g.md @@ -18,4 +18,6 @@ Air cartridge firing mechanisms use a container of compressed air affixed to a s Attaching an air cartridge firing system takes one hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. + +--- *Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/air-repeater-g-g.md b/compendium/equipment/items/air-repeater-g-g.md index e97e90a32..6f6ca66f1 100644 --- a/compendium/equipment/items/air-repeater-g-g.md +++ b/compendium/equipment/items/air-repeater-g-g.md @@ -15,11 +15,13 @@ aliases: ["Air Repeater"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 5 gp - **Bulk** L -- **Damage** `1d4` P -- **Ammunution** Pellets; **Range** 30 ft.; **Reload** 0 + - **Damage**: `1d4` P + - **Ammunution** Pellets; **Range** 30 ft.; **Reload** 0 - **Hands** 1 - **Category** Simple; **Group** Firearm A thin-barreled firearm that uses a container of pressurized air instead of black powder to propel small metal bullets from an attached cartridge, the air repeater has fallen out of common use in Arcadia due to its poor stopping power, though it's still used occasionally for casual hunting and sport shooting. The air repeater and its [longer-ranged, two-handed variant](compendium/equipment/items/long-air-repeater-g-g.md) are still valued by some for their ability to allow a shooter to fire multiple rounds without needing to stop to reload or crank to a new chamber. A typical air repeater magazine holds 6 pellets. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/aklys-b1.md b/compendium/equipment/items/aklys-b1.md index 705428ba8..681af83cb 100644 --- a/compendium/equipment/items/aklys-b1.md +++ b/compendium/equipment/items/aklys-b1.md @@ -16,10 +16,12 @@ aliases: ["Aklys"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Advanced; **Group** Club The aklys is a throwing club with a hook on one end and a lengthy cord attached to the other. It is an uncommon advanced melee weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the ranged trip, tethered, thrown <20 feet>, and trip weapon traits; the new traits are described below. Though aklyses aren't available in most shops, one might be purchased for 5 gp from a vendor that specializes in strange weapons. + +--- *Source: Bestiary p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/alarm-snare.md b/compendium/equipment/items/alarm-snare.md index ffa860370..cd105d801 100644 --- a/compendium/equipment/items/alarm-snare.md +++ b/compendium/equipment/items/alarm-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/auditory - trait/consumable - trait/mechanical @@ -15,8 +15,9 @@ aliases: ["Alarm Snare"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp -- **Category** Snare You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated. + +--- *Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-atomizer-lol.md b/compendium/equipment/items/alchemical-atomizer-lol.md index d078a99eb..89f5ecd92 100644 --- a/compendium/equipment/items/alchemical-atomizer-lol.md +++ b/compendium/equipment/items/alchemical-atomizer-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/held +- item/category/held/ - trait/alchemical - trait/rare aliases: ["Alchemical Atomizer"] @@ -13,20 +13,23 @@ aliases: ["Alchemical Atomizer"] - **Price** 175 gp - **Usage** held in 1 hands, Bulk L -- **Category** Held Khismar developed this unique atomizer that allows for the distribution of elixirs, oils, and potions as a fine spray or mist. The atomizer can hold a single elixir, oil, or potion. An atomizer contains enough reagents to use it up to 10 times before the reagents must be replaced. A new batch of reagents costs 5 gp and requires an [Interact](rules/actions/interact.md) action to replace. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied elixir, oil, or potion. The target must be a valid target for the effect, such as food or drink for a nectar of purification, or the consumable is lost. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil, the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first. ``` + +--- *Source: Lost Omens: Legends p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-chart-tv.md b/compendium/equipment/items/alchemical-chart-tv.md index bda310919..c8b5bfa78 100644 --- a/compendium/equipment/items/alchemical-chart-tv.md +++ b/compendium/equipment/items/alchemical-chart-tv.md @@ -3,16 +3,37 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/alchemical aliases: ["Alchemical Chart"] --- # Alchemical Chart *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using [Quick Alchemy](rules/actions/quick-alchemy.md), the items you create of the listed level remain potent for 1 additional round. +--- +### Variants + +#### lesser alchemical chart *Item 4* + +- **Price**: 100 gp + +The chart works for [Quick Alchemy](rules/actions/quick-alchemy.md) items of level 4 or lower. + +#### moderate alchemical chart *Item 12* + +- **Price**: 1750 gp + +The chart works for [Quick Alchemy](rules/actions/quick-alchemy.md) items of level 12 or lower. + +#### greater alchemical chart *Item 18* + +- **Price**: 19000 gp + +The chart works for [Quick Alchemy](rules/actions/quick-alchemy.md) items of level 18 or lower. + +--- *Source: Treasure Vault p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-crossbow-fop.md b/compendium/equipment/items/alchemical-crossbow-fop.md index cf5256dd6..046de93ae 100644 --- a/compendium/equipment/items/alchemical-crossbow-fop.md +++ b/compendium/equipment/items/alchemical-crossbow-fop.md @@ -13,8 +13,8 @@ aliases: ["Alchemical Crossbow"] - **Price** 25 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 30 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 30 ft.; **Reload** 1 - **Hands** 2 - **Category** Simple; **Group** Bow @@ -22,4 +22,6 @@ This crossbow can deliver alchemically infused bolts. The strange weapon has a m It otherwise functions as a [crossbow](compendium/equipment/items/crossbow.md) (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow. The alchemical crossbow costs 25 gp. + +--- *Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-fuse-ooa2.md b/compendium/equipment/items/alchemical-fuse-ooa2.md index c83232af9..aaea7a0d7 100644 --- a/compendium/equipment/items/alchemical-fuse-ooa2.md +++ b/compendium/equipment/items/alchemical-fuse-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/fire @@ -12,20 +12,21 @@ aliases: ["Alchemical Fuse"] # Alchemical Fuse *Item 1* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Usage** held in one hand; **Bulk** L +- **Bulk** L; **Usage** held in one hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same [Interact](rules/actions/interact.md) action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn. @@ -33,9 +34,12 @@ For a bomb, this deals splash damage, and for pyronite, it deals pyronite's norm ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You extinguish the fuse. ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-gauntlet-tv.md b/compendium/equipment/items/alchemical-gauntlet-tv.md index c8bf3e241..57f18788f 100644 --- a/compendium/equipment/items/alchemical-gauntlet-tv.md +++ b/compendium/equipment/items/alchemical-gauntlet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/alchemical aliases: ["Alchemical Gauntlet"] --- @@ -11,8 +11,9 @@ aliases: ["Alchemical Gauntlet"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 10 gp -- **Category** Adventuring Gear An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an [Interact](rules/actions/interact.md) action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the gauntlet deal `1d4` damage of the bomb's damage type in addition to the gauntlet's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect. + +--- *Source: Treasure Vault p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/alchemical-springald-g-g.md b/compendium/equipment/items/alchemical-springald-g-g.md index 405bcab28..2966a49c8 100644 --- a/compendium/equipment/items/alchemical-springald-g-g.md +++ b/compendium/equipment/items/alchemical-springald-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/huge - trait/uncommon aliases: ["Alchemical Springald"] @@ -13,30 +13,36 @@ aliases: ["Alchemical Springald"] - **Price** 6000 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 30 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <100 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md), range increment <100 feet>) + `10d6` damage and 3 splash damage, three different targets within a 15-foot burst, DC 30 Reflex. The damage type depends on the alchemical ammunition used: acid, cold, electricity, or fire. Creatures take the splash damage only once from the launch, even if they're in the area of more than one of the three splashes. -%% #trait/manipulate #trait/range-increment-100-feet %% +%% + #trait/manipulate #trait/range-increment-100-feet +%% ``` + +--- *Source: Guns & Gears p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/alchemist-goggles.md b/compendium/equipment/items/alchemist-goggles.md index 839746bca..4638886c3 100644 --- a/compendium/equipment/items/alchemist-goggles.md +++ b/compendium/equipment/items/alchemist-goggles.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,9 +12,28 @@ aliases: ["Alchemist Goggles"] # Alchemist Goggles *Item 4+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making [Strikes](rules/actions/strike.md) with alchemical bombs. +--- +### Variants + +#### alchemist goggles *Item 4* + +- **Price**: 100 gp + +#### greater alchemist goggles *Item 11* + +- **Price**: 1400 gp + +The item bonuses are both +2. + +#### major alchemist goggles *Item 17* + +- **Price**: 15000 gp + +The item bonuses are both +3. + +--- *Source: Core Rulebook p. 605* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-damper-ooa2.md b/compendium/equipment/items/alchemists-damper-ooa2.md index 943c797bf..82575d4f0 100644 --- a/compendium/equipment/items/alchemists-damper-ooa2.md +++ b/compendium/equipment/items/alchemists-damper-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -15,10 +15,11 @@ aliases: ["Alchemist's Damper"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** attached ; **Bulk** — +- **Bulk** —; **Usage** attached - **Activate** envision; **Trigger** You attack with the affixed firearm; **Requirements** You're an expert with the affixed firearm. -- **Category** Talisman A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering [Strike](rules/actions/strike.md), the mercury turns briefly to gold, reducing the effect of recoil, allowing you to ignore the circumstance penalty of the attached weapon's kickback weapon trait. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-fire.md b/compendium/equipment/items/alchemists-fire.md index 29378ef38..aa06126fa 100644 --- a/compendium/equipment/items/alchemists-fire.md +++ b/compendium/equipment/items/alchemists-fire.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,37 @@ aliases: ["Alchemist's Fire"] # Alchemist's Fire *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, [persistent fire damage](rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d8` fire damage, 1 [persistent fire damage](rules/conditions.md#Persistent%20Damage), and 1 fire splash damage. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d8` fire damage, 2 [persistent fire damage](rules/conditions.md#Persistent%20Damage), and 2 fire splash damage. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d8` fire damage, 3 [persistent fire damage](rules/conditions.md#Persistent%20Damage), and 3 fire splash damage. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d8` fire damage, 4 [persistent fire damage](rules/conditions.md#Persistent%20Damage), and 4 fire splash damage. + +--- *Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-flamethrower-tv.md b/compendium/equipment/items/alchemists-flamethrower-tv.md index cbbbb711d..754200a14 100644 --- a/compendium/equipment/items/alchemists-flamethrower-tv.md +++ b/compendium/equipment/items/alchemists-flamethrower-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/alchemical - trait/fire - trait/rare @@ -13,14 +13,12 @@ aliases: ["Alchemist's Flamethrower"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 35 gp -- **Usage** held in two hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in two hands This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([fire](rules/traits/fire.md)) - **Requirements**: The flamethrower is loaded @@ -30,7 +28,11 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " - Moderate Alchemist's Fire: The flamethrower deals `2d8` fire damage (DC 17 basic Reflex save) in a 60-foot line. 2 [persistent fire damage](rules/conditions.md#Persistent%20Damage). - Greater Alchemist's Fire: The flamethrower deals `6d8` fire damage (DC 28 basic Reflex save) in a 90-foot line. 3 [persistent fire damage](rules/conditions.md#Persistent%20Damage). - Major Alchemist's Fire: The flamethrower deals `10d8` fire damage (DC 37 basic Reflex save) in a 120-foot line. 4 [persistent fire damage](rules/conditions.md#Persistent%20Damage). -%% #trait/fire %% +%% + #trait/fire +%% ``` + +--- *Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-haversack-tv.md b/compendium/equipment/items/alchemists-haversack-tv.md index 1a2f6ee3a..ba315273c 100644 --- a/compendium/equipment/items/alchemists-haversack-tv.md +++ b/compendium/equipment/items/alchemists-haversack-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/extradimensional - trait/invested @@ -14,8 +14,8 @@ aliases: ["Alchemist's Haversack"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp -- **Usage** worn backpack; **Bulk** 1 -- **Category** Worn +- **Craft Requirements** You are an alchemist. +- **Bulk** 1; **Usage** worn backpack An alchemist's haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a bag of holding type II, perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn't count against your Bulk limit. @@ -26,11 +26,14 @@ Water and undesirable material can't seep into the haversack, which cleans itsel Also, the haversack preserves mundane ingredients, food, and drink inside, so they stay fresh indefinitely. This feature doesn't prolong the duration of magic or alchemical items. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command +- **Frequency**: once per day - **Requirements**: You gain batches of infused reagents during your daily preparations **Effect** You pull one additional batch of infused reagents from the satchel's secondary compartment. If you fail to use these reagents by the end of your next turn, they're lost. ``` + +--- *Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-lab.md b/compendium/equipment/items/alchemists-lab.md index 799f7985d..bd13c8fd8 100644 --- a/compendium/equipment/items/alchemists-lab.md +++ b/compendium/equipment/items/alchemists-lab.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Alchemist's Lab"] --- # Alchemist's Lab *Item 0* @@ -11,8 +11,21 @@ aliases: ["Alchemist's Lab"] - **Price** 5 gp - **Bulk** 6 - **Hands** 2 -- **Category** Adventuring Gear You need an alchemist's lab to [Craft](rules/actions/craft.md) alchemical items during downtime. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 5 gp + +#### Expanded *Item 3* + +- **Price**: 55 gp + +An expanded alchemist's lab gives a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks to create alchemical items. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-tools.md b/compendium/equipment/items/alchemists-tools.md index 599742998..fc257a8b3 100644 --- a/compendium/equipment/items/alchemists-tools.md +++ b/compendium/equipment/items/alchemists-tools.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Alchemist's Tools"] --- # Alchemist's Tools *Item 0* @@ -11,11 +11,12 @@ aliases: ["Alchemist's Tools"] - **Price** 3 gp - **Bulk** 1 - **Hands** 1 or 2* -- **Category** Adventuring Gear This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them. > [!pf2-note] > You can use the set of tools with one hand if you are wearing it. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/alcohol-gmg.md b/compendium/equipment/items/alcohol-gmg.md index dd497c785..4be68b065 100644 --- a/compendium/equipment/items/alcohol-gmg.md +++ b/compendium/equipment/items/alcohol-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -14,9 +14,8 @@ aliases: ["Alcohol"] # Alcohol *Item 0* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can't recover from the [sickened](rules/conditions.md#Sickened) condition from alcohol while affected. @@ -44,4 +43,6 @@ title: Saving Throw: DC 12 Fortitude **Stage 7** death ``` + +--- *Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/aldori-dueling-sword-lowg.md b/compendium/equipment/items/aldori-dueling-sword-lowg.md index 3360b1357..275e84118 100644 --- a/compendium/equipment/items/aldori-dueling-sword-lowg.md +++ b/compendium/equipment/items/aldori-dueling-sword-lowg.md @@ -12,12 +12,14 @@ aliases: ["Aldori Dueling Sword"] # Aldori Dueling Sword *Item 1* [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") -- **Price** 2 gp +- **Price** 20 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Advanced; **Group** Sword An Aldori dueling sword is a slim, single-bladed dueling sword with a slight curve and a sharp, reinforced point. It deals `1d8` slashing damage. An aldori dueling sword is an advanced one-handed melee weapon in the sword weapon group. + +--- *Source: Lost Omens: World Guide p. 28* \ No newline at end of file diff --git a/compendium/equipment/items/alghollthu-lash-tv.md b/compendium/equipment/items/alghollthu-lash-tv.md index 3d819d74b..90b1526ef 100644 --- a/compendium/equipment/items/alghollthu-lash-tv.md +++ b/compendium/equipment/items/alghollthu-lash-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,15 +13,17 @@ aliases: ["Alghollthu Lash"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Craft Requirements** The initial raw materials must include a tentacle from an alghollthu (Bestiary 14). +- **Bulk** 1; **Usage** held in 1 hand This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an alghollthu, and constantly drips slime. ````ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The next creature you successfully [Strike](rules/actions/strike.md) with this weapon is exposed to alghollthu slime. +- **Frequency**: once per day + +**Effect** The next creature you successfully [Strike](rules/actions/strike.md) with this weapon is exposed to alghollthu slime. ```ad-inline-affliction title: Alghollthu Slime @@ -44,4 +46,6 @@ A [remove disease](compendium/spells/remove-disease.md) spell can counteract thi ``` ```` + +--- *Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/alicorn-lance-tv.md b/compendium/equipment/items/alicorn-lance-tv.md index 412190b90..74f46a4b2 100644 --- a/compendium/equipment/items/alicorn-lance-tv.md +++ b/compendium/equipment/items/alicorn-lance-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/transmutation @@ -14,21 +14,26 @@ aliases: ["Alicorn Lance"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Held +- **Craft Requirements** The initial raw materials must include a horn willingly gifted by a unicorn. In rare instances, an alicorn lance can be made with a forcibly taken horn. However this heinous act pollutes the horn's magic, causing it to glow with a sickly red light, deal evil damage instead of good damage, and make the unicorn spirit evoked in the charge to whinny visibly in pain. +- **Bulk** 2; **Usage** held in 1 hand This white +1 striking lance is made from the horn of a unicorn, willingly granted at the end of its lifetime. In addition to its normal damage, it deals 1 good damage on successful attacks. You can make the lance glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([magical](rules/traits/magical.md), [necromancy](rules/traits/necromancy.md)) -You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. +- **Frequency**: once per hour + +**Effect** You evoke the spirit of the unicorn that donated the alicorn lance's horn, which you ride in a shining charge. Move up to twice your Speed and make a [Strike](rules/actions/strike.md) with the alicorn lance; you gain the effects of the lance's [jousting](rules/traits/jousting.md "Jousting Weapon Trait") trait on this [Strike](rules/actions/strike.md). If you were already mounted when you Activate the horn, the unicorn spirit takes shape around your steed, granting it a +10–foot status bonus to its Speed for the charge. -%% #trait/magical #trait/necromancy %% +%% + #trait/magical #trait/necromancy +%% ``` + +--- *Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/aligned-oil.md b/compendium/equipment/items/aligned-oil.md index a4b26fcb2..beeac758d 100644 --- a/compendium/equipment/items/aligned-oil.md +++ b/compendium/equipment/items/aligned-oil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/divine - trait/evocation @@ -14,12 +14,13 @@ aliases: ["Aligned Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 140 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a good-aligned oil). A weapon anointed with this oil gains the effects of the property rune matching its alignment: anarchic (chaos), axiomatic (law), holy (good), or unholy (evil) This lasts for 1 minute. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/alignment-ampoule-lopsg.md b/compendium/equipment/items/alignment-ampoule-lopsg.md index d98e46d17..1259664aa 100644 --- a/compendium/equipment/items/alignment-ampoule-lopsg.md +++ b/compendium/equipment/items/alignment-ampoule-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -13,11 +13,38 @@ aliases: ["Alignment Ampoule"] # Alignment Ampoule *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Bomb +- **Bulk** L; **Usage** held in 1 hand This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The ampoule deals 1 damage and 1 splash damage. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `1d4` damage and 2 splash damage. + +#### greater *Item 11* + +- **Price**: 300 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `2d4` damage and 3 splash damage. + +#### major *Item 17* + +- **Price**: 3000 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `3d4` damage and 4 splash damage. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/alkenstar-cannon-g-g.md b/compendium/equipment/items/alkenstar-cannon-g-g.md index 8b9f5dec5..29413b3b8 100644 --- a/compendium/equipment/items/alkenstar-cannon-g-g.md +++ b/compendium/equipment/items/alkenstar-cannon-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/huge - trait/rare aliases: ["Alkenstar Cannon"] @@ -13,30 +13,36 @@ aliases: ["Alkenstar Cannon"] - **Price** 12000 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon Named for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just how mobile it actually is. The barrel of an Alkenstar cannon is nearly 3 feet in diameter, making it impractical to manufacture and handle cannonballs of sufficient size. Instead, Alkenstar cannons spray buckshot in a similar way to blunderbusses, firing large barrels that break apart mid-flight and release a rain of scattershot over a massive area. The slow movement and short range make this siege weapon fit fewer situations than most, but when used effectively, such as to stop a charge of Mana Waste mutants against the walls of Alkenstar, the results are devastating. ```ad-embed-ability -title: Aim [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Aim** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + 50 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times, requires a successful DC 20 Athletics check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <50 feet> +title: **Launch** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md), range increment <50 feet>) + `10d12` bludgeoning, 50-foot burst, DC 33 Reflex -%% #trait/manipulate #trait/range-increment-50-feet %% +%% + #trait/manipulate #trait/range-increment-50-feet +%% ``` + +--- *Source: Guns & Gears p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/alkenstar-ice-wine-loil.md b/compendium/equipment/items/alkenstar-ice-wine-loil.md index 90ff48914..006f9df78 100644 --- a/compendium/equipment/items/alkenstar-ice-wine-loil.md +++ b/compendium/equipment/items/alkenstar-ice-wine-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -17,11 +17,12 @@ aliases: ["Alkenstar Ice Wine"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison +- **Bulk** L; **Usage** held in 1 hand This bottle of delicately sweet ice wine has the properties of alcohol (Pathfinder Gamemastery Guide 120). Made exclusively from grapes frozen in the Mana Wastes' erratic surge storms, Alkenstar ice wine finds a ready market among Geb, though undead are still immune to the drug's listed effects. The listed price is for a mediocre vintage, but finer vintages are higher level and commensurately more expensive. + +--- *Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/alluring-scarf-lotgb.md b/compendium/equipment/items/alluring-scarf-lotgb.md index 4d13fba72..e5dc2aa37 100644 --- a/compendium/equipment/items/alluring-scarf-lotgb.md +++ b/compendium/equipment/items/alluring-scarf-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -13,16 +13,38 @@ aliases: ["Alluring Scarf"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand -- **Category** Held This thin, multicolored scarf shifts between hues in almost dizzying patterns. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [visual](rules/traits/visual.md)) -You [Stride](rules/actions/stride.md). All creatures within 10 feet of you when you started the [Stride](rules/actions/stride.md) must attempt a DC 24 Will save. On a failure, a creature becomes [fascinated](rules/conditions.md#Fascinated) and must spend at least one of its actions on its next turn to move toward you. A [fascinated](rules/conditions.md#Fascinated) creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting [hostile](rules/conditions.md#Hostile) to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting [hostile](rules/conditions.md#Hostile) to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. -%% #trait/emotion #trait/enchantment #trait/mental #trait/visual %% +- **Frequency**: once per day + +**Effect** You [Stride](rules/actions/stride.md). All creatures within 10 feet of you when you started the [Stride](rules/actions/stride.md) must attempt a DC 24 Will save. On a failure, a creature becomes [fascinated](rules/conditions.md#Fascinated) and must spend at least one of its actions on its next turn to move toward you. A [fascinated](rules/conditions.md#Fascinated) creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting [hostile](rules/conditions.md#Hostile) to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting [hostile](rules/conditions.md#Hostile) to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. +%% + #trait/emotion #trait/enchantment #trait/mental #trait/visual +%% ``` +--- +### Variants + +#### alluring scarf *Item 8* + +- **Price**: 415 gp + +#### greater alluring scarf *Item 12* + +- **Price**: 1650 gp + +The DC is 29. You attempt to fascinate all creatures within 20 feet. + +#### major alluring scarf *Item 16* + +- **Price**: 8000 gp + +The DC is 35. You attempt to fascinate all creatures within 30 feet. + +--- *Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/alpaca-lotg.md b/compendium/equipment/items/alpaca-lotg.md index a4574db65..589eeaecf 100644 --- a/compendium/equipment/items/alpaca-lotg.md +++ b/compendium/equipment/items/alpaca-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Alpaca"] --- # Alpaca *Item 0* - **Price** 75 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/aluum-charm-aoa5.md b/compendium/equipment/items/aluum-charm-aoa5.md index b7cabe45a..a63c29128 100644 --- a/compendium/equipment/items/aluum-charm-aoa5.md +++ b/compendium/equipment/items/aluum-charm-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -13,15 +13,18 @@ aliases: ["Aluum Charm"] # Aluum Charm *Item 10* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn This ornate pendant of brass is adorned with a vibrant blue gemstone. An _aluum charm_ grants control over a particular aluum and lesser influence over other such constructs. As long as you wear an aluum's linked _aluum charm_, that aluum follows your verbal commands, including somewhat nuanced orders like "subdue this target" or "strike anyone wearing a blue robe." ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of [dominate](compendium/spells/dominate.md) and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected. +- **Frequency**: once per round + +**Effect** The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of [dominate](compendium/spells/dominate.md) and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected. ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/amaranthine-pavise-lotgb.md b/compendium/equipment/items/amaranthine-pavise-lotgb.md index 4ae8d3c72..c5ab3272d 100644 --- a/compendium/equipment/items/amaranthine-pavise-lotgb.md +++ b/compendium/equipment/items/amaranthine-pavise-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Amaranthine Pavise"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** 4 -- **Category** Held +- **Bulk** 4; **Usage** held in 1 hand This tower shield (Hardness 9, HP 54, BT 27) was developed by followers of [Ketephys](compendium/setting/deities/ketephys-logm.md), the elven god of the hunt. It's distinct for having a central ridge, and for being made from only wood and hide. [Ketephys](compendium/setting/deities/ketephys-logm.md)'s religious symbol, a hawk rising over a silver crescent, is painted on the hide stretched across the front of the shield. Each amaranthine pavise is blessed by Ketephysian priests to aid in liberating Tanglebriar and defeating the nascent demon lord [Treerazer](compendium/setting/deities/treerazer-b1.md). While you have the shield raised, you gain a +2 circumstance bonus to saving throws against the innate spells and special abilities of demons. When your allies have cover from the amaranthine pavise, the circumstance bonus they gain from cover to Reflex saves against area effects also applies to Fortitude and Will saves against demons' area effects. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -[Ketephys](compendium/setting/deities/ketephys-logm.md)'s wrath descends upon your foes. The shield casts good divine wrath with a DC of 27. +- **Frequency**: once per day + +**Effect** [Ketephys](compendium/setting/deities/ketephys-logm.md)'s wrath descends upon your foes. The shield casts good divine wrath with a DC of 27. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/amazing-pop-up-book-tv.md b/compendium/equipment/items/amazing-pop-up-book-tv.md index 082c8aab3..c78a27f23 100644 --- a/compendium/equipment/items/amazing-pop-up-book-tv.md +++ b/compendium/equipment/items/amazing-pop-up-book-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/illusion - trait/magical @@ -15,16 +15,20 @@ aliases: ["Amazing Pop-Up Book"] - **Price** 1250 gp - **Bulk** L -- **Category** Grimoire Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to illusionists from other cultures. These grimoires have colorful covers and open to reveal three-dimensional scenes illustrating various spells. Goblins delight in constructing the books just right so a terrifying creature, like a horse or dog, pops up toward the reader each time a page is turned. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain, you draw forth the pop-up scene. If a creature succeeds, but doesn't critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell's level. -%% #trait/metamagic %% +- **Frequency**: once per day + +**Effect** If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as hallucinatory terrain, you draw forth the pop-up scene. If a creature succeeds, but doesn't critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell's level. +%% + #trait/metamagic +%% ``` + +--- *Source: Treasure Vault p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md b/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md index 8e89064e7..b3e8fd690 100644 --- a/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md +++ b/compendium/equipment/items/ambrosia-of-undying-hope-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -15,12 +15,13 @@ aliases: ["Ambrosia Of Undying Hope"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 6200 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to [Cayden Cailean](compendium/setting/deities/cayden-cailean.md) and to the cults of the Failed in Absalom. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from [dying](rules/conditions.md#Dying), you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours. The ambrosia can't protect you from [death](rules/traits/death.md "Death Effect Trait") effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time. + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/amnemonic-charm-tv.md b/compendium/equipment/items/amnemonic-charm-tv.md index a77741483..48ffbc552 100644 --- a/compendium/equipment/items/amnemonic-charm-tv.md +++ b/compendium/equipment/items/amnemonic-charm-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -15,10 +15,11 @@ aliases: ["Amnemonic Charm"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 140 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You fail or critically fail a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check to [Coerce](rules/actions/coerce.md), [Lie](rules/actions/lie.md), [Make an Impression](rules/actions/make-an-impression.md), or [Request](rules/actions/request.md); **Requirements** You're a master in the skill you failed with. -- **Category** Talisman This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When activated, the charm casts a DC 26 [modify memory](compendium/spells/modify-memory.md) spell against a single target of the check, removing all memory of your failed attempt and potentially allowing you to make another attempt. The effect can't remove more than 3 minutes of memories from its target. + +--- *Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/amphibious-chair-lotgb.md b/compendium/equipment/items/amphibious-chair-lotgb.md index af0778ce1..e9e4e1280 100644 --- a/compendium/equipment/items/amphibious-chair-lotgb.md +++ b/compendium/equipment/items/amphibious-chair-lotgb.md @@ -16,4 +16,6 @@ aliases: ["Amphibious Chair"] This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the water or on land with equal ease. Your chair has a base land Speed of 20 feet if that's faster than your land Speed (for example, if you are an aquatic creature with no land Speed or a very slow land Speed), and your chair has a base swim Speed of 20 feet if that's faster than any swim Speed you have. Additionally, while riding in the chair, you can magically breathe underwater if you normally breathe air, or breathe air if you can normally only breathe underwater. + +--- *Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/amulet-of-the-third-eye-tv.md b/compendium/equipment/items/amulet-of-the-third-eye-tv.md index cd61da356..3e3003a9a 100644 --- a/compendium/equipment/items/amulet-of-the-third-eye-tv.md +++ b/compendium/equipment/items/amulet-of-the-third-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/divination - trait/invested @@ -14,15 +14,18 @@ aliases: ["Amulet of the Third Eye"] [apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp -- **Usage** worn amulet; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn amulet This large brass medallion hangs low on the torso. It's shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of jet serving as the pupil. The amulet grants you a +2 item bonus to [Perception](compendium/skills.md#Perception) checks. When you invest the amulet, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -You cast [true seeing](compendium/spells/true-seeing.md). +- **Frequency**: once per day + +**Effect** You cast [true seeing](compendium/spells/true-seeing.md). ``` + +--- *Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/anarchic.md b/compendium/equipment/items/anarchic.md index 3db7d3ec6..469ebc61d 100644 --- a/compendium/equipment/items/anarchic.md +++ b/compendium/equipment/items/anarchic.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/chaotic - trait/evocation - trait/magical @@ -13,11 +13,13 @@ aliases: ["Anarchic"] [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp +- **Craft Requirements** You are chaotic. - **Usage** etched onto a weapon without an axiomatic rune -- **Category** Rune An anarchic rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this rune deals an additional `1d6` chaotic damage against lawful targets. If you are lawful, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. When you critically succeed at a [Strike](rules/actions/strike.md) with this weapon against a lawful creature, roll `1d6`. On a 1 or 2, you deal double minimum damage; on a 3 or 4, double your damage normally; on a 5 or 6, you deal double maximum damage. + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/anathema-fulu-tv.md b/compendium/equipment/items/anathema-fulu-tv.md index fefae23eb..37a482d32 100644 --- a/compendium/equipment/items/anathema-fulu-tv.md +++ b/compendium/equipment/items/anathema-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -14,11 +14,12 @@ aliases: ["Anathema Fulu"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp -- **Usage** affixed to the ground in four spaces along a circle with a 20‑foot radius; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** affixed to the ground in four spaces along a circle with a 20‑foot radius First used by aasimars of Tianjing to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become [sickened](rules/conditions.md#Sickened) until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast [banishment](compendium/spells/banishment.md) on such a creature in the area, the creature takes the –2 penalty described in that spell for using a material component that's anathema to that creature. The fulu acts as that component; you don't need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu's pieces are moved or destroyed after activation, the effect ends. + +--- *Source: Treasure Vault p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ancestral-echoing-aoa4.md b/compendium/equipment/items/ancestral-echoing-aoa4.md index 98c7277b0..d1118297b 100644 --- a/compendium/equipment/items/ancestral-echoing-aoa4.md +++ b/compendium/equipment/items/ancestral-echoing-aoa4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa4 -- item/category/rune +- item/category/rune/ - trait/dwarf - trait/evocation - trait/magical @@ -16,10 +16,11 @@ aliases: ["Ancestral Echoing"] - **Price** 9500 gp - **Usage** etched onto a weapon -- **Category** Rune The wisdom of this weapon's past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon is one step higher than normal, to a maximum of the highest proficiency rank you have in any weapon. For instance, if you had master proficieny with martial weapons and expert proficiency with advanced weapons, you would have master proficiency with advanced weapon that had this rune. In addition, while wielding the _ancestral echoing weapon_, you have expert proficiency in one [Lore](compendium/skills.md#Lore) skill relevant to one or more of the weapon's previous owners. This is typically [Dwarven Lore](compendium/skills.md#Lore) but is ultimately determined by the GM depending on the weapon's history. + +--- *Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/ancestral-embrace-sot6.md b/compendium/equipment/items/ancestral-embrace-sot6.md index b99d236ed..782af0c88 100644 --- a/compendium/equipment/items/ancestral-embrace-sot6.md +++ b/compendium/equipment/items/ancestral-embrace-sot6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divine - trait/invested @@ -14,23 +14,23 @@ aliases: ["Ancestral Embrace"] # Ancestral Embrace *Item 26* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** worn armor; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** worn armor This brightly colored +4 major resilient leather armor is inscribed with a spiral that has no end or beginning. Though it is a symbol of the ancient religion of Holy Xatramba, it also serves as a religious symbol of [Pharasma](compendium/setting/deities/pharasma.md). When you invest the armor, you gain negative resistance 25 and can draw on the power of your ancestors. You gain an ancestry feat from your ancestry; the feat can be any level, but you must meet any other prerequisites of the feat. You lose the feat when the investment ends, and you can select a different feat each time you invest the armor again. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Trigger**: You use an ancestry feat that has a limited number of uses per day **Effect** You gain an additional use of the ancestry feat. If you do not use it before the next time you make your daily preparations, the use is lost. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You begin casting a legend lore ritual to learn legends about your ancestry or about someone of your ancestry @@ -38,9 +38,13 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -The armor casts avatar, granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear (reach <15 feet>, thrown <50 feet>), Damage `6d6+6` piercing; Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blowgun (range <120 feet>), Damage `1d6+3` piercing plus `5d6` poison. Destruction Ancestral Embrace crumbles if its wearer intentionally and knowingly kills or desecrates the remains of six generations of their family. +- **Frequency**: once per day + +**Effect** The armor casts avatar, granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear (reach <15 feet>, thrown <50 feet>), Damage `6d6+6` piercing; Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blowgun (range <120 feet>), Damage `1d6+3` piercing plus `5d6` poison. Destruction Ancestral Embrace crumbles if its wearer intentionally and knowingly kills or desecrates the remains of six generations of their family. ``` + +--- *Source: Strength of Thousands #6: Shadows of the Ancients p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ancestral-geometry-tv.md b/compendium/equipment/items/ancestral-geometry-tv.md index 5265581b9..d16a20282 100644 --- a/compendium/equipment/items/ancestral-geometry-tv.md +++ b/compendium/equipment/items/ancestral-geometry-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -15,8 +15,7 @@ aliases: ["Ancestral Geometry"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your family's ancestral stories, recited throughout the tattooing process, bind your blood even tighter to theirs. During your daily preparations, you manifest a visitation by an ancestor—possibly via a dream, a vision, or a magical trinket left by your bedroll. Roll `2d20` and record the highest result. Then roll `1d6` and note a type of saving throw: @@ -27,13 +26,17 @@ In addition, until the next visitation, you gain a +1 item bonus to one [Lore](c Usually, the ancestor provides a kind of knowledge they believe you'll need. For dwarven ancestors, the [Lore](compendium/skills.md#Lore) skill is usually [Architecture Lore](compendium/skills.md#Lore), [Engineering Lore](compendium/skills.md#Lore), [Genealogy Lore](compendium/skills.md#Lore), [Labor Lore](compendium/skills.md#Lore), [Mining Lore](compendium/skills.md#Lore), [Warfare Lore](compendium/skills.md#Lore), or [Lore](compendium/skills.md#Lore) about a dwarven deity. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per day - **Trigger**: You rolled a saving throw of the noted type **Effect** Replace the roll with the d20 roll from your ancestor's visitation. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` + +--- *Source: Treasure Vault p. 119* \ No newline at end of file diff --git a/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md b/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md index d7c785471..092f8e7cf 100644 --- a/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md +++ b/compendium/equipment/items/anchor-of-aquatic-exploration-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/transmutation @@ -14,17 +14,19 @@ aliases: ["Anchor of Aquatic Exploration"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 690 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration, you can breathe underwater; however, you can't [Swim](rules/actions/swim.md), losing any [Swim](rules/actions/swim.md) speed you have, automatically failing any [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from [environmental](rules/traits/environmental.md "Environmental Hazard Trait") effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You're underwater **Effect** You spend one minute digging the anchor into the seabed, after which the anchor casts a [cozy cabin](compendium/spells/cozy-cabin-apg.md) spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air. ``` + +--- *Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/anchor-spear-ec5.md b/compendium/equipment/items/anchor-spear-ec5.md index ec17865e8..08b78aba6 100644 --- a/compendium/equipment/items/anchor-spear-ec5.md +++ b/compendium/equipment/items/anchor-spear-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,20 +13,21 @@ aliases: ["Anchor Spear"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2800 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the weapon. Wielded by specially trained xulgath cavalry, anchor spears are used to prevent the escape of gogiteths or other monsters capable of climbing or burrowing. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per 10 minutes - **Trigger**: You damage a creature using the anchor spear **Effect** The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but strong cable. As long as the anchor spear remains embedded in the creature, any time the creature burrows or climbs, it treats normal terrain as difficult terrain and difficult terrain as greater difficult terrain. The creature can spend an [Interact](rules/actions/interact.md) action to attempt a DC 32 [Athletics](compendium/skills.md#Athletics) check to remove the spearhead. @@ -38,4 +39,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R > - **Critical Failure** As failure, except the creature takes `2d8` piercing damage. ``` + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/anchoring-lotgb.md b/compendium/equipment/items/anchoring-lotgb.md index 695a6b9d0..e414417b8 100644 --- a/compendium/equipment/items/anchoring-lotgb.md +++ b/compendium/equipment/items/anchoring-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,8 +13,23 @@ aliases: ["Anchoring"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a weapon -- **Category** Rune This rune prevents enemies from escaping your grasp by [fleeing](rules/conditions.md#Fleeing) to other planes. If you critically hit a target with an anchoring weapon, the weapon casts [dimensional anchor](compendium/spells/dimensional-anchor.md) on the target (DC 27, counteract modifier +17). +--- +### Variants + +#### anchoring *Item 10* + +- **Price**: 900 gp + +#### greater anchoring *Item 18* + +- **Price**: 22000 gp + +When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-level [dimensional anchor](compendium/spells/dimensional-anchor.md) on the target (DC 38, counteract modifier +28), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round. + +When you hit a target with the weapon but don't critically hit, the target is affected by 4th-level [dimensional anchor](compendium/spells/dimensional-anchor.md) for 1 round without a save (this still uses a counteract modifier of +28). + +--- *Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/animal-bed-lotg.md b/compendium/equipment/items/animal-bed-lotg.md index a5b005bfb..47fbbba47 100644 --- a/compendium/equipment/items/animal-bed-lotg.md +++ b/compendium/equipment/items/animal-bed-lotg.md @@ -13,4 +13,6 @@ aliases: ["Animal Bed"] + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/animal-repellent-tv.md b/compendium/equipment/items/animal-repellent-tv.md index e5faef9da..879ab053b 100644 --- a/compendium/equipment/items/animal-repellent-tv.md +++ b/compendium/equipment/items/animal-repellent-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/olfactory @@ -12,9 +12,8 @@ aliases: ["Animal Repellent"] # Animal Repellent *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind. @@ -22,4 +21,38 @@ You Activate animal repellent by sprinkling it on yourself or a creature within The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become [sickened](rules/conditions.md#Sickened) (or [sickened](rules/conditions.md#Sickened) on a critical failure). +--- +### Variants + +#### minor *Item 1* + +- **Price**: 3 gp + +The DC for saves is 15. + +#### lesser *Item 4* + +- **Price**: 15 gp + +The DC for saves is 18. + +#### moderate *Item 8* + +- **Price**: 75 gp + +The DC for saves is 24. + +#### greater *Item 12* + +- **Price**: 350 gp + +The DC for saves is 29. + +#### major *Item 16* + +- **Price**: 1600 gp + +The DC for saves is 35. + +--- *Source: Treasure Vault p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/animal-staff.md b/compendium/equipment/items/animal-staff.md index e014bceb8..24a06a5c5 100644 --- a/compendium/equipment/items/animal-staff.md +++ b/compendium/equipment/items/animal-staff.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/staff @@ -12,17 +12,43 @@ aliases: ["Animal Staff"] # Animal Staff *Item 4+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to [Nature](compendium/skills.md#Nature) checks to identify animals. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### animal staff *Item 4* + +- **Price**: 90 gp + +- **Cantrip** [know direction](compendium/spells/know-direction.md) +- **1st** [magic fang](compendium/spells/magic-fang.md), [summon animal](compendium/spells/summon-animal.md) + +#### greater animal staff *Item 8* + +- **Price**: 460 gp + +- **2nd** [animal messenger](compendium/spells/animal-messenger.md), [speak with animals](compendium/spells/speak-with-animals.md), [summon animal](compendium/spells/summon-animal.md) +- **3rd** [animal form](compendium/spells/animal-form.md), [summon animal](compendium/spells/summon-animal.md) + +#### major animal staff *Item 12* + +- **Price**: 1900 gp + +- **4th** [summon animal](compendium/spells/summon-animal.md) +- **5th** [animal form](compendium/spells/animal-form.md), [moon frenzy](compendium/spells/moon-frenzy.md), [summon animal](compendium/spells/summon-animal.md) + +--- *Source: Core Rulebook p. 592* \ No newline at end of file diff --git a/compendium/equipment/items/animate-dreamer-g-g.md b/compendium/equipment/items/animate-dreamer-g-g.md index 053cf7455..a43516187 100644 --- a/compendium/equipment/items/animate-dreamer-g-g.md +++ b/compendium/equipment/items/animate-dreamer-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/cn - trait/evocation - trait/intelligent @@ -14,15 +14,14 @@ aliases: ["Animate Dreamer"] # Animate Dreamer *Item 15* [cn](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands The gunsmith that created this marvelous scattergun poured so much love and care into its creation that the weapon gained a spark of sentience. However, at first it was completely incapable of expressing itself. This led a seething frustration to grow within the weapon, as it yearned desperately to respond to Animate Dreamer the same love and affection that created it. Through decades of effort, it gained the ability to communicate empathically, then telepathically. Now, the weapon is capable of exerting its influence over other inanimate objects. Despite the weapon's progress, years of feeling helpless have given the animate dreamer a singular goal: to obtain and occupy a body of its own. An animate dreamer is cunning, intelligent, and patient. It urges you to create a body for it and is willing to go to any lengths to see its goals come to fruition, including coercion, deception, and violence. An animate dreamer desires a permanent body but isn't picky about the body's form or the methods it has to use in order to gain it. Therefore, an animate dreamer is just as happy in a living body stolen from an innocent as it would be in an artificially constructed body, or even an undead corpse. If you refuse to work towards creating or obtaining a body for the animate dreamer, it will likely use its possession ability to try and take control of you and use your body to find a permanent replacement for itself. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command - **Requirements**: The animate dreamer has a stored spell. @@ -30,15 +29,20 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command + The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts [mage hand](compendium/spells/mage-hand.md) as a 5th-level occult spell. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command + +- **Frequency**: once per day -The animate dreamer attempts to achieve its goal of occupying a body of its own and casts [possession](compendium/spells/possession.md) as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it. +**Effect** The animate dreamer attempts to achieve its goal of occupying a body of its own and casts [possession](compendium/spells/possession.md) as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it. ``` + +--- *Source: Guns & Gears p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/anklets-of-alacrity.md b/compendium/equipment/items/anklets-of-alacrity.md index c009b9e38..5bc5ed03b 100644 --- a/compendium/equipment/items/anklets-of-alacrity.md +++ b/compendium/equipment/items/anklets-of-alacrity.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Anklets of Alacrity"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp -- **Usage** worn anklets; **Bulk** — -- **Category** Apex +- **Bulk** —; **Usage** worn anklets These gem-studded golden anklets give you a +3 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. When you invest the anklets, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes. +- **Frequency**: once per day + +**Effect** You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes. ``` + +--- *Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/ankylostar-ec4.md b/compendium/equipment/items/ankylostar-ec4.md index 52b2680a1..8c5e60631 100644 --- a/compendium/equipment/items/ankylostar-ec4.md +++ b/compendium/equipment/items/ankylostar-ec4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec4 -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,13 +13,13 @@ aliases: ["Ankylostar"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2800 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + The ankylostar grows and transforms into a +2 greater striking greatclub, but it retains the versatile (piercing) trait of a morningstar. @@ -27,11 +27,14 @@ While in this form, the ankylostar has Bulk 2 and requires two hands to wield. I ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: The ankylostar is in its greatclub form **Effect** The ankylostar's length extends as you swing the club in a wide arc. You [Strike](rules/actions/strike.md) up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you [Shove](rules/actions/shove.md) up to three creatures in a 15-foot cone, rolling a separate [Athletics](compendium/skills.md#Athletics) check for each creature. ``` + +--- *Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/anointed-waterskin-som.md b/compendium/equipment/items/anointed-waterskin-som.md index 9ea3b7632..2c9d68914 100644 --- a/compendium/equipment/items/anointed-waterskin-som.md +++ b/compendium/equipment/items/anointed-waterskin-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/divine - trait/evocation - trait/good @@ -14,19 +14,19 @@ aliases: ["Anointed Waterskin"] [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This waterskin coruscates with holy energy, causing it to slowly fill itself with special blessed water unique to the item. After using any of the activations, the waterskin is empty, but slowly refills itself. It becomes full enough to use again at the next dawn. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: The anointed waterskin is full @@ -34,11 +34,13 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, [Interact](rules/actions/interact.md) - **Requirements**: The anointed waterskin is full **Effect** You decant the water, creating up to 10 vials of holy water. You must provide the vials. ``` + +--- *Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/anointing-oil-lokl.md b/compendium/equipment/items/anointing-oil-lokl.md index 9ac401f7b..70d0ca9c2 100644 --- a/compendium/equipment/items/anointing-oil-lokl.md +++ b/compendium/equipment/items/anointing-oil-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/necromancy @@ -15,12 +15,25 @@ aliases: ["Anointing Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is [enfeebled](rules/conditions.md#Enfeebled) until the contact is [broken](rules/conditions.md#Broken) or the oil's effect wears off. +--- +### Variants + +#### anointing oil *Item 4* + +- **Price**: 18 gp + +#### greater *Item 10* + +- **Price**: 180 gp + +Applying the oil casts 5th-level [gentle repose](compendium/spells/gentle-repose.md). The funerary rites of the Knights of Lastwall sometimes include using this type of oil on their dead if they are to be buried. + +--- *Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/anticorrosion-oil-tv.md b/compendium/equipment/items/anticorrosion-oil-tv.md index 62e757201..af4452602 100644 --- a/compendium/equipment/items/anticorrosion-oil-tv.md +++ b/compendium/equipment/items/anticorrosion-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -14,10 +14,11 @@ aliases: ["Anticorrosion Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 6 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with a rust monster's antennae. + +--- *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/antidote.md b/compendium/equipment/items/antidote.md index c819523fc..cb3947795 100644 --- a/compendium/equipment/items/antidote.md +++ b/compendium/equipment/items/antidote.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,37 @@ aliases: ["Antidote"] # Antidote *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +You gain a +2 item bonus. + +#### moderate *Item 6* + +- **Price**: 35 gp + +You gain a +3 item bonus. + +#### greater *Item 10* + +- **Price**: 160 gp + +You gain a +4 item bonus. + +#### major *Item 14* + +- **Price**: 675 gp + +You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized. + +--- *Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/compendium/equipment/items/antimagic-oil.md b/compendium/equipment/items/antimagic-oil.md index 6aecfeb73..7758303bd 100644 --- a/compendium/equipment/items/antimagic-oil.md +++ b/compendium/equipment/items/antimagic-oil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/abjuration - trait/consumable - trait/magical @@ -15,9 +15,8 @@ aliases: ["Antimagic Oil"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 13000 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This oil contains energy that repels nearly all types of magic. @@ -25,4 +24,6 @@ When you apply this oil to armor, the creature wearing the armor becomes immune Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/antimagic.md b/compendium/equipment/items/antimagic.md index 0affb7a8f..e6b359126 100644 --- a/compendium/equipment/items/antimagic.md +++ b/compendium/equipment/items/antimagic.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,17 +13,20 @@ aliases: ["Antimagic"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp +- **Craft Requirements** Supply one casting of dispel magic. - **Usage** etched onto armor -- **Category** Rune This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against [magical](rules/traits/magical.md "Magical Item Trait") effects. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: A spell targets you or includes you in its area **Effect** The armor attempts to counteract the triggering spell with the effect of a 7th-level [dispel magic](compendium/spells/dispel-magic.md) spell and a counteract modifier of +26. ``` + +--- *Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/compendium/equipment/items/antiplague.md b/compendium/equipment/items/antiplague.md index 7056fbe71..8ec9b87e4 100644 --- a/compendium/equipment/items/antiplague.md +++ b/compendium/equipment/items/antiplague.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,39 @@ aliases: ["Antiplague"] # Antiplague *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +You gain a +2 item bonus. + +#### moderate *Item 6* + +- **Price**: 35 gp + +You gain a +3 item bonus. + +#### greater *Item 10* + +- **Price**: 160 gp + +You gain a +4 item bonus. + +#### major *Item 14* + +- **Price**: 675 gp + +You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you are cured of the disease. + +--- *Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/compendium/equipment/items/antipode-oil-tv.md b/compendium/equipment/items/antipode-oil-tv.md index b74b48a6f..5a3fc151f 100644 --- a/compendium/equipment/items/antipode-oil-tv.md +++ b/compendium/equipment/items/antipode-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Antipode Oil"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 45 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Prepared from brown mold, this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt by this poison changes, starting with cold, then fire, then cold, and so on. If the victim of this poison takes cold damage from a source other than the oil, reduce the save DC to 22 for 1 round. If the victim takes fire damage from a source other than the oil, increase the save DC to 25 for 1 round. @@ -33,4 +32,6 @@ title: Saving Throw: DC 24 Fortitude **Stage 2** `3d6` cold or fire damage (1 round) ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/antivenom-potion-tio.md b/compendium/equipment/items/antivenom-potion-tio.md index 9d22c6c7c..9a3825d5f 100644 --- a/compendium/equipment/items/antivenom-potion-tio.md +++ b/compendium/equipment/items/antivenom-potion-tio.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tio -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/necromancy @@ -14,11 +14,12 @@ aliases: ["Antivenom Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Potion +- **Bulk** L; **Usage** held in 1 hand This cloudy, white liquid helps protect against poisons. When you drink an _antivenom potion_, you can immediately attempt a DC 10 flat check to end any [persistent poison damage](rules/conditions.md#Persistent%20Damage) you're taking. In addition, for 1 minute after drinking the potion, you gain a +1 bonus to Fortitude saving throws to avoid taking [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/antler-arrow-apg.md b/compendium/equipment/items/antler-arrow-apg.md index 8d8181961..40e9fbbc7 100644 --- a/compendium/equipment/items/antler-arrow-apg.md +++ b/compendium/equipment/items/antler-arrow-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Antler Arrow"] - **Price** 7 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow (Core Rulebook 284) If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the [Athletics](compendium/skills.md#Athletics) check increases to 15. + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/apotropaic-fulu-som.md b/compendium/equipment/items/apotropaic-fulu-som.md index 2b93d51e4..94be1d0d3 100644 --- a/compendium/equipment/items/apotropaic-fulu-som.md +++ b/compendium/equipment/items/apotropaic-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -15,8 +15,9 @@ aliases: ["Apotropaic Fulu"] - **Price** 25 gp - **Usage** affixed over an entrance -- **Category** Consumable This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic, good, lawful, or evil. When a creature with the opposing alignment trait of the fulu (good for an evil fulu, and so on) passes through the entrance, it must succeed at a DC 17 Fortitude save or become [sickened](rules/conditions.md#Sickened); regardless of whether they succeed, the creature becomes temporarily immune for 1 day. + +--- *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/apparition-gloves-tv.md b/compendium/equipment/items/apparition-gloves-tv.md index abc75fce3..579227f99 100644 --- a/compendium/equipment/items/apparition-gloves-tv.md +++ b/compendium/equipment/items/apparition-gloves-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/illusion - trait/magical aliases: ["Apparition Gloves"] @@ -12,9 +12,10 @@ aliases: ["Apparition Gloves"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp -- **Usage** worn gloves; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn gloves This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the wearer's hands in front of them. The apparition is a purely visual illusion used for communication, so it can't move on its own, nor can it hold or manipulate objects, or attack. + +--- *Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/applereed-mutagen-lol.md b/compendium/equipment/items/applereed-mutagen-lol.md index 45fe307d7..ac33c51bf 100644 --- a/compendium/equipment/items/applereed-mutagen-lol.md +++ b/compendium/equipment/items/applereed-mutagen-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -15,9 +15,8 @@ aliases: ["Applereed Mutagen"] # Applereed Mutagen *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it. @@ -25,4 +24,26 @@ This gummy liquid disproportionately lengthens your legs, causing you to grow bu **Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 20 gp + +The bonus to [Athletics](compendium/skills.md#Athletics) is +2, the bonus to Speed is +10 feet, and the duration is 1 minute. + +#### moderate *Item 12* + +- **Price**: 400 gp + +The bonus to [Athletics](compendium/skills.md#Athletics) is +3, the bonus to Speed is +15 feet, and the duration is 10 minutes. + +#### greater *Item 18* + +- **Price**: 5000 gp + +The bonus to [Athletics](compendium/skills.md#Athletics) is +4, the bonus to Speed is +20 feet, and the duration is 1 hour. + +--- *Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/apricot-of-bestial-might-frp2.md b/compendium/equipment/items/apricot-of-bestial-might-frp2.md index 7be14e28c..0c17c5e75 100644 --- a/compendium/equipment/items/apricot-of-bestial-might-frp2.md +++ b/compendium/equipment/items/apricot-of-bestial-might-frp2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp2 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -16,9 +16,8 @@ aliases: ["Apricot Of Bestial Might"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack. @@ -26,4 +25,6 @@ Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed att Drawback You become [clumsy](rules/conditions.md#Clumsy). If you perform an action with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits, you must succeed at a DC 5 flat check or the action is lost. + +--- *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/aquarium-lamp-g-g.md b/compendium/equipment/items/aquarium-lamp-g-g.md index 6030a9c78..d5b928cde 100644 --- a/compendium/equipment/items/aquarium-lamp-g-g.md +++ b/compendium/equipment/items/aquarium-lamp-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/electricity - trait/light - trait/uncommon @@ -14,7 +14,6 @@ aliases: ["Aquarium Lamp"] - **Price** 1500 gp - **Bulk** 20 -- **Category** Adventuring Gear The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the shape of a glass cube 50 feet wide and seven feet high filled with sea water, flanked by two much smaller water tanks. A sparse brass frame around the device keeps the tanks themselves from touching the ground and serves as a mounting point for a pair of electrical coils on the top, which are enclosed within separate glass tubes. Six electric eels swim within the central tank, while a number of animals belonging to species considered to be the eels' natural prey swim in the smaller feeding tanks. @@ -26,4 +25,6 @@ This device is an expression of a recent trend among certain Avistani nobles to When active, the aquarium lamp produces bright light in a 60-foot radius (and dim light for the next 60 feet). Each activation provides enough energy for 10 minutes of use, and the two feeding tanks combined carry enough prey animals for 50 activations before needing to be refilled, though electric eels usually need feeding only once per day, and won't go after the prey if they're all full. While electric eels are not aggressive to their aquarium keepers and will gradually learn to associate them with food, they can engage in violent social behavior, especially when they are young. This behavior leads to small fights involving tail slapping, biting, and discharged electricity, the last of which causes the lamp to illuminate without hitting the lever to release prey. The electric eels live around 15 years if kept well-fed. + +--- *Source: Guns & Gears p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/arachnid-harness-tv.md b/compendium/equipment/items/arachnid-harness-tv.md index ecddfd06f..8e7f78227 100644 --- a/compendium/equipment/items/arachnid-harness-tv.md +++ b/compendium/equipment/items/arachnid-harness-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/transmutation @@ -12,15 +12,30 @@ aliases: ["Arachnid Harness"] # Arachnid Harness *Item 7+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you [Climb](rules/actions/climb.md), your climb Speed equals your land Speed. +- **Frequency**: once per day + +**Effect** The ribs from the armor spread into functional spider limbs. For 1 minute, you gain a climb Speed equal to half your land Speed and have your limbs free as you climb. If you use all your free limbs to help you [Climb](rules/actions/climb.md), your climb Speed equals your land Speed. ``` +--- +### Variants + +#### arachnid harness *Item 7* + +- **Price**: 360 gp +- **Craft Requirements**: The initial raw materials must include four intact legs from an ogre spider. + +#### greater *Item 9* + +- **Price**: 700 gp +- **Craft Requirements**: The initial raw materials must include four intact legs from a goliath spider. The armor is leather armor, the resistance is 5, and the harness can be activated once every 10 minutes. + +--- *Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/arboreal-staff-tv.md b/compendium/equipment/items/arboreal-staff-tv.md index 3586d8d89..07fb6993f 100644 --- a/compendium/equipment/items/arboreal-staff-tv.md +++ b/compendium/equipment/items/arboreal-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/divination - trait/intelligent - trait/primal @@ -14,11 +14,12 @@ aliases: ["Arboreal Staff"] # Arboreal Staff *Item 12* [divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Bulk** 1; **Usage** held in 1 hand Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff, though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders. In addition to the activation and spells of a greater verdant staff, an arboreal staff can cast the spells it holds as if it were the staff's wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-level spell. + +--- *Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/arboreals-revenge-g-g.md b/compendium/equipment/items/arboreals-revenge-g-g.md index 3c8d459eb..4766dca25 100644 --- a/compendium/equipment/items/arboreals-revenge-g-g.md +++ b/compendium/equipment/items/arboreals-revenge-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/cursed - trait/magical - trait/rare @@ -13,8 +13,7 @@ aliases: ["Arboreal's Revenge"] # Arboreal's Revenge *Item 6* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a wellpositioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes. @@ -31,15 +30,21 @@ The arboreal haunting the firearm can use the following two effects whenever it You can coax it into performing them each intentionally once per day, with the following activations. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command -The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they [Escape](rules/actions/escape.md) (DC 20). +- **Frequency**: once per day + +**Effect** The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they [Escape](rules/actions/escape.md) (DC 20). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You cast [barkskin](compendium/spells/barkskin.md) from the blunderbuss as a 2ndlevel primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire. +**Effect** You cast [barkskin](compendium/spells/barkskin.md) from the blunderbuss as a 2ndlevel primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire. ``` + +--- *Source: Guns & Gears p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/archaic-wayfinder-lowg.md b/compendium/equipment/items/archaic-wayfinder-lowg.md index ba92dc464..8da112f5a 100644 --- a/compendium/equipment/items/archaic-wayfinder-lowg.md +++ b/compendium/equipment/items/archaic-wayfinder-lowg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lowg -- item/category/held +- item/category/held/ - trait/evocation - trait/invested - trait/magical @@ -15,8 +15,9 @@ aliases: ["Archaic Wayfinder"] - **Price** 30 gp - **Usage** held in 1 hand -- **Category** Held An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder, a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. [Activating](rules/actions/activate-an-item.md) an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone. + +--- *Source: Lost Omens: World Guide p. 17* \ No newline at end of file diff --git a/compendium/equipment/items/architects-pattern-book-tv.md b/compendium/equipment/items/architects-pattern-book-tv.md index ffd82a9c0..2585ab1f9 100644 --- a/compendium/equipment/items/architects-pattern-book-tv.md +++ b/compendium/equipment/items/architects-pattern-book-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/conjuration - trait/grimoire - trait/magical @@ -15,16 +15,20 @@ aliases: ["Architect's Pattern Book"] - **Price** 240 gp - **Bulk** L -- **Category** Grimoire Typically created by wizards who are hobbyists or professional architects, an architect's pattern book allows the caster to customize certain spells that create magical structures or domiciles, adding recreational areas such as an indoor bathhouse, gaming room, swimming pool, or similar luxury. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to cast a cozy cabin APG, [magnificent mansion](compendium/spells/magnificent-mansion.md) or [resplendent mansion](compendium/spells/resplendent-mansion.md) spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day's preparations, they gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks and Will saves for the next 12 hours. -%% #trait/metamagic %% +- **Frequency**: once per week + +**Effect** If your next action is to cast a cozy cabin APG, [magnificent mansion](compendium/spells/magnificent-mansion.md) or [resplendent mansion](compendium/spells/resplendent-mansion.md) spell, you add a room to the structure that is up to 10 feet per side per level of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day's preparations, they gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks and Will saves for the next 12 hours. +%% + #trait/metamagic +%% ``` + +--- *Source: Treasure Vault p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/archivists-gaze-som.md b/compendium/equipment/items/archivists-gaze-som.md index b5f155910..3ed360e37 100644 --- a/compendium/equipment/items/archivists-gaze-som.md +++ b/compendium/equipment/items/archivists-gaze-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/apex +- item/category/apex/ - trait/apex - trait/divination - trait/invested @@ -15,16 +15,19 @@ aliases: ["Archivist's Gaze"] - **Price** 24000 gp - **Usage** worn eyepiece -- **Category** Apex This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to you, telling all sorts of things about the subject of your gaze. You gain a +3 item bonus to [Occultism](compendium/skills.md#Occultism) (though some entities might grant a bonus to a different skill, as determined by your GM). In addition, when you employ an exploration tactic other than Investigating, you also gain the benefits of Investigating unless you choose not to. When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you the higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same archivist's gaze, you get the same skills and languages you chose the first time. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either [true seeing](compendium/spells/true-seeing.md) or a 3rd-level [comprehend language](compendium/spells/comprehend-language.md) on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language). The spell lasts for 1 minute. +- **Frequency**: once per hour + +**Effect** Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either [true seeing](compendium/spells/true-seeing.md) or a 3rd-level [comprehend language](compendium/spells/comprehend-language.md) on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language). The spell lasts for 1 minute. ``` + +--- *Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/arctic-vigor-lotgb.md b/compendium/equipment/items/arctic-vigor-lotgb.md index 5ab5cf210..4856a25be 100644 --- a/compendium/equipment/items/arctic-vigor-lotgb.md +++ b/compendium/equipment/items/arctic-vigor-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/tattoo +- item/category/tattoo/ - trait/cold - trait/evocation - trait/invested @@ -16,14 +16,29 @@ aliases: ["Arctic Vigor"] [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** tattoo -- **Category** Tattoo This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals `7d6` cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save. +- **Frequency**: once per day + +**Effect** You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals `7d6` cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save. ``` +--- +### Variants + +#### arctic vigor *Item 10* + +- **Price**: 900 gp + +#### greater arctic vigor *Item 15* + +- **Price**: 6000 gp + +The damage of your polar wind increases to `12d6`, the range increases to 60 feet, and you can choose to increase the radius to 15 or 20 feet. While exposed to incredible cold, you only take minor cold damage every hour, instead of moderate cold damage every minute. You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain). + +--- *Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/armbands-of-athleticism.md b/compendium/equipment/items/armbands-of-athleticism.md index 94055c6fb..c69a3ca69 100644 --- a/compendium/equipment/items/armbands-of-athleticism.md +++ b/compendium/equipment/items/armbands-of-athleticism.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,9 +12,22 @@ aliases: ["Armbands of Athleticism"] # Armbands of Athleticism *Item 9+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn armbands; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn armbands Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks. In addition, whenever you use an action to [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md) and you succeed at the [Athletics](compendium/skills.md#Athletics) check, add a +5-foot item bonus to the distance you move. +--- +### Variants + +#### armbands of athleticism *Item 9* + +- **Price**: 645 gp + +#### greater armbands of athleticism *Item 17* + +- **Price**: 13000 gp + +The bonus to [Athletics](compendium/skills.md#Athletics) checks is +3, and the bonus to a successful check to [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md) is +10 feet. + +--- *Source: Core Rulebook p. 605* \ No newline at end of file diff --git a/compendium/equipment/items/armbands-of-the-gorgon-tv.md b/compendium/equipment/items/armbands-of-the-gorgon-tv.md index 0950442f3..519a08784 100644 --- a/compendium/equipment/items/armbands-of-the-gorgon-tv.md +++ b/compendium/equipment/items/armbands-of-the-gorgon-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Armbands of the Gorgon"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp -- **Usage** worn armbands; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn armbands Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the level of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour. +- **Frequency**: once per day + +**Effect** You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour. ``` + +--- *Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/armor-latches-tv.md b/compendium/equipment/items/armor-latches-tv.md index 6f0ce36e0..a92d8c388 100644 --- a/compendium/equipment/items/armor-latches-tv.md +++ b/compendium/equipment/items/armor-latches-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment aliases: ["Armor Latches"] --- @@ -11,9 +11,10 @@ aliases: ["Armor Latches"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") - **Price** 4 gp -- **Usage** applied to armor; **Bulk** — -- **Category** Adjustment +- **Bulk** —; **Usage** applied to armor This armor is easily doffed. A set of armor with armor latches gains the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait; you can't add latches to armor that already possesses the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. You can remove a set of armor with armor latches with a 3-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. This doesn't affect the time it takes to don the armor. + +--- *Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md b/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md index ef963999c..7c7410bcb 100644 --- a/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md +++ b/compendium/equipment/items/armor-of-the-holy-warrior-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/armor +- item/category/armor/ - trait/divine - trait/good - trait/invested @@ -16,8 +16,7 @@ aliases: ["Armor of the Holy Warrior"] [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 9000 gp -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor +- **Bulk** 3; **Usage** worn armor Based on the armors used by the holy warriors who served under General Arnisant in the Shining Crusade, this well-polished +2 greater resilient half plate is decorated with religious motifs and carved with sacred scripture. @@ -26,9 +25,13 @@ While wearing armor of the holy warrior, your item bonus from the greater resili If you are evil, you're [enfeebled](rules/conditions.md#Enfeebled) while wearing the armor. If you're undead, you also take `2d6` positive damage each round that you wear the armor. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) -The armor casts the three-action version of a 6th-level [heal](compendium/spells/heal.md) spell. +- **Frequency**: once per day + +**Effect** The armor casts the three-action version of a 6th-level [heal](compendium/spells/heal.md) spell. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/armor-potency.md b/compendium/equipment/items/armor-potency.md index 2fb7aa4f2..4d5bbd75e 100644 --- a/compendium/equipment/items/armor-potency.md +++ b/compendium/equipment/items/armor-potency.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Armor Potency"] @@ -12,10 +12,32 @@ aliases: ["Armor Potency"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor -- **Category** Rune Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor potency rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. +--- +### Variants + +#### +1 armor potency *Item 5* + +- **Price**: 160 gp +- **Craft Requirements**: You are an expert in [Crafting](compendium/skills.md#Crafting). + +#### +2 armor potency *Item 11* + +- **Price**: 1060 gp +- **Craft Requirements**: You are a master in [Crafting](compendium/skills.md#Crafting). + +Increase the armor's item bonus to AC by 2, and the armor can be etched with two property runes. + +#### +3 armor potency *Item 18* + +- **Price**: 20560 gp +- **Craft Requirements**: You are legendary in [Crafting](compendium/skills.md#Crafting). + +Increase the armor's item bonus to AC by 3, and the armor can be etched with three property runes. + +--- *Source: Core Rulebook p. 581* \ No newline at end of file diff --git a/compendium/equipment/items/armored-coat-lokl.md b/compendium/equipment/items/armored-coat-lokl.md index 4b7be03d6..a476ffcec 100644 --- a/compendium/equipment/items/armored-coat-lokl.md +++ b/compendium/equipment/items/armored-coat-lokl.md @@ -19,4 +19,6 @@ aliases: ["Armored Coat"] A custom, lightweight mail is fitted within the lining of a coat or similar apparel, physically hiding the armor while maintaining the wearer's fashion. While not nearly as protective as heavier armors, the armored coat allows the wearer to blend in more aesthetically during civilian functions. Like other suits of armor, the armored coat is custom-fitted to an individual's body type, ensuring comfort without sacrificing its defensive capabilities. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/armored-skirt-locg.md b/compendium/equipment/items/armored-skirt-locg.md index 12b947afe..c8fe535d5 100644 --- a/compendium/equipment/items/armored-skirt-locg.md +++ b/compendium/equipment/items/armored-skirt-locg.md @@ -3,14 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Armored Skirt"] --- # Armored Skirt *Item 0* - **Price** 20 sp - **Bulk** 1 -- **Category** Adventuring Gear These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 [Interact](rules/actions/interact.md) actions when it's worn with light or medium armor, or as part of donning heavy armor. @@ -18,4 +17,6 @@ When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor's item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor's Dex cap by 1, and add the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here. + +--- *Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/armory-bracelet-tv.md b/compendium/equipment/items/armory-bracelet-tv.md index 71d250468..8908243e4 100644 --- a/compendium/equipment/items/armory-bracelet-tv.md +++ b/compendium/equipment/items/armory-bracelet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -12,15 +12,48 @@ aliases: ["Armory Bracelet"] # Armory Bracelet *Item 3+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. +- **Frequency**: once per day + +**Effect** You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold. ``` +--- +### Variants + +#### minor armory bracelet *Item 3* + +- **Price**: 50 gp + +#### lesser armory bracelet *Item 5* + +- **Price**: 150 gp + +The weapon reverts to a +1 weapon instead of a normal weapon. + +#### moderate armory bracelet *Item 8* + +- **Price**: 450 gp + +The weapon is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward. + +#### greater armory bracelet *Item 11* + +- **Price**: 1350 gp + +The weapon is a +2 greater striking weapon for 1 minute. It reverts to a +2 striking weapon afterward. + +#### major armory bracelet *Item 15* + +- **Price**: 6000 gp + +The weapon is a +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward. + +--- *Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/arodens-hearthstone-ec6.md b/compendium/equipment/items/arodens-hearthstone-ec6.md index cc75e7d8f..67faabdea 100644 --- a/compendium/equipment/items/arodens-hearthstone-ec6.md +++ b/compendium/equipment/items/arodens-hearthstone-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/artifact +- item/category/artifact/ - trait/arcane - trait/artifact - trait/enchantment @@ -13,25 +13,29 @@ aliases: ["Aroden's Hearthstone"] # Aroden's Hearthstone *Item 25* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** held in 1 hand This coin-sized gemstone can be used on its own but must be included in the construction of a hearth in order to fully activate its magic. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 3 day [Interact](rules/actions/interact.md) +- **Frequency**: four per year - **Requirements**: You have Legendary proficiency in [Crafting](compendium/skills.md#Crafting) **Effect** You craft a magical weapon or armor of up to 20th level. You must attempt a [Crafting](compendium/skills.md#Crafting) check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Aroden's Hearthstone is active, the stars in the sky, including Golarion's sun, appear to glow brighter within a 100-mile radius of the hearthstone. ``` ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command,) envision -Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. +- **Frequency**: once per month + +**Effect** Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. Within 1 mile of the Hearthstone, the temperature drops to –200°F, rivaling the frigid cold of outer space and dealing `4d6` cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Golarion's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals `25d6` fire damage to creatures and objects within 150 feet. ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 66* \ No newline at end of file diff --git a/compendium/equipment/items/aromatic-ammunition-g-g.md b/compendium/equipment/items/aromatic-ammunition-g-g.md index 9ba86595a..ab9397689 100644 --- a/compendium/equipment/items/aromatic-ammunition-g-g.md +++ b/compendium/equipment/items/aromatic-ammunition-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Aromatic Ammunition"] @@ -14,8 +14,9 @@ aliases: ["Aromatic Ammunition"] - **Price** 5 gp - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a distinct odor for up to 1 hour or until the scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). Any creatures within 30 feet smell the target, allowing even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to [Track](rules/actions/track.md) the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which they can detect the target using their scent compared to the normal range of their scent. + +--- *Source: Guns & Gears p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/arquebus-g-g.md b/compendium/equipment/items/arquebus-g-g.md index 3e5d27d61..ee49a50f8 100644 --- a/compendium/equipment/items/arquebus-g-g.md +++ b/compendium/equipment/items/arquebus-g-g.md @@ -16,11 +16,13 @@ aliases: ["Arquebus"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 10 gp - **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** rounds; **Range** 150 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** rounds; **Range** 150 ft.; **Reload** 1 - **Hands** 2 - **Category** Martial; **Group** Firearm This is a long rifle that offers more range than the average firearm, though the long barrel and ferocious kickback make the weapon particularly unsteady unless a tripod or other stand is used to stabilize it. The arquebus is one of the most commonly used long guns among the soldiers of Dongun Hold and Alkenstar. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/arrow-attracting-gmg.md b/compendium/equipment/items/arrow-attracting-gmg.md index 77952aaa9..4831e59b5 100644 --- a/compendium/equipment/items/arrow-attracting-gmg.md +++ b/compendium/equipment/items/arrow-attracting-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/abjuration - trait/cursed - trait/magical @@ -14,8 +14,9 @@ aliases: ["Arrow Attracting"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses armor or shield -- **Category** Curse An item affected by an arrow attracting curse protects you normally, but it draws ranged attacks like a magnet. Whenever a creature within 120 feet misses with a ranged attack, it must immediately reroll the attack against your AC, affecting you depending on the result of the new attack roll. The arrow attraction curse activates only if you could have been a legitimate target. Creatures that intentionally attempt to miss a ranged attack do not activate an arrow attraction curse. Once the curse has activated for the first time, the item fuses to you. + +--- *Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/arrow-catching-shield.md b/compendium/equipment/items/arrow-catching-shield.md index f8ee4becc..1615e4f96 100644 --- a/compendium/equipment/items/arrow-catching-shield.md +++ b/compendium/equipment/items/arrow-catching-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/abjuration - trait/magical aliases: ["Arrow-catching Shield"] @@ -12,14 +12,15 @@ aliases: ["Arrow-catching Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1350 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield This remarkable wooden shield (Hardness 10, HP 60, BT 30) is carved with images of overlapping fletched arrows. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per minute - **Trigger**: A ranged weapon [Strike](rules/actions/strike.md) targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack **Effect** The triggering [Strike](rules/actions/strike.md) targets you instead of its normal target. @@ -27,4 +28,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R If it hits, you gain the effects of the [Shield Block](compendium/feats/shield-block.md) reaction. ``` + +--- *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/arrow.md b/compendium/equipment/items/arrow.md index 948562665..6f4e3b3ed 100644 --- a/compendium/equipment/items/arrow.md +++ b/compendium/equipment/items/arrow.md @@ -3,17 +3,28 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ aliases: ["Arrow"] --- # Arrow *Item 0* - **Bulk** L -- **Category** Ammunition These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other. > [!pf2-note] > Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. +--- +### Variants + +#### 5-pack *Item 0* + +- **Price**: 1 sp + +#### 10-pack *Item 0* + +- **Price**: 1 sp + +--- *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/arsenic.md b/compendium/equipment/items/arsenic.md index dbed36176..5c102d616 100644 --- a/compendium/equipment/items/arsenic.md +++ b/compendium/equipment/items/arsenic.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -14,9 +14,8 @@ aliases: ["Arsenic"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This toxin is a compound of arsenic and other substances. You can't reduce your [sickened](rules/conditions.md#Sickened) condition while affected. @@ -35,4 +34,6 @@ title: Saving Throw: DC 18 Fortitude **Stage 3** `2d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) ``` + +--- *Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/arsonous-gmg.md b/compendium/equipment/items/arsonous-gmg.md index 416093780..b009609f7 100644 --- a/compendium/equipment/items/arsonous-gmg.md +++ b/compendium/equipment/items/arsonous-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/evocation - trait/fire @@ -15,8 +15,9 @@ aliases: ["Arsonous"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a ring, staff, or wand -- **Category** Curse An _arsonous_ curse creates flaws in the mystic pathways that channel magic through an item, allowing excess power to escape as sparks. Whenever you [activate](rules/actions/activate-an-item.md) the magic item, a random ally within 30 feet takes `1d10` persistent fire damage. If no ally is in range, you take the damage instead. At the GM's discretion, this curse might ignite an unattended object or the surrounding environment instead. + +--- *Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/artevil-suspension-lotg.md b/compendium/equipment/items/artevil-suspension-lotg.md index 8e38a0eeb..871838b65 100644 --- a/compendium/equipment/items/artevil-suspension-lotg.md +++ b/compendium/equipment/items/artevil-suspension-lotg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/plant +- item/category/plant/ - trait/alchemical - trait/consumable aliases: ["Artevil Suspension"] @@ -12,10 +12,11 @@ aliases: ["Artevil Suspension"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 11 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Treat Poison](rules/actions/treat-poison.md) -- **Category** Plant This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, [Activating](rules/actions/activate-an-item.md) the item as part of the same activity you use to [Treat Poison](rules/actions/treat-poison.md). If you succeed at your [Medicine](compendium/skills.md#Medicine) check to [Treat Poison](rules/actions/treat-poison.md) against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes [sickened](rules/conditions.md#Sickened) as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work. + +--- *Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/artificer-spectacles-tv.md b/compendium/equipment/items/artificer-spectacles-tv.md index 9ae9739e5..67eb373b3 100644 --- a/compendium/equipment/items/artificer-spectacles-tv.md +++ b/compendium/equipment/items/artificer-spectacles-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/divination - trait/invested @@ -14,17 +14,20 @@ aliases: ["Artificer Spectacles"] [apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp -- **Usage** worn eyeglasses; **Bulk** — -- **Category** Apex +- **Bulk** —; **Usage** worn eyeglasses These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of the nose and can only be removed by the wearer. You gain a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks and any skill check made to [Identify Magic](rules/actions/identify-magic.md). When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same artificer spectacles, you get the same skills and languages you chose the first time. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You cast a 3rd-level [mending](compendium/spells/mending.md) spell on an item you touch. +- **Frequency**: once per hour + +**Effect** You cast a 3rd-level [mending](compendium/spells/mending.md) spell on an item you touch. ``` + +--- *Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/artisans-tools.md b/compendium/equipment/items/artisans-tools.md index 669212476..5323c597e 100644 --- a/compendium/equipment/items/artisans-tools.md +++ b/compendium/equipment/items/artisans-tools.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Artisan's Tools"] --- # Artisan's Tools *Item 0* @@ -11,11 +11,23 @@ aliases: ["Artisan's Tools"] - **Price** 4 gp - **Bulk** 2 - **Hands** 1 or 2* -- **Category** Adventuring Gear You need these tools to create items from raw materials with the [Craft](rules/actions/craft.md) skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. > [!pf2-note] > You can use the set of tools with one hand if you are wearing it. +--- +### Variants + +#### Base *Item 0* + + +#### Sterling *Item 3* + +- **Price**: 50 gp + +Sterling artisan's tools give you a +1 item bonus to the check. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/asp-coil-lotgb.md b/compendium/equipment/items/asp-coil-lotgb.md index 349ca62c8..cbf3c26c4 100644 --- a/compendium/equipment/items/asp-coil-lotgb.md +++ b/compendium/equipment/items/asp-coil-lotgb.md @@ -14,10 +14,12 @@ aliases: ["Asp Coil"] - **Price** 10 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword The asp coil, named both for its slithering striking style and its usage among Aspis Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables. Agents of the Aspis Consortium have access to this weapon. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/assassin-vine-wine-tv.md b/compendium/equipment/items/assassin-vine-wine-tv.md index f677741a6..32a2167cc 100644 --- a/compendium/equipment/items/assassin-vine-wine-tv.md +++ b/compendium/equipment/items/assassin-vine-wine-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,23 @@ aliases: ["Assassin Vine Wine"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 130 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir [Crafting](compendium/skills.md#Crafting) wine from assassin vine berries is a dangerous process, but the resulting ruby-red drink is rich and heady. Alchemical reagents added during fermentation concentrate the vine's connection to its environment and impart them onto the imbiber. For 1 minute after drinking a glass of assassin vine wine, you have tremorsense at a range of 30 feet. +--- +### Variants + +#### assassin vine wine *Item 9* + +- **Price**: 130 gp + +#### aged assassin vine wine *Item 12* + +- **Price**: 350 gp + +Assassin vine wine that has been aged for several years— or artificially aged with alchemy—develops both a greater complexity of flavor and a stronger connection to an assassin vine's bond with nature. When you drink the wine, vegetation in a 20-foot emanation around you begins to writhe, becoming difficult terrain until the start of your next turn. + +--- *Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/assisting-tv.md b/compendium/equipment/items/assisting-tv.md index ed01da448..8894b4a95 100644 --- a/compendium/equipment/items/assisting-tv.md +++ b/compendium/equipment/items/assisting-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Assisting"] @@ -13,10 +13,11 @@ aliases: ["Assisting"] - **Price** 125 gp - **Usage** etched onto armor -- **Category** Rune Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This replicates the benefits of any number of splints, supports, and prostheses (Pathfinder Lost Omens Grand Bazaar 68–69). When you invest the armor, you determine how many such supports you want, and where on your body they assist you. In addition, the extra support and structure provided by the armor allows you to transport more than you would otherwise normally be able to. You can carry Bulk equal to 6 + your Strength modifier before becoming [encumbered](rules/conditions.md#Encumbered), and you can hold and carry a total Bulk of up to 11 + your Strength modifier. + +--- *Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/astringent-venom-tv.md b/compendium/equipment/items/astringent-venom-tv.md index efc995735..5175646cb 100644 --- a/compendium/equipment/items/astringent-venom-tv.md +++ b/compendium/equipment/items/astringent-venom-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,8 @@ aliases: ["Astringent Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 350 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of astringent venom is recognizable by the frostbite-like hue of their hands as they loose circulation to their extremities, making it difficult for them to hold things. Each round at the beginning of their turn, a creature affected by astringent venom must succeed at a flat @@ -37,4 +36,6 @@ title: DC 5 check or drop one random item they're holding. **Stage 3** `10d6` poison damage and [confused](rules/conditions.md#Confused) (1 round) ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/astrolabe-lopsg.md b/compendium/equipment/items/astrolabe-lopsg.md index db7b45290..939f09d70 100644 --- a/compendium/equipment/items/astrolabe-lopsg.md +++ b/compendium/equipment/items/astrolabe-lopsg.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Astrolabe"] --- # Astrolabe *Item 2+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in [Survival](compendium/skills.md#Survival). By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground. +--- +### Variants + +#### standard astrolabe *Item 2* + +- **Price**: 30 gp + +#### mariner's astrolabe *Item 3* + +- **Price**: 50 gp + +A mariner's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/atlatl-tv.md b/compendium/equipment/items/atlatl-tv.md index 85d7b58ff..15538f3fe 100644 --- a/compendium/equipment/items/atlatl-tv.md +++ b/compendium/equipment/items/atlatl-tv.md @@ -12,11 +12,13 @@ aliases: ["Atlatl"] - **Price** 2 sp - **Bulk** 1 -- **Damage** `1d6` P -- **Range** 60 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Range** 60 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Dart Atlatls are long, narrow pieces of shaped wood or antler used as levers to hurl darts faster and farther than would otherwise be possible. An atlatl uses darts as ammunition. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/auric-noodles-tv.md b/compendium/equipment/items/auric-noodles-tv.md index a1eac44cc..5d1aa1e97 100644 --- a/compendium/equipment/items/auric-noodles-tv.md +++ b/compendium/equipment/items/auric-noodles-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/processed @@ -13,10 +13,11 @@ aliases: ["Auric Noodles"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 10 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you eat the noodles, they boost your ability to sense magic for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to checks to [Identify Magic](rules/actions/identify-magic.md), and you can move at full speed while using the [Detect Magic](rules/actions/detect-magic.md) exploration activity. + +--- *Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/aurifying-salts-aoe1.md b/compendium/equipment/items/aurifying-salts-aoe1.md index 4cb8760c5..0b1101ed5 100644 --- a/compendium/equipment/items/aurifying-salts-aoe1.md +++ b/compendium/equipment/items/aurifying-salts-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -13,10 +13,11 @@ aliases: ["Aurifying Salts"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable You can apply this pale eggshell powder to one outfit, one object of up to Medium size, or up to 10 smaller objects in the same space, such as jewelry, to make them appear gilded for 1 hour. If used as part of [Making an Impression](rules/actions/make-an-impression.md) on an audience swayed by expensive clothing, it makes most clothing or jewelry seem to be worth 10 times as much as they really are. Only someone who closely inspects an affected item notices it's not real gold. If you apply the salts to an object made of metal, the metal softens like gold, reducing its Hardness by 4 (to a minimum of Hardness 10) for 1 hour. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/auspicious-scepter-som.md b/compendium/equipment/items/auspicious-scepter-som.md index 612d19786..86ea67ab2 100644 --- a/compendium/equipment/items/auspicious-scepter-som.md +++ b/compendium/equipment/items/auspicious-scepter-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/divination - trait/magical aliases: ["Auspicious Scepter"] @@ -12,21 +12,24 @@ aliases: ["Auspicious Scepter"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This imperious mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature after you've dealt it damage with the auspicious scepter, you learn one of its resistances in addition to any other information. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command ([divination](rules/traits/divination.md), [magical](rules/traits/magical.md)) +- **Frequency**: once per 10 minutes - **Trigger**: You Cast a divination spell **Effect** The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it. This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one—whichever would result in the highest amount of damage getting through, as determined by the GM. -%% #trait/divination #trait/magical %% +%% + #trait/divination #trait/magical +%% ``` + +--- *Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/authorized-tv.md b/compendium/equipment/items/authorized-tv.md index 10f201fdf..265897da7 100644 --- a/compendium/equipment/items/authorized-tv.md +++ b/compendium/equipment/items/authorized-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Authorized"] @@ -13,7 +13,6 @@ aliases: ["Authorized"] - **Price** 50 gp - **Usage** etched onto a weapon -- **Category** Rune Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a specific creature. If any other creature wields the weapon, needles immediately erupt from the weapon's hilt or shaft, dealing `1d8` piercing damage plus `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the wielder. If the weapon has a striking rune, this damage increases to `1d8` per damage die and `1d4` [persistent damage](rules/conditions.md#Persistent%20Damage) per damage die; this counts only the weapon's base die and dice from the striking rune. @@ -21,4 +20,6 @@ The [persistent bleed damage](rules/conditions.md#Persistent%20Damage) can't end When the rune is crafted, the crafter can choose to broaden the criteria for who can safely wield the item, expanding the users to creatures with a particular alignment, bloodline, or patron deity, as the crafter chooses. This criterion must be shared by the creature who contributed the blood for the rune. + +--- *Source: Treasure Vault p. 32* \ No newline at end of file diff --git a/compendium/equipment/items/autumns-embrace-tv.md b/compendium/equipment/items/autumns-embrace-tv.md index 1ebf5dc4b..1152fe201 100644 --- a/compendium/equipment/items/autumns-embrace-tv.md +++ b/compendium/equipment/items/autumns-embrace-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/conjuration - trait/invested - trait/magical @@ -13,17 +13,21 @@ aliases: ["Autumn's Embrace"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn's embrace, a suit of +2 invisibility resilient leaf weave. Leaves shed from the armor as they might fall in autumn. When activating the armor's invisibility property rune, you disappear in a swirl of colorful leaves. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[aura](rules/traits/aura.md "Aura Combat Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision ([aura](rules/traits/aura.md)) -You call forth a storm of leaves from autumn's embrace. These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are [concealed](rules/conditions.md#Concealed), and creatures outside the area are [concealed](rules/conditions.md#Concealed) to creatures within the leaves. However, you can see through this concealment. You can [Dismiss](rules/actions/dismiss.md) the activation. -%% #trait/aura %% +- **Frequency**: once per day + +**Effect** You call forth a storm of leaves from autumn's embrace. These leaves swirl in a 20-foot emanation for 1 minute. Creatures within the area are [concealed](rules/conditions.md#Concealed), and creatures outside the area are [concealed](rules/conditions.md#Concealed) to creatures within the leaves. However, you can see through this concealment. You can [Dismiss](rules/actions/dismiss.md) the activation. +%% + #trait/aura +%% ``` + +--- *Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/avalanche-boots-tv.md b/compendium/equipment/items/avalanche-boots-tv.md index 3ae67a636..9cb13230f 100644 --- a/compendium/equipment/items/avalanche-boots-tv.md +++ b/compendium/equipment/items/avalanche-boots-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,19 +14,21 @@ aliases: ["Avalanche Boots"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp -- **Usage** worn boots; **Bulk** 1 -- **Category** Apex +- **Bulk** 1; **Usage** worn boots While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. You gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks and a +2 circumstance bonus to [Force Open](rules/actions/force-open.md) and [Shove](rules/actions/shove.md). When you invest the boots, you either increase your Strength score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per hour - **Trigger**: You succeed or critically succeed with a [Shove](rules/actions/shove.md) **Effect** If the [Shove](rules/actions/shove.md) was a success, you push your opponent up to 10 feet instead of 5 feet. If the [Shove](rules/actions/shove.md) was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them [prone](rules/conditions.md#Prone). ``` + +--- *Source: Treasure Vault p. 102* \ No newline at end of file diff --git a/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md b/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md index 35b3596d3..189443f8f 100644 --- a/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md +++ b/compendium/equipment/items/avalanche-of-stones-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,8 +15,9 @@ aliases: ["Avalanche Of Stones Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3750 gp -- **Category** Snare When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing `22d8` bludgeoning damage (DC 40 basic Reflex). + +--- *Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/awakened-metal-shot-g-g.md b/compendium/equipment/items/awakened-metal-shot-g-g.md index 33fd0ec81..c4305d7a2 100644 --- a/compendium/equipment/items/awakened-metal-shot-g-g.md +++ b/compendium/equipment/items/awakened-metal-shot-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -15,8 +15,29 @@ aliases: ["Awakened Metal Shot"] - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect. +--- +### Variants + +#### awakened adamantine shot *Item 18* + +- **Price**: 3500 gp + +The shot is a high-grade adamantine bullet. The awakened adamantine breaks through any resistance. The shot ignores the first 20 resistance a creature has to physical damage, all damage, or piercing or bludgeoning damage. Against a golem or creature who already has a resistance bypassed by adamantine, or a weakness to adamantine, the shot shatters the target's defenses, causing them to become [flat-footed](rules/conditions.md#Flat-footed) for 1 minute instead. Because adamantine is uncommon, this version of awakened metal shot is uncommon even for gunslingers or other characters with access to uncommon guns and bullets from this book. + +#### awakened cold iron shot *Item 17* + +- **Price**: 2300 gp + +The shot is a high-grade cold iron bullet. The awakened cold iron attempts to disrupt enchantments the target placed on others' minds. You can name a creature you believe to be enchanted by your target or allow the shot to choose an enchanted creature randomly. On a hit, the shot attempts to counteract the enchantment the target is using to manipulate that creature's mind. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a demon or fey, you get a success instead. If you hit a demon or fey with no active [enchantment](rules/traits/enchantment.md "Enchantment School Trait") effects on other creatures, the target is [stupefied](rules/conditions.md#Stupefied) for 1 minute instead. + +#### awakened silver shot *Item 17* + +- **Price**: 2300 gp + +The shot is a high-grade silver bullet. The awakened silver gleams with altered celestial moonlight designed to weaken and expose devils and werecreatures. On a hit, it attempts to counteract any [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect on the target. The counteract level is 9, and the counteract modifier is +27. If you fail (but don't critically fail) the counteract check against a devil or a werecreature, you get a success instead. If you counteracted the Change Shape ability, the creature can't use that ability again for 1 round, or 1 minute on a critical success. If you hit a devil or werecreature not under a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect, the target is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute instead. + +--- *Source: Guns & Gears p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/axe-musket-g-g.md b/compendium/equipment/items/axe-musket-g-g.md index 054b33d8b..6bf76a288 100644 --- a/compendium/equipment/items/axe-musket-g-g.md +++ b/compendium/equipment/items/axe-musket-g-g.md @@ -18,14 +18,16 @@ aliases: ["Axe Musket"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 10 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d6` P +- **Ranged**: + - **Damage**: `1d6` P - **Ammunution** round; **Range** 40 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` S +- **Melee**: + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md b/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md index a64a5b85d..10fbcf331 100644 --- a/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md +++ b/compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/conjuration - trait/magical @@ -14,17 +14,19 @@ aliases: ["Axe Of The Dwarven Lords"] # Axe Of The Dwarven Lords *Item 26* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Artifact +- **Bulk** 3; **Usage** held in 2 hands The blade of this Dwarven War Axe is carved with an intricate design depicting countless generations of great dwarven warriors and leaders. The axe has the [thrown <30 feet>](rules/traits/thrown-30-feet.md "Thrown Weapon Trait") weapon trait, in addition to the normal weapon traits for a dwarven waraxe. [Strikes](rules/actions/strike.md) with the axe deal an additional `1d6` damage to orcs. While the axe is in your possession, you gain a +4 item bonus when [Crafting](rules/actions/craft.md) armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain [greater darkvision](rules/abilities/darkvision.md) while holding the axe. If you are not a dwarf, you are [stupefied](rules/conditions.md#Stupefied) while holding the axe, and if you are an orc, you are also [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) + The axe casts a 10th-level [summon elemental](compendium/spells/summon-elemental.md) spell to conjure an elite elemental avalanche. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can [Dismiss](rules/actions/dismiss.md) the Spell. ``` + +--- *Source: Gamemastery Guide p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/axiomatic.md b/compendium/equipment/items/axiomatic.md index f94804452..5f5ce37b1 100644 --- a/compendium/equipment/items/axiomatic.md +++ b/compendium/equipment/items/axiomatic.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/lawful - trait/magical @@ -13,11 +13,13 @@ aliases: ["Axiomatic"] [evocation](rules/traits/evocation.md "Evocation School Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp +- **Craft Requirements** You are lawful. - **Usage** etched onto a weapon without an anarchic rune -- **Category** Rune Complex and symmetrical, an axiomatic rune imbues a weapon with lawful energy. A weapon with this rune deals an additional `1d6` lawful damage against chaotic targets. If you are chaotic, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. When you critically succeed at an attack roll with this weapon against a chaotic creature, instead of rolling, count each weapon damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12). + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/axolotl-lotg.md b/compendium/equipment/items/axolotl-lotg.md index aea91e3b6..acb9e0064 100644 --- a/compendium/equipment/items/axolotl-lotg.md +++ b/compendium/equipment/items/axolotl-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Axolotl"] --- # Axolotl *Item 0* - **Price** 40 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/backbiting-gmg.md b/compendium/equipment/items/backbiting-gmg.md index 9a5a555fa..83af81642 100644 --- a/compendium/equipment/items/backbiting-gmg.md +++ b/compendium/equipment/items/backbiting-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/evocation - trait/magical @@ -14,8 +14,9 @@ aliases: ["Backbiting"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon -- **Category** Curse A weapon with the _backbiting_ curse warps space in response to catastrophic mishaps. Whenever you critically fail at a [Strike](rules/actions/strike.md) with this weapon, the weapon curls around (or its projectile swerves through the air) to strike you in the back as though you hit yourself, automatically dealing maximum damage to you. + +--- *Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/backfire-mantle-som.md b/compendium/equipment/items/backfire-mantle-som.md index 0ce3e04e7..16c85b3ae 100644 --- a/compendium/equipment/items/backfire-mantle-som.md +++ b/compendium/equipment/items/backfire-mantle-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -12,9 +12,24 @@ aliases: ["Backfire Mantle"] # Backfire Mantle *Item 3+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn cloak This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies. +--- +### Variants + +#### backfire mantle *Item 3* + +- **Price**: 45 gp + +The mantle grants a +1 circumstance bonus and resistance 3. + +#### greater backfire mantle *Item 8* + +- **Price**: 430 gp + +The mantle grants a +2 circumstance bonus and resistance 10. + +--- *Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/backpack-ballista-bolts-g-g.md b/compendium/equipment/items/backpack-ballista-bolts-g-g.md index df0db0326..f0f19937b 100644 --- a/compendium/equipment/items/backpack-ballista-bolts-g-g.md +++ b/compendium/equipment/items/backpack-ballista-bolts-g-g.md @@ -3,16 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/ammunition +- item/category/ammunition/ aliases: ["Backpack Ballista Bolts"] --- # Backpack Ballista Bolts *Item 0* - **Price** 1 sp - **Bulk** 1 -- **Category** Ammunition; **Group** Bow +- **Group** Bow > [!pf2-note] > For use with the [Backpack Ballista](compendium/equipment/items/backpack-ballista-g-g.md). + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/backpack-ballista-g-g.md b/compendium/equipment/items/backpack-ballista-g-g.md index dfb2737a1..279a052b3 100644 --- a/compendium/equipment/items/backpack-ballista-g-g.md +++ b/compendium/equipment/items/backpack-ballista-g-g.md @@ -12,11 +12,13 @@ aliases: ["Backpack Ballista"] - **Price** 18 gp - **Bulk** 2 -- **Damage** `1d12` P -- **Ammunution** [Backpack Ballista Bolts](compendium/equipment/items/backpack-ballista-bolts-g-g.md); **Range** 180 ft.; **Reload** 1 min. + - **Damage**: `1d12` P + - **Ammunution** [Backpack Ballista Bolts](compendium/equipment/items/backpack-ballista-bolts-g-g.md); **Range** 180 ft.; **Reload** 1 min. - **Hands** 1+ - **Category** Martial; **Group** Bow This complex wooden device, worn on the back, contains a miniature ballista on a retractable arm. As an [Interact](rules/actions/interact.md) action, you can pull a lever to deploy or retract the ballista. As long as it remains deployed, you must hold the ballista using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the ballista up over your shoulder. While retracted, the ballista and its mount slide down and are [concealed](rules/conditions.md#Concealed) within the device. Although a backpack ballista packs a punch, the device is a challenge to operate. Reloading it takes 1 minute and can't be done while worn. As normal, you can't wear a backpack ballista with another backpack. + +--- *Source: Guns & Gears p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/backpack-catapult-g-g.md b/compendium/equipment/items/backpack-catapult-g-g.md index b9eb830c9..496f8fa7e 100644 --- a/compendium/equipment/items/backpack-catapult-g-g.md +++ b/compendium/equipment/items/backpack-catapult-g-g.md @@ -13,11 +13,13 @@ aliases: ["Backpack Catapult"] - **Price** 20 gp - **Bulk** 3 -- **Damage** `1d12` B -- **Ammunution** [Backpack Catapult Stones](compendium/equipment/items/backpack-catapult-stones-g-g.md); **Range** 240 ft.; **Reload** 1 min. + - **Damage**: `1d12` B + - **Ammunution** [Backpack Catapult Stones](compendium/equipment/items/backpack-catapult-stones-g-g.md); **Range** 240 ft.; **Reload** 1 min. - **Hands** 1+ - **Category** Advanced; **Group** Sling This wooden device is worn on the back and contains a miniature catapult mounted on a retractable frame. As an [Interact](rules/actions/interact.md) action, you can pull a lever to deploy or retract the catapult. As long as it remains deployed, you must hold the catapult using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the catapult up over your shoulder. While retracted, the catapult and its mount slide down and are [concealed](rules/conditions.md#Concealed) within the device. A backpack catapult fires specialized stone spheres that are loaded into the bucket while unworn and retracted, through a sliding hatch; the reloading process takes 1 minute. To prevent misfires and accidental injury, the bucket fully encloses the stone while deployed, only opening when fired. As normal, you can't wear a backpack catapult with another backpack. + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/backpack-catapult-stones-g-g.md b/compendium/equipment/items/backpack-catapult-stones-g-g.md index fa9a5cd99..74d2bd3ac 100644 --- a/compendium/equipment/items/backpack-catapult-stones-g-g.md +++ b/compendium/equipment/items/backpack-catapult-stones-g-g.md @@ -3,16 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/ammunition +- item/category/ammunition/ aliases: ["Backpack Catapult Stones"] --- # Backpack Catapult Stones *Item 0* - **Price** 1 sp - **Bulk** 1 -- **Category** Ammunition; **Group** Sling +- **Group** Sling > [!pf2-note] > For use with the [Backpack Catapult](compendium/equipment/items/backpack-catapult-g-g.md). + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/backpack.md b/compendium/equipment/items/backpack.md index 838cc0e09..1993a27ed 100644 --- a/compendium/equipment/items/backpack.md +++ b/compendium/equipment/items/backpack.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Backpack"] --- # Backpack *Item 0* - **Price** 1 sp - **Bulk** — -- **Category** Adventuring Gear A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/badger-lotg.md b/compendium/equipment/items/badger-lotg.md index a04076ffe..4b379943b 100644 --- a/compendium/equipment/items/badger-lotg.md +++ b/compendium/equipment/items/badger-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Badger"] --- # Badger *Item 0* - **Price** 15 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/bag-of-cats-sot2.md b/compendium/equipment/items/bag-of-cats-sot2.md index 4cd7d882a..90e4f8caa 100644 --- a/compendium/equipment/items/bag-of-cats-sot2.md +++ b/compendium/equipment/items/bag-of-cats-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/transmutation @@ -14,23 +14,28 @@ aliases: ["Bag Of Cats"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This beautiful leather bag is lined in soft fur and purrs quietly when pet. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You shake the bag to produce a single cat. You cast a 3rd-level [summon animal](compendium/spells/summon-animal.md) to produce a leopard (Bestiary 52). +- **Frequency**: once per day + +**Effect** You shake the bag to produce a single cat. You cast a 3rd-level [summon animal](compendium/spells/summon-animal.md) to produce a leopard (Bestiary 52). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. +**Effect** You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. You gain the effects of 3rd-level [animal form](compendium/spells/animal-form.md) but must use the cat battle form. ``` + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/bag-of-devouring-gmg.md b/compendium/equipment/items/bag-of-devouring-gmg.md index eec5e585d..82e648788 100644 --- a/compendium/equipment/items/bag-of-devouring-gmg.md +++ b/compendium/equipment/items/bag-of-devouring-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/held +- item/category/held/ - trait/conjuration - trait/cursed - trait/extradimensional @@ -14,9 +14,10 @@ aliases: ["Bag Of Devouring"] # Bag Of Devouring *Item 7+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal or plant. + +--- *Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/bag-of-holding.md b/compendium/equipment/items/bag-of-holding.md index 50e57a4c4..100230ddd 100644 --- a/compendium/equipment/items/bag-of-holding.md +++ b/compendium/equipment/items/bag-of-holding.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/conjuration - trait/extradimensional - trait/magical @@ -12,8 +12,7 @@ aliases: ["Bag of Holding"] # Bag of Holding *Item 4+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. @@ -21,4 +20,32 @@ You can [Interact](rules/actions/interact.md) with the bag of holding to put ite If the bag is overloaded or [broken](rules/conditions.md#Broken), it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to [Escape](rules/actions/escape.md) against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. +--- +### Variants + +#### I *Item 4* + +- **Price**: 75 gp + +Capacity 25 Bulk. + +#### II *Item 7* + +- **Price**: 300 gp + +Capacity 50 Bulk. + +#### III *Item 11* + +- **Price**: 1200 gp + +Capacity 100 Bulk. + +#### IV *Item 13* + +- **Price**: 2400 gp + +Capacity 150 Bulk. + +--- *Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/bag-of-weasels-gmg.md b/compendium/equipment/items/bag-of-weasels-gmg.md index eeeb207ae..a0c562571 100644 --- a/compendium/equipment/items/bag-of-weasels-gmg.md +++ b/compendium/equipment/items/bag-of-weasels-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/held +- item/category/held/ - trait/conjuration - trait/cursed - trait/extradimensional @@ -14,8 +14,7 @@ aliases: ["Bag Of Weasels"] # Bag Of Weasels *Item 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This item appears to be and functions as a type I bag of holding, until you try to retrieve an item from the bag. @@ -25,4 +24,6 @@ This weasel has the statistics of a giant rat, except that it is Tiny and exudes Because the weasel is a transformed item, you don't gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item. + +--- *Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/bagpipes-of-turmoil-tv.md b/compendium/equipment/items/bagpipes-of-turmoil-tv.md index 248bcd28b..bc5d56af9 100644 --- a/compendium/equipment/items/bagpipes-of-turmoil-tv.md +++ b/compendium/equipment/items/bagpipes-of-turmoil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/coda +- item/category/coda/ - trait/coda - trait/enchantment - trait/occult @@ -13,15 +13,43 @@ aliases: ["Bagpipes of Turmoil"] # Bagpipes of Turmoil *Item 4+* [coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Coda +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 2 hands While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to [Performance](compendium/skills.md#Performance) checks and to [Intimidation](compendium/skills.md#Intimidation) checks made to [Demoralize](rules/actions/demoralize.md). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from this instrument to cast a spell from its list. ``` +--- +### Variants + +#### bagpipes of turmoil *Item 4* + +- **Price**: 90 gp + +- Cantrip daze +- 1st bane + +#### greater bagpipes of turmoil *Item 8* + +- **Price**: 460 gp + +- 2nd deafness, knock, shatter +- 3rd agonizing despair , paralyze + +#### major bagpipes of turmoil *Item 12* + +- **Price**: 1900 gp + +The item bonuses are +2. + +- 4th confusion, painful vibrations +- 5th banishment, crushing despair, synaptic pulse + +--- *Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/baleblood-draft-da.md b/compendium/equipment/items/baleblood-draft-da.md index 18f2ab1fc..f1ee15800 100644 --- a/compendium/equipment/items/baleblood-draft-da.md +++ b/compendium/equipment/items/baleblood-draft-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,10 +14,11 @@ aliases: ["Baleblood Draft"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 155 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir's duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions. After drinking a baleblood draft, the next elixir you drink within 1 minute that has a duration of at least 1 minute and at most 1 hour has its duration extended by 50% (so a lesser cheetah's elixir lasts for a minute and a half instead of 1 minute). However, after pairing baleblood draft with another elixir, you suffer an eerie side effect for 1 week. This side effect never causes serious harm, although it might be inconvenient and is always ominous in appearance. All elixirs made in the same batch cause the same side effect. Drinking another draft with the same side effect extends the side effect's duration by another week, and drinking one with a different side effect causes you to suffer both effects simultaneously. + +--- *Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/balisse-feather-apg.md b/compendium/equipment/items/balisse-feather-apg.md index a876d54cf..845aa1cc6 100644 --- a/compendium/equipment/items/balisse-feather-apg.md +++ b/compendium/equipment/items/balisse-feather-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divine - trait/evocation @@ -17,8 +17,9 @@ aliases: ["Balisse Feather"] - **Price** 400 gp - **Usage** affixed to a weapon - **Activate** envision; **Trigger** You deal damage using the affixed weapon to a creature you have seen commit an evil act. -- **Category** Talisman This long, fire-red feather seems to catch flame every time the weapon it adorns strikes a purveyor of evil. When you activate the feather, the creature you damaged burns with holy light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/ball-lotgb.md b/compendium/equipment/items/ball-lotgb.md index 81fdbe64a..4338473e7 100644 --- a/compendium/equipment/items/ball-lotgb.md +++ b/compendium/equipment/items/ball-lotgb.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Ball"] --- # Ball *Item 0* -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like bean-filled sacks and hard-hide balls. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/ballista-g-g.md b/compendium/equipment/items/ballista-g-g.md index 9cb55f30c..71f1b6777 100644 --- a/compendium/equipment/items/ballista-g-g.md +++ b/compendium/equipment/items/ballista-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/mounted - trait/uncommon @@ -14,30 +14,36 @@ aliases: ["Ballista"] - **Price** 320 gp - **Usage** mounted -- **Category** Siege Weapon Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly. ```ad-embed-ability -title: Aim [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Aim** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + 35 feet, minimum distance 25 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 2 times -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <100 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([attack](rules/traits/attack.md), [manipulate](rules/traits/manipulate.md), range increment <100 feet>) + `4d12` piercing, single target, DC 19 Reflex -%% #trait/attack #trait/manipulate #trait/range-increment-100-feet %% +%% + #trait/attack #trait/manipulate #trait/range-increment-100-feet +%% ``` + +--- *Source: Guns & Gears p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/bandalore-lotgb.md b/compendium/equipment/items/bandalore-lotgb.md index 01c2de86f..6cb8c0219 100644 --- a/compendium/equipment/items/bandalore-lotgb.md +++ b/compendium/equipment/items/bandalore-lotgb.md @@ -3,16 +3,17 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Bandalore"] --- # Bandalore *Item 0* - **Usage** held in 1 hand -- **Category** Held Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string. By holding the end of the string and releasing the bandalore, a skilled user can move the bandalore up and down, performing a variety of tricks. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/bane-ammunition-tv.md b/compendium/equipment/items/bane-ammunition-tv.md index d90f3db49..3dab2910b 100644 --- a/compendium/equipment/items/bane-ammunition-tv.md +++ b/compendium/equipment/items/bane-ammunition-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/poison @@ -14,8 +14,29 @@ aliases: ["Bane Ammunition"] - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes [persistent poison damage](rules/conditions.md#Persistent%20Damage) in addition to the damage the attack normally deals. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The ammunition deals `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +#### moderate *Item 5* + +- **Price**: 25 gp + +The ammunition deals `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +#### greater *Item 11* + +- **Price**: 250 gp + +The ammunition deals `3d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/bane-oil-tv.md b/compendium/equipment/items/bane-oil-tv.md index 411bf5d76..6854753a4 100644 --- a/compendium/equipment/items/bane-oil-tv.md +++ b/compendium/equipment/items/bane-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/divination - trait/magical @@ -15,10 +15,11 @@ aliases: ["Bane Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane rune for 1 minute. A weapon can be coated in only one type of bane oil at a time. Any new application of this oil supersedes any previous one. If a weapon has the bane rune, this oil has no effect if it's of the same type as the rune. + +--- *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/bane-som.md b/compendium/equipment/items/bane-som.md index 725387ae2..ccd031eae 100644 --- a/compendium/equipment/items/bane-som.md +++ b/compendium/equipment/items/bane-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/rune +- item/category/rune/ - trait/divination - trait/magical - trait/uncommon @@ -14,10 +14,11 @@ aliases: ["Bane"] - **Price** 100 gp - **Usage** etched onto a weapon -- **Category** Rune A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses [aberration](rules/traits/aberration.md "Aberration Creature Type Trait"), [animal](rules/traits/animal.md "Animal Creature Type Trait"), [beast](rules/traits/beast.md "Beast Creature Type Trait"), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [construct](rules/traits/construct.md "Construct Creature Type Trait"), [dragon](rules/traits/dragon.md "Dragon Creature Type Trait"), [elemental](rules/traits/elemental.md "Elemental Creature Type Trait"), [fey](rules/traits/fey.md "Fey Creature Type Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait"), [giant](rules/traits/giant.md "Giant Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), [ooze](rules/traits/ooze.md "Ooze Creature Type Trait"), or both [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") and [plant](rules/traits/plant.md "Plant Creature Type Trait"). The weapon deals `1d6` additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type. The GM might allow bane runes for other creature traits, such as [astral](rules/traits/astral-b1.md "Astral Creature Type Trait"), [dream](rules/traits/dream-b2.md "Dream Creature Type Trait"), or [demon](rules/traits/demon.md "Demon Creature Trait"). However, humanoids, [undead](rules/traits/undead.md "Undead Creature Type Trait"), and specific types of humanoids (such as elves) are never a valid option. + +--- *Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/banner-of-the-restful-lokl.md b/compendium/equipment/items/banner-of-the-restful-lokl.md index 0a5c13ac1..e4d492b8a 100644 --- a/compendium/equipment/items/banner-of-the-restful-lokl.md +++ b/compendium/equipment/items/banner-of-the-restful-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -14,17 +14,20 @@ aliases: ["Banner of the Restful"] - **Access** Knights of Lastwall have access to this item. - **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand Carried by knights who expect to spend the night in the open, this simple-looking banner is accompanied by a long cross pole from which it hangs. Usually, the banner appears to be a piece of plain cloth; when activated, it automatically adopts whatever insignia the person activating it desires. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) -You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level [endure elements](compendium/spells/endure-elements.md). The area created by the banner lasts for 8 hours or until it is removed from the ground. +- **Frequency**: once per day + +**Effect** You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level [endure elements](compendium/spells/endure-elements.md). The area created by the banner lasts for 8 hours or until it is removed from the ground. As part of the activation, you can choose to ward the same area with an [alarm](compendium/spells/alarm.md) spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the [alarm](compendium/spells/alarm.md) spell also includes an audible alarm with the sound and volume of a hand bell, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. You choose the password as you decide to ward the area. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/barbed-vest-aoe3.md b/compendium/equipment/items/barbed-vest-aoe3.md index b23222035..43ba7bce8 100644 --- a/compendium/equipment/items/barbed-vest-aoe3.md +++ b/compendium/equipment/items/barbed-vest-aoe3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe3 -- item/category/armor +- item/category/armor/ - trait/cursed - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Barbed Vest"] # Barbed Vest *Item 10* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor Viciously sharp spiked chains wrap around this studded leather armor that can be used to magically harm the wearer and channel supernatural abilities without somehow tearing at the leather itself. @@ -24,9 +23,13 @@ The barbed vest doesn't fuse to you in the usual way (as described on page 90 of Anytime you activate the barbed vest, its chains tighten around you, dealing `1d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage). You can remove this [persistent damage](rules/conditions.md#Persistent%20Damage) as normal, but only after deactivating the item's magic as a single action. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -The barbed vest casts spiritual weapon, summoning a spiked chain to fight for you. +- **Frequency**: once per hour + +**Effect** The barbed vest casts spiritual weapon, summoning a spiked chain to fight for you. ``` + +--- *Source: Agents of Edgewatch #3: All or Nothing p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/barding-of-the-zephyr.md b/compendium/equipment/items/barding-of-the-zephyr.md index 91712cf87..d43efed98 100644 --- a/compendium/equipment/items/barding-of-the-zephyr.md +++ b/compendium/equipment/items/barding-of-the-zephyr.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/primal @@ -14,17 +14,20 @@ aliases: ["Barding of the Zephyr"] [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 900 gp -- **Usage** worn barding; **Bulk** L -- **Category** Companion +- **Bulk** L; **Usage** worn barding This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape. When your companion falls, wind picks it up from below; it gains the effects of feather fall. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still [Fly](rules/actions/fly.md) while being ridden. +- **Frequency**: once per day + +**Effect** You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still [Fly](rules/actions/fly.md) while being ridden. ``` + +--- *Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/barding-saddle-lokl.md b/compendium/equipment/items/barding-saddle-lokl.md index 5f943cd3c..3c2a85738 100644 --- a/compendium/equipment/items/barding-saddle-lokl.md +++ b/compendium/equipment/items/barding-saddle-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/magical @@ -16,15 +16,17 @@ aliases: ["Barding Saddle"] - **Access** Knights of Lastwall have access to this item. - **Price** 330 gp -- **Usage** worn saddle; **Bulk** 4 -- **Category** Companion +- **Bulk** 4; **Usage** worn saddle This saddle is covered with well-polished metal plates on the outside and adjusts itself to fit any mount. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You touch the metal plates of the saddle, and they begin to unfold and adapt to the creature, covering your mount in heavy barding (Core Rulebook 295). This leaves the mount covered with the barding and wearing a simple-looking saddle. The bulk of the saddle is unchanged in either form, but your mount is not affected by the restrictions, nor the benefits, of wearing barding while in saddle form. If the mount is already wearing any barding, this has no effect. You can make the barding return to its saddle form by following the same process. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/bargainers-instrument-tv.md b/compendium/equipment/items/bargainers-instrument-tv.md index 95013436d..96928498c 100644 --- a/compendium/equipment/items/bargainers-instrument-tv.md +++ b/compendium/equipment/items/bargainers-instrument-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -14,9 +14,8 @@ aliases: ["Bargainer's Instrument"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 2 hands +- **Activate** envision, [Interact](rules/actions/interact.md) A bargainer's instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple it appears almost black. When activated, the instrument casts a planar binding ritual to conjure a willing extraplanar talent to compete with you in performance. @@ -24,4 +23,6 @@ The contest could be a musical battle, a dance-off, an oratorical debate—the t After the contest, the conjured creature can choose to return to where it came from or remain where you conjured it. The loser must endeavor to complete the task by all reasonable means within 1 week. Failing to complete it is shameful but has no further consequences. The instrument loses its magic and remains a non-magical virtuoso instrument. + +--- *Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/barkskin-potion.md b/compendium/equipment/items/barkskin-potion.md index d0ab71bbf..d551f10fd 100644 --- a/compendium/equipment/items/barkskin-potion.md +++ b/compendium/equipment/items/barkskin-potion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/abjuration - trait/consumable - trait/potion @@ -14,10 +14,11 @@ aliases: ["Barkskin Potion"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 15 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level [barkskin](compendium/spells/barkskin.md) spell for 10 minutes. + +--- *Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/barricade-buster-tv.md b/compendium/equipment/items/barricade-buster-tv.md index 665f2c908..c1145b9cc 100644 --- a/compendium/equipment/items/barricade-buster-tv.md +++ b/compendium/equipment/items/barricade-buster-tv.md @@ -17,11 +17,13 @@ aliases: ["Barricade Buster"] - **Price** 9 gp - **Bulk** 3 -- **Damage** `1d10` B -- **Ammunution** [8-Round Magazine](compendium/equipment/items/8-round-magazine-tv.md); **Range** 40 ft.; **Reload** 0 + - **Damage**: `1d10` B + - **Ammunution** [8-Round Magazine](compendium/equipment/items/8-round-magazine-tv.md); **Range** 40 ft.; **Reload** 0 - **Hands** 2 - **Category** Advanced; **Group** Firearm Developed by a half-orc inventor from Alkenstar who brought the technology north to battle the Whispering Tyrant alongside the orc hordes of Belkzen, the barricade buster features eight barrels fixed around a central pivot attached to a handle and firing mechanism. A barricade buster fires spheres of metal with extreme velocity and very little accuracy. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/barricade-stone-sot3.md b/compendium/equipment/items/barricade-stone-sot3.md index e777fbf15..76d55bf6f 100644 --- a/compendium/equipment/items/barricade-stone-sot3.md +++ b/compendium/equipment/items/barricade-stone-sot3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot3 -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/consumable - trait/magical @@ -15,11 +15,34 @@ aliases: ["Barricade Stone"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Bulk** — (when not activated) -- **Activate** command, , [Interact](rules/actions/interact.md) -- **Category** Structure +- **Activate** command, [Interact](rules/actions/interact.md) The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone. When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the [structure](rules/traits/structure.md "Structure General Trait") trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). +--- +### Variants + +#### sphere *Item 6* + +- **Price**: 40 gp + +This smooth marble keeps its shape when activated, growing into a spherical boulder 10 feet in diameter. + +If stationary, the boulder can be pushed 5 feet with a successful DC 24 [Athletics](compendium/skills.md#Athletics) check. If the marble was thrown or slung, the boulder retains its momentum, moving 25 feet away from you each round. A creature in the boulder's way takes `4d6` bludgeoning damage (DC 20 basic Reflex save; on a failure, the creature is knocked [prone](rules/conditions.md#Prone)). + +#### cube *Item 8* + +- **Price**: 80 gp + +This seemingly simple six-sided die was designed to block a corridor. When activated, it grows to fill a solid square or rectangular space no more than 20 feet on any side. The cube fills spaces well enough that Tiny creatures can't slip through, but it's far from a perfect seal. Liquids, gases, and minuscule creatures such as insects can still find ways around it. Depending on the irregularities of the space the cube fills, it might be possible to see or hear past it. + +#### cylinder *Item 10* + +- **Price**: 160 gp + +When activated, this cylinder expands to a diameter of 5 feet, 10 feet, or 20 feet, depending on the command, with respective maximum heights of 80 feet, 40 feet, and 20 feet. If a dimension can't be reached due to contact with another solid surface, the cylinder ceases to grow in that direction. You can activate the cylinder horizontally instead of vertically. If you do, the cylinder moves similarly to the sphere barricade stone, with the following changes: both DCs increase to 27, the damage increases to `6d6`, and a creature that critically fails its Reflex save against the rolling cylinder gains the [wounded](rules/conditions.md#Wounded) condition (or increases the value of its [wounded](rules/conditions.md#Wounded) condition by 1). + +--- *Source: Strength of Thousands #3: Hurricane's Howl p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/basic-cane-lotgb.md b/compendium/equipment/items/basic-cane-lotgb.md index 945bf29a1..db6986735 100644 --- a/compendium/equipment/items/basic-cane-lotgb.md +++ b/compendium/equipment/items/basic-cane-lotgb.md @@ -9,9 +9,11 @@ aliases: ["Basic Cane"] # Basic Cane *Item 0* - **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Category** Canes & Crutches A basic cane is a straight cane with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed. + +--- *Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/basic-chair-g-g.md b/compendium/equipment/items/basic-chair-g-g.md index 75f123059..515f5a728 100644 --- a/compendium/equipment/items/basic-chair-g-g.md +++ b/compendium/equipment/items/basic-chair-g-g.md @@ -14,4 +14,6 @@ aliases: ["Basic Chair"] This common wheelchair is ideal for everyday use, but isn't designed for adventuring. Basic chairs are most common among non-adventurers. + +--- *Source: Guns & Gears p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/basic-companion-chair-tv.md b/compendium/equipment/items/basic-companion-chair-tv.md index edae8c0c9..cb21b6eea 100644 --- a/compendium/equipment/items/basic-companion-chair-tv.md +++ b/compendium/equipment/items/basic-companion-chair-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/companion +- item/category/companion/ - trait/barding - trait/companion aliases: ["Basic Companion Chair"] @@ -13,10 +13,11 @@ aliases: ["Basic Companion Chair"] - **Price** 4 sp - **Bulk** 1 -- **Category** Companion Light barding around the torso connects via struts to a number of wheels to assist animal companions' movement. Companion chairs can be fitted for animal companions of any shape or size and have two- and four-wheel configurations depending on the level of physical support needed. Like the basic chair, a companion chair is ideal for everyday use but not more strenuous activity, making it more common among non-adventurers. + +--- *Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/basic-corrective-lenses-lotgb.md b/compendium/equipment/items/basic-corrective-lenses-lotgb.md index 1f3638b87..39cd8c727 100644 --- a/compendium/equipment/items/basic-corrective-lenses-lotgb.md +++ b/compendium/equipment/items/basic-corrective-lenses-lotgb.md @@ -14,4 +14,6 @@ aliases: ["Basic Corrective Lenses"] A set of corrective lenses might take the form of eyeglasses or specialized goggles. You can don or remove your corrective lenses as an [Interact](rules/actions/interact.md) action. + +--- *Source: Lost Omens: The Grand Bazaar p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/basic-crafters-book.md b/compendium/equipment/items/basic-crafters-book.md index 33b1af3e2..eef99a4a7 100644 --- a/compendium/equipment/items/basic-crafters-book.md +++ b/compendium/equipment/items/basic-crafters-book.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Basic Crafter's Book"] --- # Basic Crafter's Book *Item 0* @@ -11,8 +11,9 @@ aliases: ["Basic Crafter's Book"] - **Price** 1 sp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This book contains the 0 for [Crafting](rules/actions/craft.md) all 0-level common items in Chapter 6: Equipment of the Core Rulebook. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/basic-crutch-lotgb.md b/compendium/equipment/items/basic-crutch-lotgb.md index 64fcde33b..50be00628 100644 --- a/compendium/equipment/items/basic-crutch-lotgb.md +++ b/compendium/equipment/items/basic-crutch-lotgb.md @@ -9,9 +9,11 @@ aliases: ["Basic Crutch"] # Basic Crutch *Item 0* - **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Category** Canes & Crutches Crutches come as singles or a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them. + +--- *Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/basic-face-mask-tv.md b/compendium/equipment/items/basic-face-mask-tv.md index 10cce5891..e796e6e85 100644 --- a/compendium/equipment/items/basic-face-mask-tv.md +++ b/compendium/equipment/items/basic-face-mask-tv.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ aliases: ["Basic Face Mask"] --- # Basic Face Mask *Item 0* - **Price** 3 sp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis. + +--- *Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/basic-hearing-aid-lotgb.md b/compendium/equipment/items/basic-hearing-aid-lotgb.md index 823fac215..898c0b0ae 100644 --- a/compendium/equipment/items/basic-hearing-aid-lotgb.md +++ b/compendium/equipment/items/basic-hearing-aid-lotgb.md @@ -14,4 +14,6 @@ aliases: ["Basic Hearing Aid"] A basic hearing aid rests on the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those that are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an [Interact](rules/actions/interact.md) action. + +--- *Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/basic-prosthesis-lotgb.md b/compendium/equipment/items/basic-prosthesis-lotgb.md index 974aff967..19de9a152 100644 --- a/compendium/equipment/items/basic-prosthesis-lotgb.md +++ b/compendium/equipment/items/basic-prosthesis-lotgb.md @@ -16,4 +16,6 @@ A basic prosthesis replaces a missing or damaged body part. Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an [Interact](rules/actions/interact.md) action. + +--- *Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/basilisk-eye-apg.md b/compendium/equipment/items/basilisk-eye-apg.md index 0839f07c2..eba0f773c 100644 --- a/compendium/equipment/items/basilisk-eye-apg.md +++ b/compendium/equipment/items/basilisk-eye-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -17,8 +17,9 @@ aliases: ["Basilisk Eye"] - **Price** 150 gp - **Usage** affixed to a shield - **Activate** envision; **Trigger** You [Shield Block](compendium/feats/shield-block.md) a melee attack with the affixed shield. -- **Category** Talisman This slimy green stone glows with a strong light whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become [slowed](rules/conditions.md#Slowed) for 1 minute as its body slowly stiffens in partial petrification. + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/bastard-sword.md b/compendium/equipment/items/bastard-sword.md index 35f859f96..d03040556 100644 --- a/compendium/equipment/items/bastard-sword.md +++ b/compendium/equipment/items/bastard-sword.md @@ -12,10 +12,12 @@ aliases: ["Bastard Sword"] - **Price** 4 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Sword This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/bastion-of-the-inheritor-tv.md b/compendium/equipment/items/bastion-of-the-inheritor-tv.md index ec73854ee..9a07bbe53 100644 --- a/compendium/equipment/items/bastion-of-the-inheritor-tv.md +++ b/compendium/equipment/items/bastion-of-the-inheritor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/enchantment - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Bastion of the Inheritor"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1750 gp -- **Usage** worn armor; **Bulk** 5 -- **Category** Armor +- **Craft Requirements** You worship [Iomedae](compendium/setting/deities/iomedae.md). +- **Bulk** 5; **Usage** worn armor Worn by [Iomedae](compendium/setting/deities/iomedae.md)'s prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor's religious symbol and sports a white cloak. While the cloak is white, this armor grants you a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md), provided your target has no enmity toward [Iomedae](compendium/setting/deities/iomedae.md). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + The armor's cloak becomes red for 1 minute. As long as the cloak is red, you gain the benefits of the armor's deflect melee trait without needing to spend an additional action to activate it during each turn. ``` + +--- *Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/bastion-plate-tv.md b/compendium/equipment/items/bastion-plate-tv.md index 72ef11170..6384de135 100644 --- a/compendium/equipment/items/bastion-plate-tv.md +++ b/compendium/equipment/items/bastion-plate-tv.md @@ -15,9 +15,11 @@ aliases: ["Bastion Plate"] - **Price** 33 gp - **Bulk** 5 - **AC Bonus** +6; **Dex Cap** +0 -- **Strength** 18; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Strength** 18; **Check Penalty** -3; **Speed Penalty** -10 ft. - **Category** Heavy; **Group** Plate This cumbersome and sturdy plate armor has fluting and additional protection built into the cuirass, helm, pauldrons, and vambraces. Bastion plate was invented for protection in combat tournaments meant to be sporting rather than lethal. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/bat-lotg.md b/compendium/equipment/items/bat-lotg.md index f13bd2b80..a8a18419e 100644 --- a/compendium/equipment/items/bat-lotg.md +++ b/compendium/equipment/items/bat-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Bat"] --- # Bat *Item 0* - **Price** 3 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/batsbreath-cane-tv.md b/compendium/equipment/items/batsbreath-cane-tv.md index b5719d541..ef15068fa 100644 --- a/compendium/equipment/items/batsbreath-cane-tv.md +++ b/compendium/equipment/items/batsbreath-cane-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/sonic @@ -13,15 +13,18 @@ aliases: ["Batsbreath Cane"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Price** 950 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. The tip covers a small hollow in the wood that houses quartz crystals infused with latent storm magic. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense. +- **Frequency**: once per hour + +**Effect** You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense. ``` + +--- *Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/battering-ram-g-g.md b/compendium/equipment/items/battering-ram-g-g.md index a08b8e869..0388b1eb9 100644 --- a/compendium/equipment/items/battering-ram-g-g.md +++ b/compendium/equipment/items/battering-ram-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/portable - trait/uncommon @@ -12,17 +12,30 @@ aliases: ["Battering Ram"] # Battering Ram *Item 5+* [large](rules/traits/large-b1.md "Large Size Trait") [portable](rules/traits/portable-g-g.md "Portable Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** portable, held in 12 hands; **Bulk** 20 -- **Category** Siege Weapon +- **Bulk** 20; **Usage** portable, held in 12 hands Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew. ```ad-embed-ability -title: Ram [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Ram** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**: The other members of the crew have [Readied](rules/actions/ready.md) to [Stride](rules/actions/stride.md) on your order **Effect** You and the crew [Stride](rules/actions/stride.md), with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is `5d8` + the highest Strength modifier among members of the crew. ``` +--- +### Variants + +#### battering ram *Item 5* + +- **Price**: 160 gp + +#### covered battering ram *Item 6* + +- **Price**: 250 gp + +Though it has the same Ram activity as the basic battering ram, a covered battering ram is additionally suspended from a protective roof attached to large wheels. This gives the crew members greater cover against attacks from outside. The cover is on the left and right flank, but open on the front and rear to allow for operating the ram. The roof has AC 23, Hardness 12, HP 48, and BT 24. Breaking the roof doesn't affect the operation of the battering ram but eliminates the cover. + +--- *Source: Guns & Gears p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/battle-axe.md b/compendium/equipment/items/battle-axe.md index f89cd59a5..f58005ee4 100644 --- a/compendium/equipment/items/battle-axe.md +++ b/compendium/equipment/items/battle-axe.md @@ -12,10 +12,12 @@ aliases: ["Battle Axe"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Axe These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/battle-lute-av2.md b/compendium/equipment/items/battle-lute-av2.md index e834ca12d..b98993fe3 100644 --- a/compendium/equipment/items/battle-lute-av2.md +++ b/compendium/equipment/items/battle-lute-av2.md @@ -14,10 +14,12 @@ aliases: ["Battle Lute"] - **Price** 15 gp - **Bulk** 1 -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Club This reinforced lute is suitable both for use as a handheld musical instrument and for bashing heads should a crowd turn sour. Its strings are finely braided wires that run along its sturdy metal neck. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/battle-medics-baton-tv.md b/compendium/equipment/items/battle-medics-baton-tv.md index 2530cfb42..038415674 100644 --- a/compendium/equipment/items/battle-medics-baton-tv.md +++ b/compendium/equipment/items/battle-medics-baton-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Battle Medic's Baton"] @@ -12,17 +12,19 @@ aliases: ["Battle Medic's Baton"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Requirements**: You have the Battle [Medicine](compendium/skills.md#Medicine) action **Effect** You use Battle [Medicine](compendium/skills.md#Medicine). The target is temporarily immune to your Battle [Medicine](compendium/skills.md#Medicine) for 1 hour instead of 1 day. ``` + +--- *Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/battle-saddle-tv.md b/compendium/equipment/items/battle-saddle-tv.md index 4088cc470..fc15b5fb0 100644 --- a/compendium/equipment/items/battle-saddle-tv.md +++ b/compendium/equipment/items/battle-saddle-tv.md @@ -14,10 +14,12 @@ aliases: ["Battle Saddle"] - **Price** 6 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Axe The battle saddle is a special saddle for a mount that has two large, winglike blades. These blades normally lie flat alongside the saddle, providing additional protection for the rider, but they can be deployed with a tug on the reins to slash at enemies adjacent to the mount. When using a battle saddle to parry, you can decide whether the circumstance bonus to AC applies to you or to your mount. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/bayonet-g-g.md b/compendium/equipment/items/bayonet-g-g.md index a60809011..160db0bc5 100644 --- a/compendium/equipment/items/bayonet-g-g.md +++ b/compendium/equipment/items/bayonet-g-g.md @@ -14,7 +14,7 @@ aliases: ["Bayonet"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 or 2* - **Category** Martial; **Group** Knife @@ -23,4 +23,6 @@ This blade or spike can be attached to a crossbow or firearm but, unlike other a > [!pf2-note] > An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand. + +--- *Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/beacon-shot.md b/compendium/equipment/items/beacon-shot.md index 6c714182b..4d0fd5622 100644 --- a/compendium/equipment/items/beacon-shot.md +++ b/compendium/equipment/items/beacon-shot.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/evocation - trait/magical @@ -15,10 +15,11 @@ aliases: ["Beacon Shot"] - **Price** 10 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is [invisible](rules/conditions.md#Invisible), it becomes merely [hidden](rules/conditions.md#Hidden) to creatures who would otherwise be unable to see it. The sparks also negate the [concealed](rules/conditions.md#Concealed) condition if the target was otherwise [concealed](rules/conditions.md#Concealed). A creature can remove the arrow or bolt by using an [Interact](rules/actions/interact.md) basic action and succeeding at a DC 20 [Athletics](compendium/skills.md#Athletics) check. + +--- *Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/beast-staff-tv.md b/compendium/equipment/items/beast-staff-tv.md index e545ee1cc..883f289f3 100644 --- a/compendium/equipment/items/beast-staff-tv.md +++ b/compendium/equipment/items/beast-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/magical - trait/staff - trait/transmutation @@ -12,15 +12,46 @@ aliases: ["Beast Staff"] # Beast Staff *Item 7+* [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a +1 striking staff. While wielding the staff while you have it prepared, you're affected by speak with animals. If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### beast staff *Item 7* + +- **Price**: 340 gp + +- Cantrip gouging claw +- 1st magic fang, pest form +- 2nd animal form, enlarge + +#### greater beast staff *Item 11* + +- **Price**: 1400 gp + +Used as a weapon, the staff is a +2 striking staff. The circumstance bonus if you have Wild Empathy is +2. + +- 3rd animal form, insect form +- 4th animal form, bestial curse , insect form, pest form + +#### major beast staff *Item 15* + +- **Price**: 6250 gp + +Used as a weapon, the staff is a +2 greater striking staff. The circumstance bonus if you have Wild Empathy is +2. + +- 5th animal form, insect form, moon frenzy +- 6th baleful polymorph, moon frenzy + +--- *Source: Treasure Vault p. 130* \ No newline at end of file diff --git a/compendium/equipment/items/beastmasters-sigil-tv.md b/compendium/equipment/items/beastmasters-sigil-tv.md index c0fb7c3fc..1c93b75e8 100644 --- a/compendium/equipment/items/beastmasters-sigil-tv.md +++ b/compendium/equipment/items/beastmasters-sigil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/conjuration - trait/magical - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Beastmaster's Sigil"] # Beastmaster's Sigil *Item 5+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon This silver disc displays an ever-changing etching of an animal. @@ -24,15 +23,50 @@ When you affix the beastmaster's sigil, the animal settles into a single form ba - Ranged Weapon If you critically hit with the affixed weapon, and the target is adjacent to a creature summoned with the sigil, the target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [tame](compendium/spells/tame-som.md) . ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast 2nd-level [summon animal](compendium/spells/summon-animal.md) to summon a cave scorpion B2 (armor), wolf (melee weapon), or bat swarm (ranged weapon). +**Effect** You cast 2nd-level [summon animal](compendium/spells/summon-animal.md) to summon a cave scorpion B2 (armor), wolf (melee weapon), or bat swarm (ranged weapon). ``` +--- +### Variants + +#### greater beastmaster's sigil *Item 7* + +- **Price**: 360 gp + +The spell DC is 23 and the bleed damage is `2d6`. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 3rd-level [summon animal](compendium/spells/summon-animal.md) to summon a giant monitor lizard (armor), wolverine B2 (melee), or giant bat (ranged). +``` + +#### major beastmaster's sigil *Item 9* + +- **Price**: 700 gp + +The spell DC is 25, the item bonuses are +2, and the bleed damage is `3d6`. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [summon animal](compendium/spells/summon-animal.md) to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm B2 (ranged). +``` + +--- *Source: Treasure Vault p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/bec-de-corbin-tv.md b/compendium/equipment/items/bec-de-corbin-tv.md index f8708a2f1..97562f38d 100644 --- a/compendium/equipment/items/bec-de-corbin-tv.md +++ b/compendium/equipment/items/bec-de-corbin-tv.md @@ -15,10 +15,12 @@ aliases: ["Bec De Corbin"] - **Price** 4 gp - **Bulk** 2 -- **Damage** `1d8` P + - **Damage**: `1d8` P - **Hands** 2 - **Category** Martial; **Group** Polearm A bec de corbin is a spiked polearm that uses a hammer head to help balance the spike. The hammer portion can be used as a secondary striking surface, while the spike or fluke is specially designed to punch through armor and shields. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/beckoning-cat-amulet-ec2.md b/compendium/equipment/items/beckoning-cat-amulet-ec2.md index 9db50ec5f..e2a721fd2 100644 --- a/compendium/equipment/items/beckoning-cat-amulet-ec2.md +++ b/compendium/equipment/items/beckoning-cat-amulet-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/fortune @@ -18,8 +18,9 @@ aliases: ["Beckoning Cat Amulet"] - **Price** 26 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as [Cat's Luck](compendium/feats/cats-luck-apg.md) or [Halfling Luck](compendium/feats/halfling-luck.md)) -- **Category** Talisman This clay figurine resembles a white cat with a paw outstretched. When it's activated, any allies within 10 feet who also just failed or critically failed a Reflex saving throw from the same source (such as a [fireball](compendium/spells/fireball.md) spell) can also reroll their saving throw and use the better result. + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/bedroll.md b/compendium/equipment/items/bedroll.md index 939383f26..e291fef57 100644 --- a/compendium/equipment/items/bedroll.md +++ b/compendium/equipment/items/bedroll.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Bedroll"] --- # Bedroll *Item 0* - **Price** 2 cp - **Bulk** L -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/beehive-lotg.md b/compendium/equipment/items/beehive-lotg.md index 324e2cb0e..e9f019732 100644 --- a/compendium/equipment/items/beehive-lotg.md +++ b/compendium/equipment/items/beehive-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Beehive"] --- # Beehive *Item 0* - **Price** 1 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/beguiling-crown-tv.md b/compendium/equipment/items/beguiling-crown-tv.md index a3fcf5bb4..a70858b56 100644 --- a/compendium/equipment/items/beguiling-crown-tv.md +++ b/compendium/equipment/items/beguiling-crown-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/enchantment - trait/invested @@ -15,31 +15,38 @@ aliases: ["Beguiling Crown"] [apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80000 gp -- **Usage** worn crown; **Bulk** 2 -- **Category** Apex +- **Bulk** 2; **Usage** worn crown This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like strange glimmering tide pools. While uncomfortable to wear, the crown beguiles those within the wearer's presence. Creatures within 30 feet of you automatically improve their attitude toward you by one step (up to [friendly](rules/conditions.md#Friendly)). This doesn't prevent [hostile](rules/conditions.md#Hostile) creatures from attacking you, but it might give you a chance to talk to them before they strike. The dazzling nature of the crown makes it hard for you to read the intentions of others, and you take a –4 status penalty to your [Perception](compendium/skills.md#Perception) DC when someone uses [Deception](compendium/skills.md#Deception) against you. When you invest the crown, you either increase your Charisma score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You're the subject of the [sanctuary](compendium/spells/sanctuary.md) spell until the end of your next turn. +- **Frequency**: once per round + +**Effect** You're the subject of the [sanctuary](compendium/spells/sanctuary.md) spell until the end of your next turn. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per hour - **Trigger**: A creature succeeds at an attack roll against you **Effect** The creature must succeed at a DC 41 Will save or the attack roll becomes a failure and the target is [friendly](rules/conditions.md#Friendly) to you until the end of its turn. On a critical failure, the target becomes [friendly](rules/conditions.md#Friendly) to you, drops to their knees, and begs your forgiveness for 1 minute or until another creature takes a [hostile](rules/conditions.md#Hostile) action against them. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision ([fortune](rules/traits/fortune.md), [mental](rules/traits/mental.md)) + +- **Frequency**: once per day -Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become [helpful](rules/conditions.md#Helpful) to you for the next 24 hours. If they succeed, they become [friendly](rules/conditions.md#Friendly) to you for 1 hour. If they critically succeed they're immune to this effect for 1 year. -%% #trait/fortune #trait/mental %% +**Effect** Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become [helpful](rules/conditions.md#Helpful) to you for the next 24 hours. If they succeed, they become [friendly](rules/conditions.md#Friendly) to you for 1 hour. If they critically succeed they're immune to this effect for 1 year. +%% + #trait/fortune #trait/mental +%% ``` + +--- *Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/belladonna.md b/compendium/equipment/items/belladonna.md index 3b8bb5144..a21ad33b5 100644 --- a/compendium/equipment/items/belladonna.md +++ b/compendium/equipment/items/belladonna.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -14,9 +14,8 @@ aliases: ["Belladonna"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Sometimes called "deadly nightshade," belladonna is a widely available toxin produced from a plant similar to a tomato. @@ -35,4 +34,6 @@ title: Saving Throw: DC 19 Fortitude **Stage 3** `1d6` poison damage, [confused](rules/conditions.md#Confused), and [sickened](rules/conditions.md#Sickened) (1 minute) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/bellflower-toolbelt-tv.md b/compendium/equipment/items/bellflower-toolbelt-tv.md index 23a805808..1c3e2c250 100644 --- a/compendium/equipment/items/bellflower-toolbelt-tv.md +++ b/compendium/equipment/items/bellflower-toolbelt-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/rare @@ -14,15 +14,17 @@ aliases: ["Bellflower Toolbelt"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 220 gp -- **Usage** worn belt; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn belt Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different from a belt for baking. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single [Interact](rules/actions/interact.md) action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan's tools for that trade. ``` + +--- *Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/bellicose-dagger-tv.md b/compendium/equipment/items/bellicose-dagger-tv.md index 866586c31..ce4b74150 100644 --- a/compendium/equipment/items/bellicose-dagger-tv.md +++ b/compendium/equipment/items/bellicose-dagger-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/cursed - trait/magical - trait/necromancy @@ -13,9 +13,10 @@ aliases: ["Bellicose Dagger"] # Bellicose Dagger *Item 7* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The hilt of a bellicose dagger is etched with the word for "war" in various languages. Having absorbed the spirit of violence over the course of its existence, the weapon now craves bloodshed. A bellicose dagger is a +1 striking wounding dagger. However, anytime you interact with creatures, no matter the context, you must succeed at a DC 25 Will save or else find you have, as a reaction, drawn the dagger. When you use the bellicose dagger as a weapon for the first time, it fuses to you. While it's in your possession, you take a –2 circumstance penalty to [Diplomacy](compendium/skills.md#Diplomacy) checks and skill checks to avoid fighting, such as [Deception](compendium/skills.md#Deception) checks to trick your way out of a scuffle or [Stealth](compendium/skills.md#Stealth) checks to sneak past enemies. + +--- *Source: Treasure Vault p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-giant-strength.md b/compendium/equipment/items/belt-of-giant-strength.md index 003a2e4db..f7955e89d 100644 --- a/compendium/equipment/items/belt-of-giant-strength.md +++ b/compendium/equipment/items/belt-of-giant-strength.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,13 +14,12 @@ aliases: ["Belt of Giant Strength"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp -- **Usage** worn belt; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn belt This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks and a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to lift a heavy object, [Escape](rules/actions/escape.md), and [Force Open](rules/actions/force-open.md). When you invest the belt, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You are targeted by a thrown rock attack, or a rock would fall on you @@ -32,4 +31,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R > - **Critical Failure** You take full damage. ``` + +--- *Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-good-health-bb.md b/compendium/equipment/items/belt-of-good-health-bb.md index 1dcd9a93c..3dc1e4cb5 100644 --- a/compendium/equipment/items/belt-of-good-health-bb.md +++ b/compendium/equipment/items/belt-of-good-health-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/magical - trait/necromancy aliases: ["Belt of Good Health"] @@ -13,10 +13,11 @@ aliases: ["Belt of Good Health"] - **Price** 85 gp - **Usage** worn belt -- **Category** Worn When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4. If you remove the belt, you immediately decrease both your maximum and current HP by 4. + +--- *Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-regeneration.md b/compendium/equipment/items/belt-of-regeneration.md index cb21c13cb..21922460f 100644 --- a/compendium/equipment/items/belt-of-regeneration.md +++ b/compendium/equipment/items/belt-of-regeneration.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Belt of Regeneration"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 15000 gp -- **Usage** worn belt; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn belt This belt is crafted from rubbery troll hide that's green and orange in color. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You tighten the belt one notch to gain a regeneration effect. For `2d4` rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn. +- **Frequency**: once per day + +**Effect** You tighten the belt one notch to gain a regeneration effect. For `2d4` rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn. ``` + +--- *Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-the-five-kings.md b/compendium/equipment/items/belt-of-the-five-kings.md index 029951f2d..ba33d8efc 100644 --- a/compendium/equipment/items/belt-of-the-five-kings.md +++ b/compendium/equipment/items/belt-of-the-five-kings.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -14,19 +14,21 @@ aliases: ["Belt of the Five Kings"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** worn belt; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn belt Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) with dwarves or make a [Request](rules/actions/request.md) from dwarves. You also gain a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks against giants and orcs. The belt also grants you [darkvision](rules/abilities/darkvision.md) and the ability to understand, speak, and write the Dwarven language. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You are a dwarf **Effect** You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you [darkvision](rules/abilities/darkvision.md). Both effects last for 10 minutes. ``` + +--- *Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/berserkers-cloak.md b/compendium/equipment/items/berserkers-cloak.md index b52f138cf..5f8305d87 100644 --- a/compendium/equipment/items/berserkers-cloak.md +++ b/compendium/equipment/items/berserkers-cloak.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/primal - trait/transmutation @@ -12,8 +12,8 @@ aliases: ["Berserker's Cloak"] # Berserker's Cloak *Item 12+* [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn +- **Craft Requirements** You are a barbarian with the animal instinct. +- **Bulk** 1; **Usage** worn cloak This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the [Rage](rules/actions/rage.md) action, while raging you grow jaws that deal `1d10` piercing damage and claws that deal `1d6` slashing damage and have the [agile](rules/traits/agile.md "Agile Weapon Trait") trait. @@ -21,4 +21,18 @@ This transformation is a [morph](rules/traits/morph.md "Morph Effect Trait") eff If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two). +--- +### Variants + +#### berserker's cloak *Item 12* + +- **Price**: 2000 gp + +#### greater berserker's cloak *Item 19* + +- **Price**: 40000 gp + +You gain the benefits of a +2 weapon potency rune and a greater striking rune, or a +3 weapon potency rune and a major striking rune if you have an animal instinct and the bestial rage instinct ability. + +--- *Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/bestial-mutagen.md b/compendium/equipment/items/bestial-mutagen.md index 11ce31e99..549e80de3 100644 --- a/compendium/equipment/items/bestial-mutagen.md +++ b/compendium/equipment/items/bestial-mutagen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Bestial Mutagen"] # Bestial Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy. @@ -24,4 +23,32 @@ Your features transform into something bestial and you take on muscle mass, but **Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +You gain a +1 item bonus, your claw deals `1d4` slashing damage, your jaws deal `1d6` piercing damage, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain a +2 item bonus, your claw deals `1d6` slashing damage, your jaws deal `1d8` piercing damage, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +You gain a +3 item bonus, your claw deals `1d8` slashing damage, your jaws deal `1d10` piercing damage, and the duration is 1 hour. + +#### major *Item 17* + +- **Price**: 3000 gp + +You gain a +4 item bonus, your claw deals `1d8` slashing damage, your jaws deal `1d10` piercing damage, and the duration is 1 hour. You gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks. + +--- *Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/compendium/equipment/items/bestiary-of-metamorphosis-som.md b/compendium/equipment/items/bestiary-of-metamorphosis-som.md index c30195615..1ccb10a40 100644 --- a/compendium/equipment/items/bestiary-of-metamorphosis-som.md +++ b/compendium/equipment/items/bestiary-of-metamorphosis-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/magical - trait/transmutation @@ -14,18 +14,20 @@ aliases: ["Bestiary Of Metamorphosis"] - **Price** 210 gp - **Bulk** L -- **Category** Grimoire This grimoire fancifully illustrates the spells you inscribe within it with illuminated drawings of creatures that have never existed, the pictures changing to depict new ones from time to time. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([polymorph](rules/traits/polymorph.md), [transmutation](rules/traits/transmutation.md)) - **Requirements**: You're under the effect of a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") spell you prepared from this grimoire that offers a choice of multiple forms **Effect** You transform into a different form allowed by the [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") by bending and molding the spell's energy. This reduces the spell's remaining duration by half. -%% #trait/polymorph #trait/transmutation %% +%% + #trait/polymorph #trait/transmutation +%% ``` + +--- *Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/bewildering-spellgun-tv.md b/compendium/equipment/items/bewildering-spellgun-tv.md index 0167aab84..6c615fcd5 100644 --- a/compendium/equipment/items/bewildering-spellgun-tv.md +++ b/compendium/equipment/items/bewildering-spellgun-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/attack - trait/consumable - trait/emotion @@ -17,9 +17,8 @@ aliases: ["Bewildering Spellgun"] [attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") - **Price** 140 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md), [Strike](rules/actions/strike.md) When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, making their way to nearby ears despite any other sounds in the area. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 15 feet. Once fired, the spellgun twists in your hand and melts away. @@ -27,4 +26,6 @@ When stared at, a bewildering spellgun seems to warp the space around it, creati > - **Critical Success** The target is [confused](rules/conditions.md#Confused) for 1 minute. > - **Success** The target is [confused](rules/conditions.md#Confused) for 1 minute but can attempt a DC 25 Will save at the end of each of its turns to end the effect. + +--- *Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/bewitching-bloom-tv.md b/compendium/equipment/items/bewitching-bloom-tv.md index 6210dd918..b8fb019e3 100644 --- a/compendium/equipment/items/bewitching-bloom-tv.md +++ b/compendium/equipment/items/bewitching-bloom-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/enchantment - trait/invested - trait/magical @@ -13,17 +13,82 @@ aliases: ["Bewitching Bloom"] # Bewitching Bloom *Item 2+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. +- **Frequency**: once per day + +**Effect** Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have. ``` +--- +### Variants + +#### amaranth *Item 15* + +- **Price**: 5500 gp + +The ally feels impervious, immortal. The next time they would take damage from a hazard, an enemy's attack, or an effect created by an enemy, that damage can't reduce the ally below 1 HP. This benefit ends if unused before the start of your next turn. + +#### bellflower *Item 7* + +- **Price**: 350 gp + +A need for freedom trills through your ally's blood. Until the end of that ally's next turn, they gain a +2 status bonus to rolls to recover from the [confused](rules/conditions.md#Confused), [frightened](rules/conditions.md#Frightened), [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), and [restrained](rules/conditions.md#Restrained) conditions. When you Activate the bloom, the target can attempt a new save against a condition the bonus applies to, or they can use a reaction to attempt to [Escape](rules/actions/escape.md) being [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), provided such an attempt is allowed. + +#### cherry blossom *Item 3* + +- **Price**: 50 gp + +The ally understands the fleeting nature of life and accepts fate. For 1 minute, any recovery checks the ally attempts have a DC of 10 instead of 10 + the ally's [dying](rules/conditions.md#Dying) value. The cherry blossom's activation can target an [unconscious](rules/conditions.md#Unconscious) or [dying](rules/conditions.md#Dying) ally. + +#### lilac *Item 2* + +- **Price**: 25 gp + +Memories bubble to the surface of your ally's mind. The ally attempts to [Recall Knowledge](rules/actions/recall-knowledge.md) with a +2 status bonus to the check from these vibrant memories. + +#### lotus *Item 9* + +- **Price**: 600 gp + +A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for 1 minute. This bonus increases to +3 against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. + +#### magnolia *Item 6* + +- **Price**: 220 gp + +Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, [mental](rules/traits/mental.md "Mental Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be [fascinated](rules/conditions.md#Fascinated) with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being [fascinated](rules/conditions.md#Fascinated) by any magnolia bewitching bloom for 24 hours. + +#### purple iris *Item 11* + +- **Price**: 1200 gp + +Your ally takes on a regal bearing, exuding the presence of confident royalty. The bloom casts a 5th-level [command](compendium/spells/command.md) spell (DC 28) selecting targets within range of the ally. Each target that fails the save must fall [prone](rules/conditions.md#Prone) and pays homage to your ally. + +#### red rose *Item 4* + +- **Price**: 90 gp + +The ally fills with feelings of love. They chooses a creature that the ally has strong positive emotions toward as beloved. + +While the ally is within 10 feet of this beloved, the ally gains a +1 status bonus to saving throws. If the ally starts their turn within 10 feet of the beloved, the ally gains 5 temporary Hit Points. These benefits last for 1 minute, and temporary HP remaining from this effect at the end of that time disappear. + +This effect has the [emotion](rules/traits/emotion.md "Emotion Effect Trait") and [mental](rules/traits/mental.md "Mental Effect Trait") traits. + +#### white poppy *Item 4* + +- **Price**: 80 gp + +A sense of peace overwhelms the ally. The tattoo casts calm emotions or sanctuary (your choice) on the ally. The spell affects only the ally and lasts only until the end of your next turn. + +Your ally need not be willing if under the control of another creature. However, the controlling creature can attempt a DC 20 Will save, disrupting your activation on a success. + +--- *Source: Treasure Vault p. 119* \ No newline at end of file diff --git a/compendium/equipment/items/bi-resonant-wayfinder-locg.md b/compendium/equipment/items/bi-resonant-wayfinder-locg.md index 8e43e08f5..f80e37886 100644 --- a/compendium/equipment/items/bi-resonant-wayfinder-locg.md +++ b/compendium/equipment/items/bi-resonant-wayfinder-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/worn +- item/category/worn/ - trait/evocation - trait/illusion - trait/invested @@ -16,8 +16,9 @@ aliases: ["Bi-resonant Wayfinder"] - **Price** 200 gp - **Usage** worn -- **Category** Worn A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones. A bi-resonant wayfinder works just like a regular [wayfinder](compendium/equipment/items/wayfinder.md) except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. + +--- *Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/big-boom-gun-g-g.md b/compendium/equipment/items/big-boom-gun-g-g.md index 718ea11dd..7b6255d46 100644 --- a/compendium/equipment/items/big-boom-gun-g-g.md +++ b/compendium/equipment/items/big-boom-gun-g-g.md @@ -16,8 +16,8 @@ aliases: ["Big Boom Gun"] - **Price** 10 gp - **Bulk** 2 -- **Damage** `1d6` modular -- **Range** 20 ft.; **Reload** 1 + - **Damage**: `1d6` modular + - **Range** 20 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm @@ -28,4 +28,6 @@ This [hand cannon](compendium/equipment/items/hand-cannon-g-g.md) is a martial w > [!success-degree] > - **Critical Failure** The attack misses, the weapon misfires, and you take `1d12` fire damage as it explodes in your face. + +--- *Source: Guns & Gears p. 157* \ No newline at end of file diff --git a/compendium/equipment/items/big-rock-bullet-lotgb.md b/compendium/equipment/items/big-rock-bullet-lotgb.md index 7f06e7404..88c8b6cf0 100644 --- a/compendium/equipment/items/big-rock-bullet-lotgb.md +++ b/compendium/equipment/items/big-rock-bullet-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/earth - trait/magical @@ -16,8 +16,27 @@ aliases: ["Big Rock Bullet"] - **Ammunition** sling bullet - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes `4d6` additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes `2d6` bludgeoning damage. Creatures with the [Catch Rock](rules/abilities/catch-rock.md) reaction can use it against a big rock bullet. +--- +### Variants + +#### big rock bullet *Item 7* + +- **Price**: 60 gp + +#### greater big rock bullet *Item 11* + +- **Price**: 250 gp + +The bullet deals `8d6` additional bludgeoning damage, or `4d6` on a failure. + +#### major big rock bullet *Item 15* + +- **Price**: 1150 gp + +The bullet deals `12d6` additional bludgeoning damage, or `6d6` on a failure. + +--- *Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/binding-coil-som.md b/compendium/equipment/items/binding-coil-som.md index e0678a82f..080dc3d47 100644 --- a/compendium/equipment/items/binding-coil-som.md +++ b/compendium/equipment/items/binding-coil-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -15,10 +15,23 @@ aliases: ["Binding Coil"] - **Usage** affixed to a weapon - **Activate** envision; **Trigger** Your [Strike](rules/actions/strike.md) with the affixed weapon damages a creature; **Requirements** You're an expert in [Athletics](compendium/skills.md#Athletics). -- **Category** Talisman This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to [Grapple](rules/actions/grapple.md) the creature you hit. On a success, rather than the normal [Grapple](rules/traits/grapple.md "Grapple Weapon Trait") effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. Your opponent must succeed at a DC 20 [Escape](rules/actions/escape.md) check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. +--- +### Variants + +#### binding coil *Item 6* + +- **Price**: 50 gp + +#### greater binding coil *Item 13* + +- **Price**: 450 gp + +The escape DC is 30. + +--- *Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/binding-snare-g-g.md b/compendium/equipment/items/binding-snare-g-g.md index 5b4da841c..822a74276 100644 --- a/compendium/equipment/items/binding-snare-g-g.md +++ b/compendium/equipment/items/binding-snare-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Binding Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Category** Snare When a creature enters the snare's square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The snare deals `2d6` piercing damage, and the targeted creature must attempt a DC 28 Reflex save. @@ -25,4 +24,6 @@ When a creature enters the snare's square, several strands of strong wires endin > - **Failure** The creature takes full damage and is knocked [prone](rules/conditions.md#Prone) and [immobilized](rules/conditions.md#Immobilized) for 1 round ([Escape](rules/actions/escape.md) DC 28). > - **Critical Failure** The creature takes double damage, is knocked [prone](rules/conditions.md#Prone), and is [restrained](rules/conditions.md#Restrained) for 1 round ([Escape](rules/actions/escape.md) DC 28). + +--- *Source: Guns & Gears p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/bioluminescence-bomb-gw1.md b/compendium/equipment/items/bioluminescence-bomb-gw1.md new file mode 100644 index 000000000..e7de5de2f --- /dev/null +++ b/compendium/equipment/items/bioluminescence-bomb-gw1.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw1 +- item/category/bomb/ +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/light +- trait/uncommon +aliases: ["Bioluminescence Bomb"] +--- +# Bioluminescence Bomb *Item 1* +[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Price** 3 gp +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Strike](rules/actions/strike.md) + +This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid's energy in a flare of light. Each creature within 10 feet of where the bomb exploded must succeed at a DC 17 Reflex save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 Fortitude saving throw against the overwhelming burst of light. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round, then [dazzled](rules/conditions.md#Dazzled) for 1 round. + + +--- +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/bird-lotg.md b/compendium/equipment/items/bird-lotg.md index e7c735ca5..a5df84026 100644 --- a/compendium/equipment/items/bird-lotg.md +++ b/compendium/equipment/items/bird-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Bird"] --- # Bird *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/biting-snare.md b/compendium/equipment/items/biting-snare.md index 16824f3f5..c8bfd3149 100644 --- a/compendium/equipment/items/biting-snare.md +++ b/compendium/equipment/items/biting-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,7 +14,6 @@ aliases: ["Biting Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 15 gp -- **Category** Snare The snare's jaws shut on the leg of a creature that steps on it. The snare deals `5d6` piercing damage to the first creature that enters its square; that creature must attempt a DC 18 Reflex save. @@ -24,4 +23,6 @@ The snare's jaws shut on the leg of a creature that steps on it. The snare deals > - **Failure** The creature takes full damage. > - **Critical Failure** The creature takes double damage and takes a –10-foot status penalty to its Speed until it recovers at least 1 Hit Point. + +--- *Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/compendium/equipment/items/bitter-lotgb.md b/compendium/equipment/items/bitter-lotgb.md index 73284340a..6258dbf3c 100644 --- a/compendium/equipment/items/bitter-lotgb.md +++ b/compendium/equipment/items/bitter-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/magical - trait/poison - trait/transmutation @@ -15,8 +15,9 @@ aliases: ["Bitter"] - **Price** 135 gp - **Usage** etched onto armor -- **Category** Rune While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is [sickened](rules/conditions.md#Sickened); if it spends an action retching to reduce the [sickened](rules/conditions.md#Sickened) condition, you can attempt to [Escape](rules/actions/escape.md) as a reaction. + +--- *Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/black-adder-venom.md b/compendium/equipment/items/black-adder-venom.md index 7a61f3c6f..89e7d2e4a 100644 --- a/compendium/equipment/items/black-adder-venom.md +++ b/compendium/equipment/items/black-adder-venom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Black Adder Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 6 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Adder venom is a simple but effective way to enhance a weapon. @@ -34,4 +33,6 @@ title: Saving Throw: DC 18 Fortitude **Stage 3** `2d6` poison damage (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/black-hole-armor-tv.md b/compendium/equipment/items/black-hole-armor-tv.md index 07793b46a..bcd010608 100644 --- a/compendium/equipment/items/black-hole-armor-tv.md +++ b/compendium/equipment/items/black-hole-armor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -13,29 +13,31 @@ aliases: ["Black Hole Armor"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 8500 gp -- **Usage** worn armor; **Bulk** 5 -- **Category** Armor +- **Bulk** 5; **Usage** worn armor -The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks. +The joints of this black +2 greater resilient fortification [fortress plate](compendium/equipment/items/fortress-plate-tv.md) look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks. When an enemy's ranged attack misses you or hits you and deals no damage, the armor absorbs the projectile. When it has absorbed six projectiles, the armor glows at the joints. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per minute - **Trigger**: A ranged weapon [Strike](rules/actions/strike.md) targets a creature within 20 feet of you and the attacker hasn't yet rolled its attack **Effect** The triggering [Strike](rules/actions/strike.md) targets you instead of its intended target. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: The black hole armor has absorbed six or more projectiles **Effect** All the projectiles absorbed by the armor appear out of thin air, as though transported there, falling in a 10-foot burst within 120 feet of you. Each creature in the burst takes `10d8` piercing damage with a DC 35 Reflex save. The absorbed projectiles are all expended, and the armor's joints stop glowing. ``` + +--- *Source: Treasure Vault p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/black-lotus-extract.md b/compendium/equipment/items/black-lotus-extract.md index a76eed4a9..c4578ddbd 100644 --- a/compendium/equipment/items/black-lotus-extract.md +++ b/compendium/equipment/items/black-lotus-extract.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,8 @@ aliases: ["Black Lotus Extract"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 6500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Black lotus extract causes severe internal bleeding. @@ -36,4 +35,6 @@ title: Saving Throw: DC 42 Fortitude **Stage 3** `20d6` poison damage and [drained](rules/conditions.md#Drained) (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/black-powder-g-g.md b/compendium/equipment/items/black-powder-g-g.md index df7b8fc5e..bbfac9ab3 100644 --- a/compendium/equipment/items/black-powder-g-g.md +++ b/compendium/equipment/items/black-powder-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -14,10 +14,31 @@ aliases: ["Black Powder"] - **Ammunition** rounds - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. +--- +### Variants + +#### dose or round *Item 0* + +- **Price**: 1 cp + +The smallest unit of black powder that still has a simple use, a dose can be a simple package paper parcel around black powder or it can be packaged with a metal bullet or pellet to be used as ammunition. When ignited with a fuse or exposed to direct flame, a dose of black powder explodes. This isn't powerful enough to deal damage but makes a loud sound and could trigger further explosions. A fuse for a dose can be created with a few twists of paper and causes the dose to explode the round after it's lit. + +#### horn *Item 2* + +- **Price**: 5 gp + +A horn contains 500 doses worth of black powder. A horn can be detonated by leaving a small trail of black powder and then lighting it. Each 5-foot square requires one dose of black powder to create a trail through. As long as the horn is mostly full (at least 400 doses remaining) it can be detonated to deal `1d6` fire damage in a 5-foot burst (DC 16 basic Reflex save). It takes 1 round per 15 feet of powder trail laid down for a horn to detonate after the trail is lit. If multiple horns detonate simultaneously, it can increase the area of the explosion, but the damage in overlapping areas doesn't increase. + +#### keg *Item 6* + +- **Price**: 50 gp + +A keg contains 5,000 doses of black powder and can be detonated in the same way as a horn. As long as the keg is mostly full (at least 4,000 doses remaining) this deals `3d6` fire damage in a 20-foot burst (DC 20 basic Reflex save). Detonating multiple kegs can increase the area, but not the damage, of this effect; detonating a keg and any horns at the same time in an overlapping area also doesn't increase the damage. + +--- *Source: Guns & Gears p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/black-powder-knuckle-dusters-g-g.md b/compendium/equipment/items/black-powder-knuckle-dusters-g-g.md index 8cb7bd94f..316c3e9a9 100644 --- a/compendium/equipment/items/black-powder-knuckle-dusters-g-g.md +++ b/compendium/equipment/items/black-powder-knuckle-dusters-g-g.md @@ -18,14 +18,16 @@ aliases: ["Black Powder Knuckle Dusters"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 8 gp - **Bulk** L -- **Ranged** - - **Damage** `1d4` P +- **Ranged**: + - **Damage**: `1d4` P - **Ammunution** round; **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` B +- **Melee**: + - **Damage**: `1d4` B - **Hands** 1 - **Category** Martial This pair of knuckle dusters is fitted with an explosive charge of black powder within the hollowed spikes of the weapon and a firing mechanism you hold in your hand while in use. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/black-tendril-shot-tv.md b/compendium/equipment/items/black-tendril-shot-tv.md index 24007b9e7..2ab0f2ee2 100644 --- a/compendium/equipment/items/black-tendril-shot-tv.md +++ b/compendium/equipment/items/black-tendril-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -14,7 +14,6 @@ aliases: ["Black Tendril Shot"] - **Ammunition** any - **Activate** command -- **Category** Consumable A glistening, tar‑like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and [Escape](rules/actions/escape.md) vary by type. @@ -24,4 +23,26 @@ A glistening, tar‑like substance that's displeasing to the touch coats a black > - **Failure** The target is [slowed](rules/conditions.md#Slowed) and [deafened](rules/conditions.md#Deafened). > - **Critical Failure** The target is [slowed](rules/conditions.md#Slowed), [blinded](rules/conditions.md#Blinded), and [deafened](rules/conditions.md#Deafened). +--- +### Variants + +#### lesser *Item 7* + +- **Price**: 60 gp + +Both DCs are 25. + +#### moderate *Item 12* + +- **Price**: 360 gp + +Both DCs are 31. + +#### greater *Item 17* + +- **Price**: 2160 gp + +Both DCs are 39. + +--- *Source: Treasure Vault p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/blackfinger-blight-aoe3.md b/compendium/equipment/items/blackfinger-blight-aoe3.md index babebbe6c..0457867fa 100644 --- a/compendium/equipment/items/blackfinger-blight-aoe3.md +++ b/compendium/equipment/items/blackfinger-blight-aoe3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe3 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -16,9 +16,8 @@ aliases: ["Blackfinger Blight"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of blackfinger blight is recognizable by the pores of their fingertips weeping an inky oil that coats their hands and makes it difficult to hold things. Each round, at the beginning of their turn, a creature affected by blackfinger blight must succeed at a flat DC 5 check or drop one random item they're holding. @@ -37,4 +36,6 @@ title: Saving Throw: DC 32 Fortitude **Stage 3** `10d6` poison damage and [confused](rules/conditions.md#Confused) (1 round) ``` + +--- *Source: Agents of Edgewatch #3: All or Nothing p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/blade-byrnie-tv.md b/compendium/equipment/items/blade-byrnie-tv.md index 0d8475a99..ef94496f9 100644 --- a/compendium/equipment/items/blade-byrnie-tv.md +++ b/compendium/equipment/items/blade-byrnie-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/conjuration - trait/invested - trait/magical @@ -12,17 +12,37 @@ aliases: ["Blade Byrnie"] # Blade Byrnie *Item 7+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor Instead of chain links, this +1 chain shirt is assembled from metal "leaves" that each resemble a small blade. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You pull a link from the armor, which transforms into a +1 striking dagger. The dagger disappears and reappears as a link in the armor after you [Strike](rules/actions/strike.md) with it, or at the end of this turn if you don't make a [Strike](rules/actions/strike.md). You can Activate the blade byrnie in place of an [Interact](rules/actions/interact.md) action to draw a weapon for abilities such as the Quick Draw feat. Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune. ``` +--- +### Variants + +#### blade byrnie *Item 7* + +- **Price**: 360 gp + +#### greater *Item 13* + +- **Price**: 3000 gp + +The armor is a +2 resilient chain shirt. The daggers are +2 greater striking daggers. + +#### major *Item 19* + +- **Price**: 35000 gp + +The armor is a +3 greater resilient chain shirt. The daggers are +3 greater striking daggers. + +--- *Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/blade-launcher-g-g.md b/compendium/equipment/items/blade-launcher-g-g.md index 4a236b480..c7aa78419 100644 --- a/compendium/equipment/items/blade-launcher-g-g.md +++ b/compendium/equipment/items/blade-launcher-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Blade Launcher"] --- @@ -11,9 +11,10 @@ aliases: ["Blade Launcher"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 18 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger, dart, shuriken, or starknife. Configuring a blade launcher requires three [Interact](rules/actions/interact.md) actions. Once properly configured, loading an appropriate thrown weapon into a blade launcher requires a single [Interact](rules/actions/interact.md) action. A blade launcher can't fire weapons for which it's not currently configured. A weapon fired with a blade launcher loses the agile, monk, [thrown](rules/traits/thrown.md "Thrown Weapon Trait"), and [versatile](rules/traits/versatile.md "Versatile Weapon Trait") traits, if it has them, and has a range increment of 40 feet. Due to losing the thrown weapon trait, returning and most other effects that allow a weapon to return don't function; even if a launched weapon did return, you'd still need to load it into the blade launcher with an [Interact](rules/actions/interact.md) action to fire the blade launcher again. + +--- *Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/blade-of-four-energies-som.md b/compendium/equipment/items/blade-of-four-energies-som.md index b4f1494e0..d0c958ce6 100644 --- a/compendium/equipment/items/blade-of-four-energies-som.md +++ b/compendium/equipment/items/blade-of-four-energies-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/evocation - trait/magical aliases: ["Blade Of Four Energies"] @@ -11,25 +11,41 @@ aliases: ["Blade Of Four Energies"] # Blade Of Four Energies *Item 13+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) -You draw magical energy from one of the gems. Roll `1d4`. +- **Frequency**: once per round + +**Effect** You draw magical energy from one of the gems. Roll `1d4`. Until the start of your next turn, the weapon gains the corresponding rune: 1—corrosive, 2—flaming, 3—frost, or 4—shock. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision +- **Frequency**: once per day - **Requirements**: The blade has an energy rune from the first activation **Effect** You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive, fireball for flaming, cone of cold for frost, or lightning bolt for shock. ``` +--- +### Variants + +#### blade of four energies *Item 13* + +- **Price**: 3000 gp + +#### greater blade of four energies *Item 18* + +- **Price**: 20000 gp + +The blade is a +3 greater striking shifting shortsword and gains the greater corrosive, greater flaming, greater frost, or greater shock runes instead of their base versions. When Activated to [Cast a Spell](rules/actions/cast-a-spell.md), the blade casts the spell heightened to 7th level, and the DC is 38. + +--- *Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/blade-of-the-black-sovereign-lol.md b/compendium/equipment/items/blade-of-the-black-sovereign-lol.md index 6436d5d24..c64adce7f 100644 --- a/compendium/equipment/items/blade-of-the-black-sovereign-lol.md +++ b/compendium/equipment/items/blade-of-the-black-sovereign-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/held +- item/category/held/ - trait/electricity - trait/evocation - trait/magical @@ -14,17 +14,19 @@ aliases: ["Blade Of The Black Sovereign"] [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 6500 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This +2 greater striking shock greatsword is forged from standard-grade adamantine, with inlays of [broken](rules/conditions.md#Broken) circuitry and a robot's ocular lens on the cross guard. A soft thrum comes from the blade, which you feel as a subtle pulse through the grip when wielding it. It sparks when unsheathed, emitting dim light within 5 feet. On a hit against a foe made of metal, wearing metal armor, or using a metal shield, if the foe takes electricity damage from the blade, the makes the foe [flat-footed](rules/conditions.md#Flat-footed) for 1 round; if the [Strike](rules/actions/strike.md) was a critical hit, it also makes them [clumsy](rules/conditions.md#Clumsy) for 1 round. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You cast the [electric arc](compendium/spells/electric-arc.md) cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black Sovereign as your spell DC. ``` + +--- *Source: Lost Omens: Legends p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md b/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md index b05caa0f6..1f0bea98e 100644 --- a/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md +++ b/compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/held +- item/category/held/ - trait/magical - trait/rare - trait/transmutation @@ -13,15 +13,18 @@ aliases: ["Blade Of The Rabbit Prince"] [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 6250 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Craft Requirements** You must craft the blade in the Harrowed Realm. +- **Bulk** 1; **Usage** held in 1 hand This +2 greater striking dancing shortsword has a golden handguard resembling a bird with outstretched wings. The sword's blade is [broken](rules/conditions.md#Broken) halfway up its length, but this doesn't impair the sword's function. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) + You attempt to [Trip](rules/actions/trip.md) or [Disarm](rules/actions/disarm.md) an opponent using [Thievery](compendium/skills.md#Thievery) instead of [Athletics](compendium/skills.md#Athletics), and you add the blade of the Rabbit Prince's item bonus to the check. You do not need to have a hand free if you're wielding the blade of the Rabbit Prince, and your target can be up to two sizes larger than you. ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-diabolo-ec1.md b/compendium/equipment/items/bladed-diabolo-ec1.md index 8c71ffc3d..bbaabb051 100644 --- a/compendium/equipment/items/bladed-diabolo-ec1.md +++ b/compendium/equipment/items/bladed-diabolo-ec1.md @@ -17,10 +17,12 @@ aliases: ["Bladed Diabolo"] - **Price** 20 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 2 - **Category** Advanced; **Group** Flail This weapon consists of two bladed discs joined by a central axel, and is spun on a rope whose ends are attached to wand-like sticks. The wielder can hurl the diabolo from the rope like a stone from a sling, or swing it on the rope in melee. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-gauntlet-lokl.md b/compendium/equipment/items/bladed-gauntlet-lokl.md index d17029a26..8e888e272 100644 --- a/compendium/equipment/items/bladed-gauntlet-lokl.md +++ b/compendium/equipment/items/bladed-gauntlet-lokl.md @@ -16,10 +16,12 @@ aliases: ["Bladed Gauntlet"] - **Price** 5 gp - **Bulk** L -- **Damage** `1d4` modular + - **Damage**: `1d4` modular - **Hands** 1 - **Category** Martial; **Group** Brawling A dagger attached to a retractable mechanism is integrated in this gauntlet's dorsum, so a combatant can quickly arm themself with a blade to exploit the weak points in an enemy's armor. Switching configurations on the gauntlet reveals or retracts the contained dagger as appropriate. The dagger isn't removable, and thus can't be wielded or etched with runes separately from the gauntlet. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-hoop-ec1.md b/compendium/equipment/items/bladed-hoop-ec1.md index cfc2a51c2..c39141231 100644 --- a/compendium/equipment/items/bladed-hoop-ec1.md +++ b/compendium/equipment/items/bladed-hoop-ec1.md @@ -15,10 +15,12 @@ aliases: ["Bladed Hoop"] - **Price** 25 sp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 0+ - **Category** Advanced; **Group** Knife This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the free-hand trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to Climb) interferes with the hoop's spinning and forces you to Release the hoop. You can't spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to Hustling. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/bladed-scarf-tv.md b/compendium/equipment/items/bladed-scarf-tv.md index 109aa3305..7cdf5efc7 100644 --- a/compendium/equipment/items/bladed-scarf-tv.md +++ b/compendium/equipment/items/bladed-scarf-tv.md @@ -17,10 +17,12 @@ aliases: ["Bladed Scarf"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 2 - **Category** Martial; **Group** Flail The thin metal plates interwoven throughout this long scarf turn a fashion accessory into a deadly weapon. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/blast-boots-g-g.md b/compendium/equipment/items/blast-boots-g-g.md index 698355ceb..214ecba0c 100644 --- a/compendium/equipment/items/blast-boots-g-g.md +++ b/compendium/equipment/items/blast-boots-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,10 +12,35 @@ aliases: ["Blast Boots"] # Blast Boots *Item 1* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn (attached to footwear or feet); **Bulk** L +- **Bulk** L; **Usage** worn (attached to footwear or feet) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you [Activate](rules/actions/activate-an-item.md) the blast boots, you can [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md), without the need to [Stride](rules/actions/stride.md) first. Higher-level versions increase the distance of your [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +#### moderate *Item 3* + +- **Price**: 11 gp + +When you [Activate](rules/actions/activate-an-item.md) the moderate blast boots to [High Jump](rules/actions/high-jump.md), you can increase the vertical distance of your [High Jump](rules/actions/high-jump.md) by up to 30 feet. When you [Activate](rules/actions/activate-an-item.md) them to [Long Jump](rules/actions/long-jump.md), you can increase the horizontal distance of your [Long Jump](rules/actions/long-jump.md) by up to 45 feet. + +#### greater *Item 9* + +- **Price**: 140 gp + +When you [Activate](rules/actions/activate-an-item.md) the greater blast boots to [High Jump](rules/actions/high-jump.md), you can increase the vertical distance of your [High Jump](rules/actions/high-jump.md) by up to 50 feet. When you [Activate](rules/actions/activate-an-item.md) them to [Long Jump](rules/actions/long-jump.md), you can increase the horizontal distance of your [Long Jump](rules/actions/long-jump.md) by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you [Leap](rules/actions/leap.md) during the duration, you can move 30 feet in any direction, or your normal [Leap](rules/actions/leap.md) distance, whichever is further. + +#### major *Item 17* + +- **Price**: 2750 gp + +When you [Activate](rules/actions/activate-an-item.md) the major blast boots to [High Jump](rules/actions/high-jump.md), you can increase the vertical distance of your [High Jump](rules/actions/high-jump.md) by up to 80 feet. When you [Activate](rules/actions/activate-an-item.md) them to [Long Jump](rules/actions/long-jump.md), you can increase the horizontal distance of your [Long Jump](rules/actions/long-jump.md) by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you [Fly](rules/actions/fly.md), you are [clumsy](rules/conditions.md#Clumsy) until the start of your next turn. + +--- *Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/blast-foot-lotgb.md b/compendium/equipment/items/blast-foot-lotgb.md index 07b27d267..4ea04507b 100644 --- a/compendium/equipment/items/blast-foot-lotgb.md +++ b/compendium/equipment/items/blast-foot-lotgb.md @@ -12,21 +12,39 @@ aliases: ["Blast Foot"] # Blast Foot *Item 6+* [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** 1 +- **Bulk** 1; **Usage** worn - **Category** Prosthesis These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You blast off from the ground, using the force to leap through the air. The blast feet cast [jump](compendium/spells/jump.md) on you. +- **Frequency**: once per 10 minutes + +**Effect** You blast off from the ground, using the force to leap through the air. The blast feet cast [jump](compendium/spells/jump.md) on you. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You blast from your feet, dealing `4d6` force damage to all creatures in a 15-foot cone, with a basic Reflex save. +**Effect** You blast from your feet, dealing `4d6` force damage to all creatures in a 15-foot cone, with a basic Reflex save. ``` +--- +### Variants + +#### blast foot *Item 6* + +- **Price**: 250 gp + +#### greater blast foot *Item 10* + +- **Price**: 1000 gp + +You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals `8d6` damage. + +--- *Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/blast-lance-ooa3.md b/compendium/equipment/items/blast-lance-ooa3.md index d145a87e7..a1963c2b4 100644 --- a/compendium/equipment/items/blast-lance-ooa3.md +++ b/compendium/equipment/items/blast-lance-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/held +- item/category/held/ - trait/evocation - trait/fire - trait/magical @@ -13,13 +13,12 @@ aliases: ["Blast Lance"] # Blast Lance *Item 4+* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command - **Trigger**: You strike a foe with the blast lance - **Requirements**: The blast lance is loaded with a round @@ -33,4 +32,18 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F > - **Critical Failure** The target takes double damage and is pushed back 10 feet. You can [Stride](rules/actions/stride.md) after it, but you must move the same distance and in the same direction. ``` +--- +### Variants + +#### blast lance *Item 4* + +- **Price**: 100 gp + +#### greater blast lance *Item 8* + +- **Price**: 500 gp + +A greater blast lance is a +1 striking lance whose blast deals `3d8` fire damage instead of `2d8` fire damage. The Fortitude save DC is 24. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/blast-suit-ooa3.md b/compendium/equipment/items/blast-suit-ooa3.md index a37f81227..4397d784d 100644 --- a/compendium/equipment/items/blast-suit-ooa3.md +++ b/compendium/equipment/items/blast-suit-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -14,17 +14,18 @@ aliases: ["Blast Suit"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Bulk** 2; **Usage** worn armor Crafted from heavy steel plating and riveted together with cunning precision, this suit of +1 resilient full plate is specifically designed to protect against sudden explosions. This added layer of security comes at the cost of movement, however. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: You're affected by an area effect that requires a Reflex save, or you would take splash damage from a scatter weapon **Effect** The blast suit locks together into a rigid bulwark, protecting you from the blast but preventing you from moving from your position under any circumstances. You become [immobilized](rules/conditions.md#Immobilized), gain a +2 circumstance bonus to your Reflex save against area effects, and gain resistance 5 to all damage you would normally take from area effects and scatter splash damage (this doesn't damage the blast suit). These effects persist for as long as the suit remains in the locked position. You can [Interact](rules/actions/interact.md) with the suit to unlock it. ``` + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/blasting-ram-g-g.md b/compendium/equipment/items/blasting-ram-g-g.md index 491df1d75..56a874392 100644 --- a/compendium/equipment/items/blasting-ram-g-g.md +++ b/compendium/equipment/items/blasting-ram-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/uncommon aliases: ["Blasting Ram"] @@ -12,29 +12,33 @@ aliases: ["Blasting Ram"] [large](rules/traits/large-b1.md "Large Size Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp -- **Usage** portable (black powder), held in 8 hands; **Bulk** 14 -- **Category** Siege Weapon +- **Bulk** 14; **Usage** portable (black powder), held in 8 hands A blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder that ignites on impact. The body of the ram is reinforced to absorb the force of the explosion, while the head itself has a blast shield to protect the crew. Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head. ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 2 times -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Ram [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](rules/traits/attack.md "Attack Combat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <100 feet> +title: **Ram** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([attack](rules/traits/attack.md), [manipulate](rules/traits/manipulate.md), range increment <100 feet>) - **Requirements**: The other members of the crew have Readied to [Stride](rules/actions/stride.md) on your order **Effect** You and the crew [Stride](rules/actions/stride.md), with a maximum distance equal to the slowest crew member's Speed. Then, make a melee [Strike](rules/actions/strike.md) with the ram against a structure or unattended stationary object. As you do, the black powder in the steel reservoir explodes, significantly increasing the damage of your attack. Due to the black powder's additional force, the damage of this [Strike](rules/actions/strike.md) is `7d8` + the highest Strength modifier among members of the crew. -%% #trait/attack #trait/manipulate #trait/range-increment-100-feet %% +%% + #trait/attack #trait/manipulate #trait/range-increment-100-feet +%% ``` + +--- *Source: Guns & Gears p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/blaze-ooa1.md b/compendium/equipment/items/blaze-ooa1.md index 5264e9f48..a7a5f1126 100644 --- a/compendium/equipment/items/blaze-ooa1.md +++ b/compendium/equipment/items/blaze-ooa1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa1 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Blaze"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This acrid blend of black powder, honey, saltpeter, sulfur, and stranger ingredients sees plenty of use in the Mana Wastes, where magical environmental protection is unreliable. Users experience euphoric feelings of warmth and wellbeing followed by intense bouts of dehydration and disorientation. @@ -36,4 +35,6 @@ title: Saving Throw: DC 17 Fortitude **Stage 3** [fatigued](rules/conditions.md#Fatigued) and [stupefied](rules/conditions.md#Stupefied) (1 hour) ``` + +--- *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/blazons-of-shared-power-g-g.md b/compendium/equipment/items/blazons-of-shared-power-g-g.md index c28592470..a9b74e2cc 100644 --- a/compendium/equipment/items/blazons-of-shared-power-g-g.md +++ b/compendium/equipment/items/blazons-of-shared-power-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -12,9 +12,22 @@ aliases: ["Blazons Of Shared Power"] # Blazons Of Shared Power *Item 3+* [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn and attached to two weapons (see below); **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn and attached to two weapons (see below) These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. +--- +### Variants + +#### blazons of shared power *Item 3* + +- **Price**: 52 gp + +#### greater blazons of shared power *Item 11* + +- **Price**: 1350 gp + +A set of greater blazons of shared power also replicates property runes from the primary weapon, so long as the secondary weapon meets all the prerequisites for a given rune and isn't a specific weapon. The secondary weapon gains the benefits of those runes. All of its own runes are suppressed. When you invest the blazons, you can elect for them to transfer only fundamental runes, in which case they function as standard blazons of shared power. + +--- *Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/bleachguard-doll-tv.md b/compendium/equipment/items/bleachguard-doll-tv.md index 94f131d85..9faa78b18 100644 --- a/compendium/equipment/items/bleachguard-doll-tv.md +++ b/compendium/equipment/items/bleachguard-doll-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/intelligent - trait/magical @@ -13,23 +13,27 @@ aliases: ["Bleachguard Doll"] # Bleachguard Doll *Item 8* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their consciousness into a doll, then send the doll off with a crew of adventurers to experience new things. Such gnomes might have difficulties that keep them from exploring or might be preoccupied with other pursuits, but the doll acts as an intermediary, transmitting the benefits of new experiences to its creator via a potent, but passive, psychic link. A bleachguard doll has the alignment and demeanor of its creator, but new experiences can cause the two to diverge. The doll's creator is neither able to control it nor are they constantly aware of its activities. If the original creator perishes, the doll sometimes becomes inert (essentially [dying](rules/conditions.md#Dying) as well), sometimes remains an intelligent item, and sometimes becomes a normal soulbound doll (Bestiary 304), diminished in power but with some of the item's capabilities. Once per day, the doll sends its creator a dream of the day's events. Each bleachguard doll can cast the cantrips light (3rd level), prestidigitation, and one other 3rd-level cantrip, along with one spell (at 3rd level) that can be cast once per day. The creator chooses the cantrip and spells, which can't require an attack roll or saving throw, during the doll's creation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + The bleachguard doll casts one of its available cantrips or spells. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can [Cast a Spell](rules/actions/cast-a-spell.md) only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again. +**Effect** The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can [Cast a Spell](rules/actions/cast-a-spell.md) only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again. ``` + +--- *Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/bleeding-spines-snare.md b/compendium/equipment/items/bleeding-spines-snare.md index 98b509039..0e36d7791 100644 --- a/compendium/equipment/items/bleeding-spines-snare.md +++ b/compendium/equipment/items/bleeding-spines-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Bleeding Spines Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 320 gp -- **Category** Snare When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing `8d8` piercing damage and `2d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to attempt a Reflex save against the spines' damage. + +--- *Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/compendium/equipment/items/blending-brooch-tv.md b/compendium/equipment/items/blending-brooch-tv.md index def7e16f5..f869b0ade 100644 --- a/compendium/equipment/items/blending-brooch-tv.md +++ b/compendium/equipment/items/blending-brooch-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/magical @@ -14,10 +14,11 @@ aliases: ["Blending Brooch"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 275 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You roll initiative using [Stealth](compendium/skills.md#Stealth) and can see a creature; **Requirements** You are a master in [Stealth](compendium/skills.md#Stealth). -- **Category** Talisman This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, choose one creature you can see. You become [invisible](rules/conditions.md#Invisible) to that creature unless it succeeds at a DC 28 Will save. This effect lasts for 1 minute or until the target hits you with an attack, whichever comes first. + +--- *Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/blessed-reformer-tv.md b/compendium/equipment/items/blessed-reformer-tv.md index 31dff4855..98949d621 100644 --- a/compendium/equipment/items/blessed-reformer-tv.md +++ b/compendium/equipment/items/blessed-reformer-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divine - trait/evocation - trait/good @@ -14,15 +14,17 @@ aliases: ["Blessed Reformer"] [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Craft Requirements** You're a champion with the redeemer cause. The initial materials must include 140 gp of mithral. +- **Bulk** 1; **Usage** held in 1 hand -The Celestial word for "repent" is etched in golden lettering on the shaft of this +2 greater striking merciful (page 33) mithral warhammer. An evil-aligned creature is [enfeebled](rules/conditions.md#Enfeebled) when carrying or wielding this weapon. +The Celestial word for "repent" is etched in golden lettering on the shaft of this +2 greater striking [merciful](compendium/equipment/items/merciful-tv.md) mithral [warhammer](compendium/equipment/items/warhammer.md). An evil-aligned creature is [enfeebled](rules/conditions.md#Enfeebled) when carrying or wielding this weapon. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You hold your weapon aloft, calling on righteousness to steel your resolve. You cast [protection](compendium/spells/protection.md) on yourself and you must select evil as the chosen alignment. +- **Frequency**: once per hour + +**Effect** You hold your weapon aloft, calling on righteousness to steel your resolve. You cast [protection](compendium/spells/protection.md) on yourself and you must select evil as the chosen alignment. Redeemer Wielder If you're a champion of the redeemer cause, you also gain the following two benefits. @@ -31,11 +33,14 @@ Redeemer Wielder If you're a champion of the redeemer cause, you also gain the f ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You hit a creature using the blessed reformer as your last action **Effect** You cast [calm emotions](compendium/spells/calm-emotions.md) at the same level as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer's number of weapon damage dice. ``` + +--- *Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/blessed-tattoo-lowg.md b/compendium/equipment/items/blessed-tattoo-lowg.md index 82dfab266..24f8147eb 100644 --- a/compendium/equipment/items/blessed-tattoo-lowg.md +++ b/compendium/equipment/items/blessed-tattoo-lowg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lowg -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -16,14 +16,17 @@ aliases: ["Blessed Tattoo"] - **Price** 90 gp - **Usage** tattoo -- **Category** Tattoo You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon's ability. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You gain the effect of protection against evil. +- **Frequency**: once per day + +**Effect** You gain the effect of protection against evil. ``` + +--- *Source: Lost Omens: World Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/blight-bomb-apg.md b/compendium/equipment/items/blight-bomb-apg.md index 50afe138b..262232d4e 100644 --- a/compendium/equipment/items/blight-bomb-apg.md +++ b/compendium/equipment/items/blight-bomb-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,37 @@ aliases: ["Blight Bomb"] # Blight Bomb *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d6` poison damage, `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 1 poison splash damage. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d6` poison damage, `2d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 2 poison splash damage. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d6` poison damage, `3d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 3 poison splash damage. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d6` poison damage, `4d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 4 poison splash damage. + +--- *Source: Advanced Player's Guide p. 252* \ No newline at end of file diff --git a/compendium/equipment/items/blightburn-bomb-tv.md b/compendium/equipment/items/blightburn-bomb-tv.md index 7b1df1027..b54650608 100644 --- a/compendium/equipment/items/blightburn-bomb-tv.md +++ b/compendium/equipment/items/blightburn-bomb-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -16,12 +16,27 @@ aliases: ["Blightburn Bomb"] # Blightburn Bomb *Item 15+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and poison splash damage, according to the bomb's type. A creature that takes the [persistent poison damage](rules/conditions.md#Persistent%20Damage) deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. -Blightburn bombs also expose the primary target to blightburn sickness (page 45) at the listed Fortitude DC. +Blightburn bombs also expose the primary target to [blightburn sickness](compendium/gm/afflictions/blightburn-sickness-tv.md) at the listed Fortitude DC. +--- +### Variants + +#### blightburn bomb *Item 15* + +- **Price**: 1200 gp + +You gain a +2 item bonus to attack rolls, and the bomb deals `3d6` poison damage, `3d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 3 poison splash damage. The Fortitude DC is 34. + +#### greater blightburn bomb *Item 20* + +- **Price**: 12000 gp + +You gain a +3 item bonus to attack rolls, and the bomb deals `4d6` poison damage, `4d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 4 poison splash damage. The Fortitude DC is 43. + +--- *Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/blightburn-resin.md b/compendium/equipment/items/blightburn-resin.md index dcd6c95bb..a6b04313b 100644 --- a/compendium/equipment/items/blightburn-resin.md +++ b/compendium/equipment/items/blightburn-resin.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -14,9 +14,8 @@ aliases: ["Blightburn Resin"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 225 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. @@ -35,4 +34,6 @@ title: Saving Throw: DC 31 Fortitude **Stage 3** `15d6` poison damage (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/blightburn-ward-ec5.md b/compendium/equipment/items/blightburn-ward-ec5.md index fa06ea3a2..7b0f923c8 100644 --- a/compendium/equipment/items/blightburn-ward-ec5.md +++ b/compendium/equipment/items/blightburn-ward-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -15,8 +15,9 @@ aliases: ["Blightburn Ward"] - **Price** 2300 gp - **Usage** worn necklace -- **Category** Worn This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have invested this item, you cannot contract blightburn sickness. It doesn't cure blightburn sickness if you already have it, but the disease's stage can't progress while you wear it. + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/blindpepper-bolt-lotgb.md b/compendium/equipment/items/blindpepper-bolt-lotgb.md index c3f6b871a..41af6764f 100644 --- a/compendium/equipment/items/blindpepper-bolt-lotgb.md +++ b/compendium/equipment/items/blindpepper-bolt-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/uncommon @@ -15,7 +15,6 @@ aliases: ["Blindpepper Bolt"] - **Price** 10 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The head of this bolt is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no damage; instead the creature must attempt a DC 17 Fortitude save. If the [Strike](rules/actions/strike.md) was a critical success, the target takes a –2 circumstance penalty to its Fortitude save. At the GM's discretion, a creature with no eyes or olfactory organs might not be affected by this item. @@ -25,4 +24,6 @@ The head of this bolt is a vented container that smells strongly of caustic pepp > - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 minute. > - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) until the end of your next turn and [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +--- *Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/blindpepper-bomb-aoe1.md b/compendium/equipment/items/blindpepper-bomb-aoe1.md index 11ea16060..aa99b13eb 100644 --- a/compendium/equipment/items/blindpepper-bomb-aoe1.md +++ b/compendium/equipment/items/blindpepper-bomb-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -15,10 +15,11 @@ aliases: ["Blindpepper Bomb"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 40 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking permanent physical injury to either officers or civilians. The bomb can be thrown up to 30 feet, causing it to explode, spraying the aerosolized pepper dust in a 15-foot-radius burst. All creatures in the area must succeed at a DC 18 Reflex save to avoid inhaling the dust or getting it in their eyes. On a failed save, the creature is [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 round. On a critical failure, the creature is [blinded](rules/conditions.md#Blinded) for 1 round, [sickened](rules/conditions.md#Sickened), and [dazzled](rules/conditions.md#Dazzled) until it removes the [sickened](rules/conditions.md#Sickened) condition. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/blindpepper-tube-aoe1.md b/compendium/equipment/items/blindpepper-tube-aoe1.md index 77f94fc2c..e9de56361 100644 --- a/compendium/equipment/items/blindpepper-tube-aoe1.md +++ b/compendium/equipment/items/blindpepper-tube-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -14,9 +14,10 @@ aliases: ["Blindpepper Tube"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube with a one-way valve and a range of 5 feet. To use it, the wielder must tear open the tube's seal as an [Interact](rules/actions/interact.md) action, then spend another action to blow the hot pepper into an adjacent creature's face. These actions don't have to be taken in the same round. The target must attempt a DC 15 Reflex save to avoid inhaling the pepper or getting it in their eyes. On a failed save, the creature is [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 1 round. On a critical failure, the creature is [blinded](rules/conditions.md#Blinded) for 1 round, [sickened](rules/conditions.md#Sickened), and [dazzled](rules/conditions.md#Dazzled) until it removes the [sickened](rules/conditions.md#Sickened) condition. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/blister-ammunition-tv.md b/compendium/equipment/items/blister-ammunition-tv.md index 039d173a5..c48af6d3d 100644 --- a/compendium/equipment/items/blister-ammunition-tv.md +++ b/compendium/equipment/items/blister-ammunition-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/poison @@ -14,8 +14,29 @@ aliases: ["Blister Ammunition"] - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single [Interact](rules/actions/interact.md) action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 [Interact](rules/actions/interact.md) actions scratching and sneezing. These [Interact](rules/actions/interact.md) actions don't need to be consecutive. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 21 gp + +The maximum duration is 3 rounds, and the Fortitude DC is 19. + +#### moderate *Item 11* + +- **Price**: 210 gp + +The maximum duration is 6 rounds, and the Fortitude DC is 28. + +#### greater *Item 16* + +- **Price**: 1400 gp + +The maximum duration is 10 rounds, and the Fortitude DC is 35. + +--- *Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/blisterwort-tv.md b/compendium/equipment/items/blisterwort-tv.md index 6c96d11d7..7bb9eb50e 100644 --- a/compendium/equipment/items/blisterwort-tv.md +++ b/compendium/equipment/items/blisterwort-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Blisterwort"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 280 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This clear, viscous liquid causes lesions and blisters that spread quickly. The victim's pain response increases and flesh breaks easily under physical stress. @@ -34,4 +33,6 @@ title: Saving Throw: DC 30 Fortitude **Stage 3** `7d6` poison damage and weakness 6 to physical and force damage ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/blocks-lotgb.md b/compendium/equipment/items/blocks-lotgb.md index be90a7a95..5b8dc6daa 100644 --- a/compendium/equipment/items/blocks-lotgb.md +++ b/compendium/equipment/items/blocks-lotgb.md @@ -3,17 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Blocks"] --- # Blocks *Item 0* - **Price** 1 sp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands These wooden blocks can be stacked to build flimsy structures. A standard set comes in a small sack with 12 blocks. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/blood-booster-tv.md b/compendium/equipment/items/blood-booster-tv.md index 7b27d3fdf..c2f26461e 100644 --- a/compendium/equipment/items/blood-booster-tv.md +++ b/compendium/equipment/items/blood-booster-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,33 @@ aliases: ["Blood Booster"] # Blood Booster *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to [persistent bleed](rules/conditions.md#Persistent%20Damage) and [persistent poison damage](rules/conditions.md#Persistent%20Damage), and you lower the DC for any flat checks to end [persistent bleed](rules/conditions.md#Persistent%20Damage) or [persistent poison damage](rules/conditions.md#Persistent%20Damage) as if you received particularly appropriate aid. At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 9 gp + +The resistance is 5. + +#### moderate *Item 11* + +- **Price**: 225 gp + +The resistance is 10. + +#### greater *Item 18* + +- **Price**: 3400 gp + +The resistance is 20. + +--- *Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/blood-sap-gmg.md b/compendium/equipment/items/blood-sap-gmg.md index e783c553f..fc38bab74 100644 --- a/compendium/equipment/items/blood-sap-gmg.md +++ b/compendium/equipment/items/blood-sap-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -15,9 +15,8 @@ aliases: ["Blood Sap"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 4 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user's lips and teeth a vivid shade of red. @@ -34,4 +33,6 @@ title: Saving Throw: DC 16 Fortitude **Stage 2** [slowed](rules/conditions.md#Slowed) (1 hour) ``` + +--- *Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/bloodbane-aoa4.md b/compendium/equipment/items/bloodbane-aoa4.md index c5989f468..8aa789771 100644 --- a/compendium/equipment/items/bloodbane-aoa4.md +++ b/compendium/equipment/items/bloodbane-aoa4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa4 -- item/category/rune +- item/category/rune/ - trait/dwarf - trait/evocation - trait/magical @@ -14,10 +14,23 @@ aliases: ["Bloodbane"] [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a clan dagger -- **Category** Rune A _bloodbane_ clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc. In addition, whenever you inflict [persistent bleed damage](rules/conditions.md#Persistent%20Damage) with a _bloodbane_ weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become [sickened](rules/conditions.md#Sickened). The creature is then temporarily immune for 1 hour. +--- +### Variants + +#### bloodbane *Item 8* + +- **Price**: 475 gp + +#### greater bloodbane *Item 13* + +- **Price**: 2800 gp + +The weapon deals `1d4` bleed damage to creatures designated as the clan's enemy, and the DC of the Fortitude save to avoid becoming [sickened](rules/conditions.md#Sickened) is 30. + +--- *Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/bloodbiter-gmg.md b/compendium/equipment/items/bloodbiter-gmg.md index 207d5db7e..f37fa5c2f 100644 --- a/compendium/equipment/items/bloodbiter-gmg.md +++ b/compendium/equipment/items/bloodbiter-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/magical - trait/necromancy @@ -14,8 +14,9 @@ aliases: ["Bloodbiter"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a piercing or slashing weapon -- **Category** Curse A _bloodbiter_ weapon is awakened by violence and fueled by blood. When you make a successful attack with the weapon, it inflicts a wound that deals `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) (in addition to its normal damage), but it also deals `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to you. The curse remains dormant until the weapon hits a creature, at which point black thorns protrude from the weapon and dig into your body; the weapon fuses to you and you can't use the hand that holds the weapon for any other purpose. If the weapon is two-handed, it attaches itself to only a single hand (GM's choice). + +--- *Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/bloodeye-coffee-gmg.md b/compendium/equipment/items/bloodeye-coffee-gmg.md index bf0e0cf1a..d86d93cf3 100644 --- a/compendium/equipment/items/bloodeye-coffee-gmg.md +++ b/compendium/equipment/items/bloodeye-coffee-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -15,9 +15,8 @@ aliases: ["Bloodeye Coffee"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A strong blend including several spices common in the Padishah Empire of Kelesh, bloodeye coffee is a favorite morning drink across the Inner Sea region. The maximum addiction stage of bloodeye coffee never progresses beyond stage 1. @@ -36,4 +35,6 @@ title: Saving Throw: DC 14 Fortitude **Stage 3** can't recover from [fatigued](rules/conditions.md#Fatigued) (1 day, after which the drug ends) ``` + +--- *Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/bloodhound-mask-apg.md b/compendium/equipment/items/bloodhound-mask-apg.md index aeae4aa8c..2c615cf03 100644 --- a/compendium/equipment/items/bloodhound-mask-apg.md +++ b/compendium/equipment/items/bloodhound-mask-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Bloodhound Mask"] @@ -11,12 +11,33 @@ aliases: ["Bloodhound Mask"] # Bloodhound Mask *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use [Survival](compendium/skills.md#Survival) to [Track](rules/actions/track.md) a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your [Survival](compendium/skills.md#Survival) check. The GM sets the [Survival](compendium/skills.md#Survival) DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 6 gp + +The range is 15 feet, the item bonus is +1, and the duration is 10 minutes. + +#### moderate *Item 6* + +- **Price**: 40 gp + +The range is 30 feet, the item bonus is +2, and the duration is 1 hour. + +#### greater *Item 11* + +- **Price**: 250 gp + +The range is 60 feet, the item bonus is +3, and the duration is 8 hours. + +--- *Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md b/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md index 9d0a1a764..5bf538710 100644 --- a/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md +++ b/compendium/equipment/items/bloodhound-olfactory-stimulators-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/magical aliases: ["Bloodhound Olfactory Stimulators"] --- @@ -11,15 +11,18 @@ aliases: ["Bloodhound Olfactory Stimulators"] [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 136 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn These olfactory stimulators can be enhanced to better localize scents. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute. +- **Frequency**: once per day + +**Effect** Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute. ``` + +--- *Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/bloodletting-kukri.md b/compendium/equipment/items/bloodletting-kukri.md index f2a2afcef..7c72470ee 100644 --- a/compendium/equipment/items/bloodletting-kukri.md +++ b/compendium/equipment/items/bloodletting-kukri.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Bloodletting Kukri"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 240 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon +- **Bulk** L; **Usage** held in 1 hand This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). If the target didn't already have [persistent bleed damage](rules/conditions.md#Persistent%20Damage) when you scored the critical hit, you also gain `1d8` temporary Hit Points. + +--- *Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/bloodline-robe-tv.md b/compendium/equipment/items/bloodline-robe-tv.md index 907912359..01420f181 100644 --- a/compendium/equipment/items/bloodline-robe-tv.md +++ b/compendium/equipment/items/bloodline-robe-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/focused - trait/invested - trait/magical @@ -14,14 +14,15 @@ aliases: ["Bloodline Robe"] [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 2000 gp -- **Usage** worn garment; **Bulk** 1 -- **Category** Worn +- **Craft Requirements** You are a sorcerer of the bloodline tied to the robe. +- **Bulk** 1; **Usage** worn garment Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among them. You gain a +2 item bonus to each of your bloodline skills. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command +- **Frequency**: once per day - **Requirements**: You're benefiting from your blood magic effect **Effect** You're [quickened](rules/conditions.md#Quickened) on your next turn. @@ -30,9 +31,13 @@ You can use the extra action only as part of Casting a bloodline spell. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost. ``` + +--- *Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/bloodseeker-beak.md b/compendium/equipment/items/bloodseeker-beak.md index 4c9071004..b2839d69f 100644 --- a/compendium/equipment/items/bloodseeker-beak.md +++ b/compendium/equipment/items/bloodseeker-beak.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/necromancy @@ -14,10 +14,11 @@ aliases: ["Bloodseeker Beak"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You hit a [flat-footed](rules/conditions.md#Flat-footed) creature with the affixed weapon. -- **Category** Talisman This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra `1d4` precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Core Rulebook p. 565* \ No newline at end of file diff --git a/compendium/equipment/items/bloodthirsty-lotgb.md b/compendium/equipment/items/bloodthirsty-lotgb.md index 8590463dc..ae318ff3d 100644 --- a/compendium/equipment/items/bloodthirsty-lotgb.md +++ b/compendium/equipment/items/bloodthirsty-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/magical - trait/necromancy - trait/uncommon @@ -14,12 +14,11 @@ aliases: ["Bloodthirsty"] - **Price** 8500 gp - **Usage** etched onto a slashing or piercing -- **Category** Rune The magic in this rune sings in time with your attacks and coaxes you into finishing your opponent. When you critically hit a target that's taking [persistent bleed damage](rules/conditions.md#Persistent%20Damage), your target becomes [drained](rules/conditions.md#Drained). ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You reduce a creature to 0 @@ -28,4 +27,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R These Hit Points remain for 1 minute. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/blowgun-dart.md b/compendium/equipment/items/blowgun-dart.md index bf1e5dee8..f13510c93 100644 --- a/compendium/equipment/items/blowgun-dart.md +++ b/compendium/equipment/items/blowgun-dart.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ aliases: ["Blowgun Dart"] --- # Blowgun Dart *Item 0* - **Price** 5 cp -- **Category** Ammunition These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/blowgun.md b/compendium/equipment/items/blowgun.md index 9ae6edbdd..6ffae6803 100644 --- a/compendium/equipment/items/blowgun.md +++ b/compendium/equipment/items/blowgun.md @@ -13,11 +13,13 @@ aliases: ["Blowgun"] - **Price** 1 sp - **Bulk** L -- **Damage** `1` P -- **Ammunution** [Blowgun Dart](compendium/equipment/items/blowgun-dart.md); **Range** 20 ft.; **Reload** 1 + - **Damage**: `1` P + - **Ammunution** [Blowgun Dart](compendium/equipment/items/blowgun-dart.md); **Range** 20 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Dart This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/blue-dragonfly-poison-tv.md b/compendium/equipment/items/blue-dragonfly-poison-tv.md index 9ecd791bf..262a5699a 100644 --- a/compendium/equipment/items/blue-dragonfly-poison-tv.md +++ b/compendium/equipment/items/blue-dragonfly-poison-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["Blue Dragonfly Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes debilitating hallucinations in most other creatures. @@ -36,4 +35,6 @@ title: Saving Throw: DC 17 Fortitude **Stage 3** [frightened](rules/conditions.md#Frightened) and [confused](rules/conditions.md#Confused) (1 minute) ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/blunderbuss-g-g.md b/compendium/equipment/items/blunderbuss-g-g.md index 64cc9bf51..e1d1d5633 100644 --- a/compendium/equipment/items/blunderbuss-g-g.md +++ b/compendium/equipment/items/blunderbuss-g-g.md @@ -15,11 +15,13 @@ aliases: ["Blunderbuss"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 8 gp - **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** rounds; **Range** 40 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** rounds; **Range** 40 ft.; **Reload** 1 - **Hands** 2 - **Category** Martial; **Group** Firearm This weapon fires pellets from a trumpet-shaped barrel, making it an excellent choice for hunting brush fowl or dealing damage within a short, broad area. Adventuring gunslingers often carry a blunderbuss to deal with swarms of vermin and similar threats. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/bo-staff.md b/compendium/equipment/items/bo-staff.md index c127265cd..c5b1e40c2 100644 --- a/compendium/equipment/items/bo-staff.md +++ b/compendium/equipment/items/bo-staff.md @@ -15,10 +15,12 @@ aliases: ["Bo Staff"] - **Price** 2 sp - **Bulk** 2 -- **Damage** `1d8` B + - **Damage**: `1d8` B - **Hands** 2 - **Category** Martial; **Group** Club This strong but slender staff is tapered at the ends and well balanced. It's designed to be an offensive and defensive weapon. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/boarding-axe-aaws.md b/compendium/equipment/items/boarding-axe-aaws.md index 92ba104ac..d78b1557a 100644 --- a/compendium/equipment/items/boarding-axe-aaws.md +++ b/compendium/equipment/items/boarding-axe-aaws.md @@ -16,10 +16,12 @@ aliases: ["Boarding Axe"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Axe This small axe sports a spike opposite the blade that aids in climbing and is useful in clearing obstacles, such as fallen rigging. This weapon is common in the High Seas region, on the Isle of Kortos and within azarketi settlements. + +--- *Source: Azarketi Ancestry Web Supplement p. 1* \ No newline at end of file diff --git a/compendium/equipment/items/boarding-pike-lopsg.md b/compendium/equipment/items/boarding-pike-lopsg.md index ef0485a5a..947948acd 100644 --- a/compendium/equipment/items/boarding-pike-lopsg.md +++ b/compendium/equipment/items/boarding-pike-lopsg.md @@ -14,10 +14,12 @@ aliases: ["Boarding Pike"] - **Price** 8 sp - **Bulk** 2 -- **Damage** `1d10` P + - **Damage**: `1d10` P - **Hands** 2 - **Category** Martial; **Group** Polearm Taking the form of a longspear fitted with crossbars or hooks, a boarding pike provides its wielder a sharp implement that's as adept at shoving enemies off a ship's railings as facilitating the boarding of other vessels. This is a martial melee weapon. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/boastful-hunter-g-g.md b/compendium/equipment/items/boastful-hunter-g-g.md index e864c8aad..9e6e8e82b 100644 --- a/compendium/equipment/items/boastful-hunter-g-g.md +++ b/compendium/equipment/items/boastful-hunter-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/evocation - trait/intelligent - trait/ln @@ -14,8 +14,7 @@ aliases: ["Boastful Hunter"] # Boastful Hunter *Item 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [ln](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** Held in 1 or 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** Held in 1 or 2 hands Possessing a boisterous, proud demeanor, this jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and predatory conquests—although the veracity of such tales is often questionable. A boastful hunter enjoys tracking and hunting animals of all kinds but takes particular pleasure in taking down large, dangerous, or rare animals. Against an animal, the boastful hunter deals `1d6` additional damage. On a critical hit against an animal, the boastful hunter also deals `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). @@ -23,4 +22,6 @@ A boastful hunter urges you to face off against tougher and tougher creatures— Unable to accept its own weaknesses, a boastful hunter blames any failed hunts on you, and considers remarks about its strength or quality a terrible insult. An insulted boastful hunter badmouths you to sentient creatures you interact with, imposing a –1 item penalty to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) skill checks, and all attacks with it incur a misfire chance until the weapon is appeased. An insulted boastful hunter can be appeased by complimenting it and succeeding at a [Diplomacy](compendium/skills.md#Diplomacy) check against its Will DC two days in a row. You can only attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to appease the boastful hunter once each day. + +--- *Source: Guns & Gears p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/body-recovery-kit-lopsg.md b/compendium/equipment/items/body-recovery-kit-lopsg.md index d83add483..f8853b8a0 100644 --- a/compendium/equipment/items/body-recovery-kit-lopsg.md +++ b/compendium/equipment/items/body-recovery-kit-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/healing @@ -14,11 +14,12 @@ aliases: ["Body Recovery Kit"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 101 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 2 hands This small silver tin is filled with a herb-infused salve and a shroud of fine silk fabric. The salve smells of lavender and hyssop and is waxy to the touch. The shroud, made of spun silk, can a hold a Medium or smaller creature. If you apply the salve and shroud to a creature that died within the past 3 days, a process which normally takes 1 hour, it slows the decomposition process, allowing a creature to be brought back to life with raise dead up to 1 week after its death. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/compendium/equipment/items/bola-shot-tv.md b/compendium/equipment/items/bola-shot-tv.md index 8dd123a54..f768fb1d9 100644 --- a/compendium/equipment/items/bola-shot-tv.md +++ b/compendium/equipment/items/bola-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -15,7 +15,6 @@ aliases: ["Bola Shot"] - **Price** 25 gp - **Ammunition** any - **Activate** command -- **Category** Consumable This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal bludgeoning damage. Compare the attack roll to the target's Reflex DC to determine the shot's other effects. @@ -24,4 +23,6 @@ This ammunition bears a rune with three lines radiating out, each ending in a ci > - **Success** The target falls [prone](rules/conditions.md#Prone). > - **Failure** No additional effect. + +--- *Source: Treasure Vault p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/bola-tv.md b/compendium/equipment/items/bola-tv.md index f2ee7a93a..b875b8a56 100644 --- a/compendium/equipment/items/bola-tv.md +++ b/compendium/equipment/items/bola-tv.md @@ -14,11 +14,13 @@ aliases: ["Bola"] - **Price** 5 sp - **Bulk** L -- **Damage** `1d6` B -- **Range** 20 ft. + - **Damage**: `1d6` B + - **Range** 20 ft. - **Hands** 1 - **Category** Martial; **Group** Sling This throwing weapon consists of weights tied to the end of long cords, which can be used to entangle foes. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/bolt.md b/compendium/equipment/items/bolt.md index 289eee978..790b9485b 100644 --- a/compendium/equipment/items/bolt.md +++ b/compendium/equipment/items/bolt.md @@ -3,17 +3,28 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ aliases: ["Bolt"] --- # Bolt *Item 0* - **Bulk** L -- **Category** Ammunition Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows. > [!pf2-note] > Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. +--- +### Variants + +#### 5-pack *Item 0* + +- **Price**: 1 sp + +#### 10-pack *Item 0* + +- **Price**: 1 sp + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/bomb-coagulant-alembic-tv.md b/compendium/equipment/items/bomb-coagulant-alembic-tv.md index 9f661d926..ad8ed9a82 100644 --- a/compendium/equipment/items/bomb-coagulant-alembic-tv.md +++ b/compendium/equipment/items/bomb-coagulant-alembic-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/additive-0 - trait/alchemical aliases: ["Bomb Coagulant Alembic"] @@ -12,9 +12,10 @@ aliases: ["Bomb Coagulant Alembic"] [additive <0>](rules/traits/additive-0.md "Additive Feat Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 150 gp -- **Usage** held in two hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in two hands This apparatus increases the viscosity of the reagents in alchemical bombs, to [deadly](rules/traits/deadly.md "Deadly Weapon Trait") effect. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals [persistent damage](rules/conditions.md#Persistent%20Damage) equal to and of the same type as its original splash damage. If the bomb already deals [persistent damage](rules/conditions.md#Persistent%20Damage), distilling increases that damage by the bomb's original splash damage. + +--- *Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/bomb-launcher-g-g.md b/compendium/equipment/items/bomb-launcher-g-g.md index ee87bcafb..432bd1bd0 100644 --- a/compendium/equipment/items/bomb-launcher-g-g.md +++ b/compendium/equipment/items/bomb-launcher-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Bomb Launcher"] --- @@ -11,9 +11,10 @@ aliases: ["Bomb Launcher"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs. A chute in the top delivers an alchemical bomb into the internal basket, while a lever on the underside pulls the basket back and locks it in place. Loading an alchemical bomb into a bomb launcher requires a single [Interact](rules/actions/interact.md) action. With a pull of a trigger, the basket speeds forward, allowing you to [Strike](rules/actions/strike.md) with the loaded alchemical bomb over long distances. Bombs fired with a bomb launcher have a range increment of 60 feet. + +--- *Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/bomb-snare.md b/compendium/equipment/items/bomb-snare.md index a9c1c9065..962642d49 100644 --- a/compendium/equipment/items/bomb-snare.md +++ b/compendium/equipment/items/bomb-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,7 +14,7 @@ aliases: ["Bomb Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 75 gp -- **Category** Snare +- **Craft Requirements** Supply six of the same damaging 3rd-level moderate alchemical bomb. You create a snare that catalyzes three 3rd-level moderate alchemical bombs of the same type to explode when a creature enters the snare's square. The target and all creatures in adjacent squares must attempt a DC 26 Reflex save, as the snare deals damage equal to three times the direct hit damage from one of the component bombs (for example, `6d6` electricity damage from bottled lightning) with no splash damage or other effects. @@ -24,4 +24,6 @@ You create a snare that catalyzes three 3rd-level moderate alchemical bombs of t > - **Failure** The creature takes full damage. It also takes all other effects of a direct hit from one of the component bombs (such as [flat-footed](rules/conditions.md#Flat-footed) from bottled lightning or [persistent damage](rules/conditions.md#Persistent%20Damage) from an acid flask). > - **Critical Failure** The creature takes double damage, plus all other effects of a direct hit (as failure). + +--- *Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/compendium/equipment/items/bombard-g-g.md b/compendium/equipment/items/bombard-g-g.md index bc5fad8ed..ea0680aec 100644 --- a/compendium/equipment/items/bombard-g-g.md +++ b/compendium/equipment/items/bombard-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/uncommon aliases: ["Bombard"] @@ -13,30 +13,36 @@ aliases: ["Bombard"] - **Price** 300 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their [clumsy](rules/conditions.md#Clumsy) and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 30 feet, minimum distance 30 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 2 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <150 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md), range increment <150 feet>) + `4d10` bludgeoning, 10-foot burst, DC 19 Reflex -%% #trait/manipulate #trait/range-increment-150-feet %% +%% + #trait/manipulate #trait/range-increment-150-feet +%% ``` + +--- *Source: Guns & Gears p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/bombers-eye-elixir.md b/compendium/equipment/items/bombers-eye-elixir.md index 200c1e7e2..b28d2e854 100644 --- a/compendium/equipment/items/bombers-eye-elixir.md +++ b/compendium/equipment/items/bombers-eye-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,25 @@ aliases: ["Bomber's Eye Elixir"] # Bomber's Eye Elixir *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb [Strikes](rules/actions/strike.md) reduce the circumstance bonus to AC your targets gain from cover. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 14 gp + +Reduce your targets' circumstance bonus by 1. + +#### greater *Item 14* + +- **Price**: 700 gp + +Reduce your targets' circumstance bonus by 2. + +--- *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/bombers-saddle-ec5.md b/compendium/equipment/items/bombers-saddle-ec5.md index 2b0d999ae..3cd9a5ea5 100644 --- a/compendium/equipment/items/bombers-saddle-ec5.md +++ b/compendium/equipment/items/bombers-saddle-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/magical @@ -14,19 +14,19 @@ aliases: ["Bomber's Saddle"] [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2800 gp -- **Usage** worn saddle; **Bulk** 2 -- **Category** Companion +- **Bulk** 2; **Usage** worn saddle Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount. The compartment can hold up to six alchemical bombs of light or negligible Bulk. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb, make a ranged [Strike](rules/actions/strike.md) with it. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) - **Requirements**: The saddle's compartment is loaded with two to six bombs @@ -35,4 +35,6 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " Apply [any](rules/traits/any-b1.md "Any Alignment Trait") effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat). ``` + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/bone-dreadnought-plate-tv.md b/compendium/equipment/items/bone-dreadnought-plate-tv.md index ce9f8bbc6..6b811402e 100644 --- a/compendium/equipment/items/bone-dreadnought-plate-tv.md +++ b/compendium/equipment/items/bone-dreadnought-plate-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/alchemical aliases: ["Bone Dreadnought Plate"] --- @@ -11,10 +11,11 @@ aliases: ["Bone Dreadnought Plate"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 1000 gp -- **Usage** worn armor; **Bulk** 5 +- **Bulk** 5; **Usage** worn armor - **Activate** [Interact](rules/actions/interact.md) -- **Category** Armor -This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb (page 44), which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of bone dreadnought plate can be activated to cause the bomb to shift numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb's splash damage. These effects last for 20 minutes, but each time you're hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can't be deactivated. The armor uses up the lodestone bomb during the duration and can't be activated again until a new one is installed. +This suit of bone-based [fortress plate](compendium/equipment/items/fortress-plate-tv.md) is a masterpiece of alchemical science. This armor has a receiver that can hold a single [lodestone bomb](compendium/equipment/items/lodestone-bomb-tv.md), which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of bone dreadnought plate can be activated to cause the bomb to shift numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb's splash damage. These effects last for 20 minutes, but each time you're hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can't be deactivated. The armor uses up the lodestone bomb during the duration and can't be activated again until a new one is installed. + +--- *Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/bone-tv.md b/compendium/equipment/items/bone-tv.md index 3c0a35ab8..c732d9db1 100644 --- a/compendium/equipment/items/bone-tv.md +++ b/compendium/equipment/items/bone-tv.md @@ -3,12 +3,11 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/material +- item/category/material/ aliases: ["Bone"] --- # Bone *Item 0+* -- **Category** Material A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter. @@ -19,4 +18,16 @@ A durable material when properly treated, bone can replace wood and metal when c | Structures | 12 | 48 | 24 | +--- +### Variants + +#### bone specimen *Item 0* + +- **Price**: 1 sp + +#### bone object *Item 0* + +- **Price**: 1 sp + +--- *Source: Treasure Vault p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/bonmuan-swapping-stone-frp1.md b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md index 0560fa8c4..94122209b 100644 --- a/compendium/equipment/items/bonmuan-swapping-stone-frp1.md +++ b/compendium/equipment/items/bonmuan-swapping-stone-frp1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp1 -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -16,7 +16,6 @@ aliases: ["Bonmuan Swapping Stone"] - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. @@ -24,4 +23,30 @@ You can instead hurl the stone at a creature in an attempt to bring that creatur Make a ranged [Strike](rules/actions/strike.md) against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. +--- +### Variants + +#### lesser swapping stone *Item 11* + +- **Price**: 300 gp + +#### moderate swapping stone *Item 14* + +- **Price**: 600 gp + +The Will save DC is 31. + +#### greater swapping stone *Item 17* + +- **Price**: 3000 gp + +The Will save DC is 37. + +#### major swapping stone *Item 20* + +- **Price**: 9000 gp + +The Will save DC is 43. + +--- *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/book-of-lingering-blaze-som.md b/compendium/equipment/items/book-of-lingering-blaze-som.md index 68345d01e..c1048221a 100644 --- a/compendium/equipment/items/book-of-lingering-blaze-som.md +++ b/compendium/equipment/items/book-of-lingering-blaze-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/evocation - trait/grimoire - trait/magical @@ -14,16 +14,20 @@ aliases: ["Book Of Lingering Blaze"] - **Price** 900 gp - **Bulk** L -- **Category** Grimoire The common saying, "Where there is progress in the field of magic, there is always someone who uses it to set things on fire," is engraved in gold on the cover of this red spellbook. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell. -%% #trait/metamagic %% +- **Frequency**: once per day + +**Effect** If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell. +%% + #trait/metamagic +%% ``` + +--- *Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/book-of-lost-days-da.md b/compendium/equipment/items/book-of-lost-days-da.md index 783de145e..cdd555490 100644 --- a/compendium/equipment/items/book-of-lost-days-da.md +++ b/compendium/equipment/items/book-of-lost-days-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/cursed - trait/enchantment - trait/magical @@ -13,13 +13,12 @@ aliases: ["Book of Lost Days"] # Book of Lost Days *Item 15* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it always opens to a page that seems to perfectly answer the question you had in mind, but reading more than a few lines causes your head to swim alarmingly. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 hour envision, [Interact](rules/actions/interact.md) - **Requirements**: You aren't [drained](rules/conditions.md#Drained) @@ -34,4 +33,6 @@ Your natural lifespan is also shortened by 1 day. The loss of this life energy c Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them. ``` + +--- *Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/book-of-warding-prayers-tv.md b/compendium/equipment/items/book-of-warding-prayers-tv.md index 3d2248938..651bb3f4f 100644 --- a/compendium/equipment/items/book-of-warding-prayers-tv.md +++ b/compendium/equipment/items/book-of-warding-prayers-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/divine - trait/grimoire - trait/transmutation @@ -14,16 +14,18 @@ aliases: ["Book of Warding Prayers"] - **Price** 425 gp - **Bulk** L -- **Category** Grimoire Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Trigger**: Your last action was to cast a prepared divine spell granted by your deity **Effect** Choose chaotic, evil, good, or lawful; you can't choose a type that's part of your deity's alignment. You and all allies within 30 feet are suffused with your deity's protection, gaining resistance 10 to damage of that type for 1 minute. ``` + +--- *Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/bookthief-brew-lopsg.md b/compendium/equipment/items/bookthief-brew-lopsg.md index aa3ab6628..bb2f8615e 100644 --- a/compendium/equipment/items/bookthief-brew-lopsg.md +++ b/compendium/equipment/items/bookthief-brew-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Bookthief Brew"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any [magical](rules/traits/magical.md "Magical Item Trait") effect or other special properties of the original words. Once dried, you can remove the dried substance as an [Interact](rules/actions/interact.md) action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/boom-snare-pfum.md b/compendium/equipment/items/boom-snare-pfum.md index d81557d1c..ba7d686ac 100644 --- a/compendium/equipment/items/boom-snare-pfum.md +++ b/compendium/equipment/items/boom-snare-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,8 +15,10 @@ aliases: ["Boom Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 18 gp -- **Category** Snare +- **Craft Requirements** Supply a lesser alchemist's fire and a lesser thunderstone. By combining a lesser alchemist's fire, a lesser thunderstone, and other catalysts with a pressure sensitive trigger, you create a snare that creates a fiery and thunderous explosion when triggered. The target and all creatures in adjacent squares take `2d6` fire damage and `2d6` sonic damage with a basic DC 19 Reflex save. On a failure, they are [deafened](rules/conditions.md#Deafened) for `1d4` rounds and take `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/boomerang-tv.md b/compendium/equipment/items/boomerang-tv.md index 76844ad2f..d9d3c4402 100644 --- a/compendium/equipment/items/boomerang-tv.md +++ b/compendium/equipment/items/boomerang-tv.md @@ -14,11 +14,13 @@ aliases: ["Boomerang"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d6` B -- **Range** 60 ft. + - **Damage**: `1d6` B + - **Range** 60 ft. - **Hands** 1 - **Category** Martial; **Group** Club The boomerang is a carved piece of wood designed to curve as it flies through the air, returning to the wielder after a successful throw. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-bounding.md b/compendium/equipment/items/boots-of-bounding.md index 5e0b121f2..b27d9ee2f 100644 --- a/compendium/equipment/items/boots-of-bounding.md +++ b/compendium/equipment/items/boots-of-bounding.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,9 +12,22 @@ aliases: ["Boots of Bounding"] # Boots of Bounding *Item 7+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). In addition, when you use the [Leap](rules/actions/leap.md) action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. +--- +### Variants + +#### boots of bounding *Item 7* + +- **Price**: 340 gp + +#### greater boots of bounding *Item 14* + +- **Price**: 4250 gp + +The bonus to Speed is +10 feet, and the bonus to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md) is +3. + +--- *Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-dancing-gmg.md b/compendium/equipment/items/boots-of-dancing-gmg.md index 62b8bc6bf..930775e4c 100644 --- a/compendium/equipment/items/boots-of-dancing-gmg.md +++ b/compendium/equipment/items/boots-of-dancing-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/worn +- item/category/worn/ - trait/cursed - trait/enchantment - trait/invested @@ -14,11 +14,12 @@ aliases: ["Boots Of Dancing"] # Boots Of Dancing *Item 11* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an [Athletics](compendium/skills.md#Athletics) check or [Stride](rules/actions/stride.md) more than once in a single round during an encounter. The boots cast an 8th-level [uncontrollable dance](compendium/spells/uncontrollable-dance.md) spell on you, + +--- *Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-elvenkind.md b/compendium/equipment/items/boots-of-elvenkind.md index 629fcc3d7..4e9fe6d7e 100644 --- a/compendium/equipment/items/boots-of-elvenkind.md +++ b/compendium/equipment/items/boots-of-elvenkind.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,15 +12,30 @@ aliases: ["Boots of Elvenkind"] # Boots of Elvenkind *Item 5+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn. +- **Frequency**: once per hour + +**Effect** Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn. ``` +--- +### Variants + +#### boots of elvenkind *Item 5* + +- **Price**: 145 gp + +#### greater boots of elvenkind *Item 11* + +- **Price**: 1250 gp + +The boots grant a +2 bonus. If you're also wearing a cloak of elvenkind, greater boots of elvenkind constantly grant the effects of pass without trace (DC 30) in forest environments. + +--- *Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-speed.md b/compendium/equipment/items/boots-of-speed.md index f816e4c73..e6be5ef45 100644 --- a/compendium/equipment/items/boots-of-speed.md +++ b/compendium/equipment/items/boots-of-speed.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,18 @@ aliases: ["Boots of Speed"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 3000 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes These sleek red boots make your legs feel like they're bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You click the heels of the boots together and gain the [quickened](rules/conditions.md#Quickened) condition for 1 minute. You can use the extra action to [Stride](rules/actions/stride.md), [Climb](rules/actions/climb.md), or [Swim](rules/actions/swim.md). (You must still attempt an [Athletics](compendium/skills.md#Athletics) check for the [Climb](rules/actions/climb.md) and [Swim](rules/actions/swim.md) actions unless you have the appropriate movement type.) +- **Frequency**: once per day + +**Effect** You click the heels of the boots together and gain the [quickened](rules/conditions.md#Quickened) condition for 1 minute. You can use the extra action to [Stride](rules/actions/stride.md), [Climb](rules/actions/climb.md), or [Swim](rules/actions/swim.md). (You must still attempt an [Athletics](compendium/skills.md#Athletics) check for the [Climb](rules/actions/climb.md) and [Swim](rules/actions/swim.md) actions unless you have the appropriate movement type.) ``` + +--- *Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/bootstrap-respirator-tv.md b/compendium/equipment/items/bootstrap-respirator-tv.md index 92af0fac9..c8e507ab5 100644 --- a/compendium/equipment/items/bootstrap-respirator-tv.md +++ b/compendium/equipment/items/bootstrap-respirator-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/mechanical - trait/uncommon aliases: ["Bootstrap Respirator"] @@ -12,9 +12,10 @@ aliases: ["Bootstrap Respirator"] [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to filter out as many of the pollutants as possible. Designed by dwarf smiths operating the Gas Forges, the flexible face mask of a bootstrap respirator fits snugly over your mouth and nose, fastened by two adjustable leather straps. A manual pump inserted into your footwear or under the arm circulates air through tubes and over filters fitted into the front of the mask. While wearing a bootstrap respirator, you gain a +1 item bonus to any saves that require you to smell or taste, such as inhaled poisons and airborne diseases. + +--- *Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/boozy-bottle-tv.md b/compendium/equipment/items/boozy-bottle-tv.md index ec18aad29..3014b1f42 100644 --- a/compendium/equipment/items/boozy-bottle-tv.md +++ b/compendium/equipment/items/boozy-bottle-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Boozy Bottle"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 140 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: You fail (but don't critically fail) an initial saving throw against a poison, or you gain [persistent poison damage](rules/conditions.md#Persistent%20Damage) **Effect** You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you gain the alcohol affliction (Pathfinder Gamemastery Guide 120) at stage 2. The DC of this magical alcohol is the DC of the triggering poison save or DC 20 for [persistent poison damage](rules/conditions.md#Persistent%20Damage). ``` + +--- *Source: Treasure Vault p. 119* \ No newline at end of file diff --git a/compendium/equipment/items/boreal-staff-tv.md b/compendium/equipment/items/boreal-staff-tv.md index 54580e1fb..8870c017f 100644 --- a/compendium/equipment/items/boreal-staff-tv.md +++ b/compendium/equipment/items/boreal-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,21 +12,55 @@ aliases: ["Boreal Staff"] # Boreal Staff *Item 8+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -Attempt a [Strike](rules/actions/strike.md) using the staff. That [Strike](rules/actions/strike.md) deals `2d4` additional cold damage. +- **Frequency**: once per 10 minutes + +**Effect** Attempt a [Strike](rules/actions/strike.md) using the staff. That [Strike](rules/actions/strike.md) deals `2d4` additional cold damage. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### boreal staff *Item 8* + +- **Price**: 500 gp + +- Cantrip ray of frost +- 1st chilling spray , snowball +- 2nd chilling spray, snowball +- 3rd chilling spray, elemental absorption (water only) + +#### greater boreal staff *Item 12* + +- **Price**: 2750 gp + +When used as a weapon, this is a +2 striking frost staff. + +- 4th chilling spray, ice storm +- 5th cone of cold, mantle of the frozen heart + +#### major boreal staff *Item 17* + +- **Price**: 13500 gp + +When used as a weapon, this is a +3 greater striking frost staff. The additional cold damage from the activation ignores cold resistance. + +- 6th cone of cold +- 7th cone of cold, frigid flurry + +--- *Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/borts-blessing-fop.md b/compendium/equipment/items/borts-blessing-fop.md index 0fc09d78b..fa8b49fc5 100644 --- a/compendium/equipment/items/borts-blessing-fop.md +++ b/compendium/equipment/items/borts-blessing-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/rare @@ -14,8 +14,9 @@ aliases: ["Bort's Blessing"] - **Price** 160 gp - **Usage** worn -- **Category** Worn This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md). + +--- *Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-air.md b/compendium/equipment/items/bottled-air.md index 24fef5bb7..e5d7101fb 100644 --- a/compendium/equipment/items/bottled-air.md +++ b/compendium/equipment/items/bottled-air.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/air - trait/conjuration - trait/magical @@ -13,15 +13,17 @@ aliases: ["Bottled Air"] [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 320 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an [Interact](rules/actions/interact.md) action before you can activate it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment. ``` + +--- *Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-lightning.md b/compendium/equipment/items/bottled-lightning.md index b5fbfbdaa..ba09918da 100644 --- a/compendium/equipment/items/bottled-lightning.md +++ b/compendium/equipment/items/bottled-lightning.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,37 @@ aliases: ["Bottled Lightning"] # Bottled Lightning *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. Many types grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +It deals `1d6` electricity damage and 1 electricity splash damage. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d6` electricity damage and 2 electricity splash damage. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d6` electricity damage and 3 electricity splash damage. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d6` electricity damage and 4 electricity splash damage. + +--- *Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-omen-gw1.md b/compendium/equipment/items/bottled-omen-gw1.md new file mode 100644 index 000000000..29c9eb621 --- /dev/null +++ b/compendium/equipment/items/bottled-omen-gw1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw1 +- item/category/potion/ +- trait/consumable +- trait/divination +- trait/fortune +- trait/magical +- trait/potion +- trait/rare +aliases: ["Bottled Omen"] +--- +# Bottled Omen *Item 4* +[consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") + +- **Price** 20 gp +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) + +This potion holds a tiny, tightly wrapped scroll and tastes like paper. Upon drinking it, you gain a burst of insight into your immediate future—and how to potentially avoid it. When you attempt a saving throw, you can roll twice and use the better result. The potion's magic ends when you make use of this effect, or after 1 minute. You then become immune to bottled omen potions for 24 hours. + + +--- +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-roc-tv.md b/compendium/equipment/items/bottled-roc-tv.md index 64d2b2750..41b7c8e1a 100644 --- a/compendium/equipment/items/bottled-roc-tv.md +++ b/compendium/equipment/items/bottled-roc-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/expandable @@ -13,10 +13,12 @@ aliases: ["Bottled Roc"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 140 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply the corpse of a roc (Bestiary 281). +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great roc, which can appear in the air instead of on the ground. The roc Grabs up to two creatures, then Flies up to 90 feet and Releases the creatures. The creatures must be within 15 feet of the roc for it to Grab them; if any of them are unwilling to be [grabbed](rules/conditions.md#Grabbed), the roc must [Grapple](rules/actions/grapple.md) them with a +17 [Athletics](compendium/skills.md#Athletics) modifier or fail to pick them up. + +--- *Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-screams-loil.md b/compendium/equipment/items/bottled-screams-loil.md index e1e233598..c45f36a84 100644 --- a/compendium/equipment/items/bottled-screams-loil.md +++ b/compendium/equipment/items/bottled-screams-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Bottled Screams"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** held in one hand; **Bulk** L +- **Bulk** L; **Usage** held in one hand - **Activate** envision -- **Category** Consumable The vengeful wails of a revenant, barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails its saving throw against your seal fate (Advanced Player's Guide 224) spell after you've added this catalyst, it takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) of the type chosen for the spell (`2d6` if it critically fails). + +--- *Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-sunlight-botd.md b/compendium/equipment/items/bottled-sunlight-botd.md index 331910f5f..f360345d8 100644 --- a/compendium/equipment/items/bottled-sunlight-botd.md +++ b/compendium/equipment/items/bottled-sunlight-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -16,10 +16,37 @@ aliases: ["Bottled Sunlight"] # Bottled Sunlight *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Bomb This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a [Strike](rules/actions/strike.md), like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 7 gp + +The bomb deals `1d4` positive damage and 1 positive splash damage, as well as `1d4` additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of `1d4`). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice. + +#### moderate *Item 4* + +- **Price**: 20 gp + +The bomb deals `2d4` positive damage, 2 positive splash damage, and `2d4` additional fire damage. + +#### greater *Item 12* + +- **Price**: 360 gp + +The bomb deals `3d4` positive damage, 3 positive splash damage, and `3d4` additional fire damage. + +#### major *Item 18* + +- **Price**: 4500 gp + +The bomb deals `4d4` positive damage, 4 positive splash damage, and `4d4` additional fire damage. + +--- *Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/bottomless-purse-da.md b/compendium/equipment/items/bottomless-purse-da.md index 15d74298a..8d0a30cf7 100644 --- a/compendium/equipment/items/bottomless-purse-da.md +++ b/compendium/equipment/items/bottomless-purse-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,16 +13,19 @@ aliases: ["Bottomless Purse"] # Bottomless Purse *Item 8* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, command -You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. +- **Frequency**: once per day + +**Effect** You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. You then upend the pouch. The item you envisioned comes tumbling out into your hand. ``` + +--- *Source: Dark Archive p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/bottomless-stein-logm.md b/compendium/equipment/items/bottomless-stein-logm.md index 43c36cf9a..9bb74ffab 100644 --- a/compendium/equipment/items/bottomless-stein-logm.md +++ b/compendium/equipment/items/bottomless-stein-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -14,9 +14,10 @@ aliases: ["Bottomless Stein"] - **Access** follower of [Cayden Cailean](compendium/setting/deities/cayden-cailean.md) - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A magic item regarded as holy by followers of Cayden Cailean, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the bottomless stein will fill again within 1 round as long as it is right side up, though it's impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item's creation, and cannot be changed thereafter. + +--- *Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/boulder-seed-tv.md b/compendium/equipment/items/boulder-seed-tv.md index b83a2b43c..1eca44a4f 100644 --- a/compendium/equipment/items/boulder-seed-tv.md +++ b/compendium/equipment/items/boulder-seed-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -13,10 +13,25 @@ aliases: ["Boulder Seed"] # Boulder Seed *Item 12+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls [prone](rules/conditions.md#Prone). The splash zone fills with rubble, creating difficult terrain. The "boulder" the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears. +--- +### Variants + +#### boulder seed *Item 12* + +- **Price**: 360 gp + +You gain a +2 item bonus to attack rolls, and the bomb deals `3d4` bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as wood (Hardness 5, HP 20) that pushes Medium or smaller targets. + +#### greater boulder seed *Item 18* + +- **Price**: 3600 gp + +You gain a +3 item bonus to attack rolls, and the bomb deals `4d4` bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as stone (Hardness 10, HP 40) that pushes Large or smaller targets. + +--- *Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/boulderhead-bock-lopsg.md b/compendium/equipment/items/boulderhead-bock-lopsg.md index fe8b03c1a..11084e449 100644 --- a/compendium/equipment/items/boulderhead-bock-lopsg.md +++ b/compendium/equipment/items/boulderhead-bock-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,10 +14,11 @@ aliases: ["Boulderhead Bock"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir No one is sure if Gorm brews this malty ale himself, but it seems to be an off-duty favorite of the Grand Archive faction leader. The brew packs a heavy punch, and while Gorm officially discourages drinking on the job, boulderhead bock does makes the drinker more self-assured and protects them from conditions that would addle their mental faculties. For 1 hour, you gain a +1 item bonus to saving throws against effects that would make you [stunned](rules/conditions.md#Stunned) or [stupefied](rules/conditions.md#Stupefied). However, you also become less aware of your surroundings, taking a –2 item penalty to [Perception](compendium/skills.md#Perception) for 1 hour. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/bound-guardian-tv.md b/compendium/equipment/items/bound-guardian-tv.md index 1360fda4e..a32498e43 100644 --- a/compendium/equipment/items/bound-guardian-tv.md +++ b/compendium/equipment/items/bound-guardian-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/conjuration - trait/invested - trait/magical @@ -15,19 +15,23 @@ aliases: ["Bound Guardian"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 675 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body A bound guardian is a tattoo guardian (Pathfinder Bestiary 3 262) bonded to your skin, which you can temporarily animate to protect you. If your soul leaves your body, your tattoo guardian might be destroyed (see the sidebar, Bestiary 3 262). ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) ([conjuration](rules/traits/conjuration.md)) -You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level [summon construct](compendium/spells/summon-construct.md) spell. You can have the guardian [Fly](rules/actions/fly.md) Free as part of Activating your tattoo. +- **Frequency**: once per day + +**Effect** You animate your tattoo guardian, otherwise using the duration and other parameters of a 4th-level [summon construct](compendium/spells/summon-construct.md) spell. You can have the guardian [Fly](rules/actions/fly.md) Free as part of Activating your tattoo. If your tattoo guardian drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin. -%% #trait/conjuration %% +%% + #trait/conjuration +%% ``` + +--- *Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/bountiful-cauldron-aoa3.md b/compendium/equipment/items/bountiful-cauldron-aoa3.md index ce034375a..a6d34c067 100644 --- a/compendium/equipment/items/bountiful-cauldron-aoa3.md +++ b/compendium/equipment/items/bountiful-cauldron-aoa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa3 -- item/category/other +- item/category/other/ - trait/conjuration - trait/magical - trait/uncommon @@ -14,16 +14,19 @@ aliases: ["Bountiful Cauldron"] - **Price** 680 gp - **Bulk** 2 -- **Category** Other This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and delicious) vegetable stew. It can also be put to a much greater use in the pursuit of crafting certain items. When used to [Craft](rules/actions/craft.md) alchemical items, potions, or oils, a _bountiful cauldron_ grants a +2 item bonus to the [Crafting](compendium/skills.md#Crafting) check. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, [Interact](rules/actions/interact.md) -You stir the cauldron, and it casts a 4th-level [create food](compendium/spells/create-food.md) spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures. +- **Frequency**: once per day + +**Effect** You stir the cauldron, and it casts a 4th-level [create food](compendium/spells/create-food.md) spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures. ``` + +--- *Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/bow-staff-tv.md b/compendium/equipment/items/bow-staff-tv.md index e14da0823..32cd652d9 100644 --- a/compendium/equipment/items/bow-staff-tv.md +++ b/compendium/equipment/items/bow-staff-tv.md @@ -17,13 +17,15 @@ aliases: ["Bow Staff"] - **Price** 4 gp - **Bulk** 1 -- **Ranged** - - **Damage** `1d6` P +- **Ranged**: + - **Damage**: `1d6` P - **Ammunution** arrow (10); **Range** 80 ft.; **Reload** 0 -- **Melee** - - **Damage** `1d6` B +- **Melee**: + - **Damage**: `1d6` B - **Category** Martial The bow staff is a whipstaff with a retracting spool of wire inside a metal cap on one end and a hooked protrusion on the other. A wielder trained in the weapon's use can quickly spool and attach or detach the wire to transition the weapon between bow and staff functionality. + +--- *Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/bower-fruit-tv.md b/compendium/equipment/items/bower-fruit-tv.md index e4ab42a03..f11123634 100644 --- a/compendium/equipment/items/bower-fruit-tv.md +++ b/compendium/equipment/items/bower-fruit-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/cursed - trait/necromancy @@ -14,9 +14,8 @@ aliases: ["Bower Fruit"] # Bower Fruit *Item 13* [consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Bower fruit got its name from its association with the Green Mother, a fey Eldest with a fondness for plants and manipulation, whose domain is known as the Hanging Bower. She uses these cursed fruits to keep mortals in her thrall, but it's unknown whether she created them or simply popularized their use. @@ -24,4 +23,6 @@ A bower fruit condemns a non-fey who tastes it to never again be satisfied with If you sate your hunger this way, you gain an addiction (Gamemastery Guide 120) as if First World food and drink were a drug for you (DC 30). + +--- *Source: Treasure Vault p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/bracelet-of-dashing-bb.md b/compendium/equipment/items/bracelet-of-dashing-bb.md index 10203c0be..2780aaf95 100644 --- a/compendium/equipment/items/bracelet-of-dashing-bb.md +++ b/compendium/equipment/items/bracelet-of-dashing-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/magical - trait/transmutation aliases: ["Bracelet of Dashing"] @@ -13,16 +13,19 @@ aliases: ["Bracelet of Dashing"] - **Price** 58 gp - **Usage** worn -- **Category** Worn This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. Once per day, you can use the following action. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md)) + Increase your Speed by 10 feet for 1 minute. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` + +--- *Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/bracelet-of-dashing.md b/compendium/equipment/items/bracelet-of-dashing.md index 044b2b76a..06c5ad199 100644 --- a/compendium/equipment/items/bracelet-of-dashing.md +++ b/compendium/equipment/items/bracelet-of-dashing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,18 @@ aliases: ["Bracelet of Dashing"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 58 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You gain a +10-foot status bonus to Speed for 1 minute. +- **Frequency**: once per day + +**Effect** You gain a +10-foot status bonus to Speed for 1 minute. ``` + +--- *Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/bracers-of-armor.md b/compendium/equipment/items/bracers-of-armor.md index 06347e271..b998b0b28 100644 --- a/compendium/equipment/items/bracers-of-armor.md +++ b/compendium/equipment/items/bracers-of-armor.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -12,9 +12,28 @@ aliases: ["Bracers of Armor"] # Bracers of Armor *Item 8+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn bracers; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn bracers These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor. +--- +### Variants + +#### I *Item 8* + +- **Price**: 450 gp + +#### II *Item 14* + +- **Price**: 4000 gp + +The item bonus to AC and saves is +2. + +#### III *Item 20* + +- **Price**: 60000 gp + +The item bonus to AC and saves is +3. + +--- *Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/bracers-of-devotion-tv.md b/compendium/equipment/items/bracers-of-devotion-tv.md index 7595352e1..9d0941527 100644 --- a/compendium/equipment/items/bracers-of-devotion-tv.md +++ b/compendium/equipment/items/bracers-of-devotion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/divine - trait/focused @@ -14,8 +14,8 @@ aliases: ["Bracers of Devotion"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1400 gp -- **Usage** worn bracers; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a champion. +- **Bulk** L; **Usage** worn bracers Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they're clasped around your forearms, reassuring focus and devotion flow into you through them. Each time you spend a Focus Point to cast a devotion spell, your divine ally gains a benefit until the start of your next turn, depending on its type. @@ -24,9 +24,13 @@ Champions adorn these bracers with the symbol of their deity or the text of the - Steed Ally The mount gains a +10-foot status bonus to all its Speeds. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost. ``` + +--- *Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/bracers-of-missile-deflection.md b/compendium/equipment/items/bracers-of-missile-deflection.md index a7ec76fcb..fdfd2bf13 100644 --- a/compendium/equipment/items/bracers-of-missile-deflection.md +++ b/compendium/equipment/items/bracers-of-missile-deflection.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -12,18 +12,32 @@ aliases: ["Bracers of Missile Deflection"] # Bracers of Missile Deflection *Item 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn bracers; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn bracers These bracers are made from plates of durable mithral and gleam like the summer sun. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Trigger**: A ranged weapon attack hits you but doesn't critically hit - **Requirements**: You are aware of the attack and not [flat-footed](rules/conditions.md#Flat-footed) **Effect** The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you. ``` +--- +### Variants + +#### bracers of missile deflection *Item 3* + +- **Price**: 52 gp + +#### greater bracers of missile deflection *Item 9* + +- **Price**: 650 gp + +You can activate the bracers once every 10 minutes. + +--- *Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/bralani-breath-tv.md b/compendium/equipment/items/bralani-breath-tv.md index 4d1400c68..652e6fb62 100644 --- a/compendium/equipment/items/bralani-breath-tv.md +++ b/compendium/equipment/items/bralani-breath-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,12 +12,27 @@ aliases: ["Bralani Breath"] # Bralani Breath *Item 3+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** -- **Category** Consumable Bralani breath is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast [mage armor](compendium/spells/mage-armor.md) using bralani breath, you release a small blast of concussive air in an emanation of a size that depends on the catalyst's type. Some unattended objects are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you. +--- +### Variants + +#### bralani breath *Item 3* + +- **Price**: 11 gp + +Objects of 1 Bulk or less and creatures that fail the save are pushed 5 feet. + +#### greater bralani breath *Item 9* + +- **Price**: 110 gp + +Objects of 1 Bulk or less and creatures that fail the save are pushed 10 feet. Objects of up to 2 Bulk are pushed 5 feet, and Huge creatures must succeed at the save or be pushed 5 feet. + +--- *Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/brass-ear-apg.md b/compendium/equipment/items/brass-ear-apg.md index d1f80c5e3..7b600a7e5 100644 --- a/compendium/equipment/items/brass-ear-apg.md +++ b/compendium/equipment/items/brass-ear-apg.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Brass Ear"] --- # Brass Ear *Item 0* - **Price** 1 gp - **Hands** 1 -- **Category** Adventuring Gear A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using a brass ear to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your [Perception](compendium/skills.md#Perception) check to hear sounds on the other side, the DC increases by only half as much as normal. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/bravery-baldric-tv.md b/compendium/equipment/items/bravery-baldric-tv.md index f580cca67..a7242cf5e 100644 --- a/compendium/equipment/items/bravery-baldric-tv.md +++ b/compendium/equipment/items/bravery-baldric-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical aliases: ["Bravery Baldric"] @@ -11,17 +11,57 @@ aliases: ["Bravery Baldric"] # Bravery Baldric *Item 5+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a [fear](rules/traits/fear.md "Fear Effect Trait") effect or reduce your [frightened](rules/conditions.md#Frightened) condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision +- **Frequency**: once per hour - **Requirements**: The baldric has a charge **Effect** One charge in the baldric expires, and you gain its benefit, according to its type. ``` +--- +### Variants + +#### fleet *Item 5* + +- **Price**: 150 gp + +The baldric is grass green when charged, and it grants you the effects of fleet step. This baldric has the [transmutation](rules/traits/transmutation.md "Transmutation School Trait") trait. + +#### flight *Item 11* + +- **Price**: 1250 gp + +The baldric is light blue when charged, and it grants you the effects of fly. This baldric has the [transmutation](rules/traits/transmutation.md "Transmutation School Trait") trait. + +#### haste *Item 9* + +- **Price**: 700 gp + +The baldric is silver when charged, and it grants you the effects of haste. This baldric has the [transmutation](rules/traits/transmutation.md "Transmutation School Trait") trait. + +#### restoration *Item 7* + +- **Price**: 350 gp + +The baldric is golden when charged, and it grants you the effects of a 2nd-level [restoration](compendium/spells/restoration.md). This baldric has the [healing](rules/traits/healing.md "Healing Effect Trait") and [necromancy](rules/traits/necromancy.md "Necromancy School Trait") traits. + +#### restoration, greater *Item 11* + +- **Price**: 1300 gp + +As the restoration baldric, but it grants 4th-level [restoration](compendium/spells/restoration.md). + +#### stoneskin *Item 11* + +- **Price**: 1400 gp + +The baldric is dark gray when charged, and it grants you the effects of stoneskin. This baldric has the [abjuration](rules/traits/abjuration.md "Abjuration School Trait") trait. + +--- *Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/bravos-brew.md b/compendium/equipment/items/bravos-brew.md index 29eb39166..847271261 100644 --- a/compendium/equipment/items/bravos-brew.md +++ b/compendium/equipment/items/bravos-brew.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,31 @@ aliases: ["Bravo's Brew"] # Bravo's Brew *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against [fear](rules/traits/fear.md "Fear Effect Trait"). +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 7 gp + +The bonus on Will saves is +1, or +2 against [fear](rules/traits/fear.md "Fear Effect Trait"). + +#### moderate *Item 10* + +- **Price**: 150 gp + +The bonus on Will saves is +2, or +3 against [fear](rules/traits/fear.md "Fear Effect Trait"). + +#### greater *Item 15* + +- **Price**: 700 gp + +The bonus on Will saves is +3, or +4 against [fear](rules/traits/fear.md "Fear Effect Trait"). If you roll a success on a save against fear, you get a critical success instead. + +--- *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/breaching-pike-tv.md b/compendium/equipment/items/breaching-pike-tv.md index 99271906a..5cd4f1d4d 100644 --- a/compendium/equipment/items/breaching-pike-tv.md +++ b/compendium/equipment/items/breaching-pike-tv.md @@ -15,10 +15,12 @@ aliases: ["Breaching Pike"] - **Price** 8 gp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Spear Forged with a heavy metal wedge as a spearhead, breaching pikes are often used by hobgoblin infantry alongside a tower shield. Breaching pikes are particularly effective at damaging enemy shields, leaving large, triangular puncture holes behind. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/breastplate-of-command.md b/compendium/equipment/items/breastplate-of-command.md index 195f105fc..f468a0d99 100644 --- a/compendium/equipment/items/breastplate-of-command.md +++ b/compendium/equipment/items/breastplate-of-command.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/enchantment - trait/invested - trait/magical @@ -12,15 +12,30 @@ aliases: ["Breastplate of Command"] # Breastplate of Command *Item 10+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Bulk** 2; **Usage** worn armor This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion's heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks, but you take a –2 item penalty to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) and [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You grant allies within 100 feet a +2 status bonus to saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects for 1 minute. When you activate this ability, each affected ally who's [frightened](rules/conditions.md#Frightened) reduces their [frightened](rules/conditions.md#Frightened) value by 1. +- **Frequency**: once per day + +**Effect** You grant allies within 100 feet a +2 status bonus to saves against [fear](rules/traits/fear.md "Fear Effect Trait") effects for 1 minute. When you activate this ability, each affected ally who's [frightened](rules/conditions.md#Frightened) reduces their [frightened](rules/conditions.md#Frightened) value by 1. ``` +--- +### Variants + +#### breastplate of command *Item 10* + +- **Price**: 1000 gp + +#### greater breastplate of command *Item 18* + +- **Price**: 22000 gp + +The armor is a +2 greater resilient breastplate. The item bonus and penalty increase to +3 and –3, respectively. + +--- *Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/breastplate-of-the-mountain-tv.md b/compendium/equipment/items/breastplate-of-the-mountain-tv.md index 78e46efb7..c996eb725 100644 --- a/compendium/equipment/items/breastplate-of-the-mountain-tv.md +++ b/compendium/equipment/items/breastplate-of-the-mountain-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/abjuration - trait/apex - trait/invested @@ -14,29 +14,35 @@ aliases: ["Breastplate of the Mountain"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Apex +- **Bulk** 2; **Usage** worn armor Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 greater resilient breastplate. When you're Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. When you invest the breastplate, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself. +- **Frequency**: once per day + +**Effect** You pound a solid and constant rhythm on your breastplate and cast a 7th-level regeneration spell on yourself. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -With a single tap, you gain immunity to poison for 1 minute. +**Effect** With a single tap, you gain immunity to poison for 1 minute. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You fail or critically fail a Fortitude saving throw **Effect** If you failed the saving throw, it becomes a success. If you critically failed, it becomes a failure instead. ``` + +--- *Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/breastplate.md b/compendium/equipment/items/breastplate.md index 90a0a66fc..b45fb6ee8 100644 --- a/compendium/equipment/items/breastplate.md +++ b/compendium/equipment/items/breastplate.md @@ -16,4 +16,6 @@ aliases: ["Breastplate"] Though referred to as a breastplate, this type of armor consists of several pieces of [plate](compendium/equipment/items/full-plate.md) or [half plate](compendium/equipment/items/half-plate.md) armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of [plate](compendium/equipment/items/full-plate.md) while allowing greater flexibility and speed. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/breath-blaster-g-g.md b/compendium/equipment/items/breath-blaster-g-g.md index 1fbc06189..9d2362547 100644 --- a/compendium/equipment/items/breath-blaster-g-g.md +++ b/compendium/equipment/items/breath-blaster-g-g.md @@ -12,7 +12,8 @@ aliases: ["Breath Blaster"] # Breath Blaster *Item 8+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 +- **Craft Requirements** The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster. +- **Bulk** 2; **Usage** held in 2 hands - **Category** Beast Gun A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. @@ -22,13 +23,36 @@ A breath blaster's [Strikes](rules/actions/strike.md) deal either acid, cold, el In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) -You fire the breath blaster, dealing `4d6` damage of the appropriate type in the appropriate area. +- **Frequency**: once per minute + +**Effect** You fire the breath blaster, dealing `4d6` damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). -%% #trait/evocation #trait/magical %% +%% + #trait/evocation #trait/magical +%% ``` +--- +### Variants + +#### breath blaster *Item 8* + +- **Price**: 500 gp + +#### greater breath blaster *Item 14* + +- **Price**: 4500 gp + +The greater breath blaster's activation deals `6d6` damage and the DC is 31. It's a +2 greater striking blunderbuss. + +#### major breath blaster *Item 18* + +- **Price**: 24000 gp + +The major breath blaster's activation deals `10d6` damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss. + +--- *Source: Guns & Gears p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/breathtaking-vapor-tv.md b/compendium/equipment/items/breathtaking-vapor-tv.md index c9439898f..52a22e9ad 100644 --- a/compendium/equipment/items/breathtaking-vapor-tv.md +++ b/compendium/equipment/items/breathtaking-vapor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/inhaled @@ -15,9 +15,8 @@ aliases: ["Breathtaking Vapor"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don't need to breathe can still take the poison's damage but are immune to its other effects. @@ -36,4 +35,6 @@ title: Saving Throw: DC 38 Fortitude **Stage 3** `10d6` poison damage, [drained](rules/conditions.md#Drained), and reduce remaining air by 2 additional rounds ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/breech-ejectors-g-g.md b/compendium/equipment/items/breech-ejectors-g-g.md index efb5b1d2f..3f9a1c99e 100644 --- a/compendium/equipment/items/breech-ejectors-g-g.md +++ b/compendium/equipment/items/breech-ejectors-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/uncommon aliases: ["Breech Ejectors"] @@ -13,10 +13,11 @@ aliases: ["Breech Ejectors"] - **Price** 10 gp - **Usage** attached -- **Category** Consumable These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm's daily maintenance. After the weapon is fired, the ejectors hasten the reloading process by ejecting the spent detritus from the fired rounds. This allows you to reload both barrels of the doublebarreled weapon as a single [Interact](rules/actions/interact.md) action the next time you reload the weapon as long as you do so before the end of your next turn. However, the ejectors are consumed in the process, and you must spend the time to insert a new set to gain the benefit again. + +--- *Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/brewers-regret-lotgb.md b/compendium/equipment/items/brewers-regret-lotgb.md index fa0874bc0..efcbd98b0 100644 --- a/compendium/equipment/items/brewers-regret-lotgb.md +++ b/compendium/equipment/items/brewers-regret-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,9 +12,8 @@ aliases: ["Brewer's Regret"] # Brewer's Regret *Item 9+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against [death](rules/traits/death.md "Death Effect Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. @@ -22,4 +21,18 @@ In addition, your [doomed](rules/conditions.md#Doomed) value decreases by 1 (min You can reduce the [doomed](rules/conditions.md#Doomed) condition with brewer's regret only once per day, and after you do, you can't reduce the [doomed](rules/conditions.md#Doomed) condition from the [restoration](compendium/spells/restoration.md) spell that same day (or vice versa). +--- +### Variants + +#### brewer's regret *Item 9* + +- **Price**: 120 gp + +#### greater brewer's regret *Item 14* + +- **Price**: 625 gp + +The item bonus increases to +3. + +--- *Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/brightbloom-posy-tv.md b/compendium/equipment/items/brightbloom-posy-tv.md index 398b46067..98cbc2109 100644 --- a/compendium/equipment/items/brightbloom-posy-tv.md +++ b/compendium/equipment/items/brightbloom-posy-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/conjuration - trait/magical - trait/plant @@ -13,8 +13,7 @@ aliases: ["Brightbloom Posy"] # Brightbloom Posy *Item 8+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. @@ -24,15 +23,66 @@ The spell DC of any spell cast by activating this item is 24. - Weapon (disease) After you cast a plant spell by activating the posy, pollen coats your weapon. Your next [Strike](rules/actions/strike.md) causes the target to be [sickened](rules/conditions.md#Sickened) on a hit ([sickened](rules/conditions.md#Sickened) on a critical hit). If the creature attempts to recover, it sneezes rather than retching (rolling against the spellheart's spell DC). If you don't make a [Strike](rules/actions/strike.md) by the end of your next turn, the pollen becomes inert. Plant creatures are immune. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [tanglefoot](compendium/spells/tanglefoot.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [soothing blossoms](compendium/spells/soothing-blossoms-som.md) . +``` + +--- +### Variants + +#### greater brightbloom posy *Item 11* + +- **Price**: 1300 gp + +The spell DC is 28. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [soothing blossoms](compendium/spells/soothing-blossoms-som.md) . +**Effect** You cast [soothing blossoms](compendium/spells/soothing-blossoms-som.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [petal storm](compendium/spells/petal-storm-som.md) . +``` + +#### major brightbloom posy *Item 19* + +- **Price**: 36000 gp + +The spell DC is 41. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 6th-level [petal storm](compendium/spells/petal-storm-som.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [burning blossoms](compendium/spells/burning-blossoms-som.md) . +``` + +--- *Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/brightshade-tv.md b/compendium/equipment/items/brightshade-tv.md index 614215e6e..c7249e039 100644 --- a/compendium/equipment/items/brightshade-tv.md +++ b/compendium/equipment/items/brightshade-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Brightshade"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Price** 18 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they're alive and positive damage if they're undead. @@ -33,4 +32,6 @@ title: Saving Throw: DC 21 Fortitude **Stage 2** `2d6` poison or positive damage (1 round) ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/brilliant-rapier-lotgb.md b/compendium/equipment/items/brilliant-rapier-lotgb.md index ca60df8fa..0faf3e1de 100644 --- a/compendium/equipment/items/brilliant-rapier-lotgb.md +++ b/compendium/equipment/items/brilliant-rapier-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/evocation - trait/light - trait/magical @@ -14,9 +14,10 @@ aliases: ["Brilliant Rapier"] [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile [good](rules/traits/good.md "Good Alignment Trait") or [positive](rules/traits/positive.md "Positive Energy & Element Trait") trait. + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/brilliant-som.md b/compendium/equipment/items/brilliant-som.md index 707c10b26..f4dc3e974 100644 --- a/compendium/equipment/items/brilliant-som.md +++ b/compendium/equipment/items/brilliant-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Brilliant"] @@ -12,18 +12,33 @@ aliases: ["Brilliant"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional `1d4` fire damage on a successful [Strike](rules/actions/strike.md), as well as `1d4` good damage to fiends and `1d4` positive damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be [blinded](rules/conditions.md#Blinded) for 1 round. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[light](rules/traits/light.md "Light Effect Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command ([light](rules/traits/light.md)) + You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect whose area is within reach of the weapon. -%% #trait/light %% +%% + #trait/light +%% ``` +--- +### Variants + +#### brilliant *Item 12* + +- **Price**: 2000 gp + +#### greater brilliant *Item 18* + +- **Price**: 24000 gp + +The save DC is 41, the counteract level is 9, the counteract modifier is +31, and damage dealt by this weapon ignores the target's fire, good, or positive resistance. + +--- *Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/brimstone-fumes.md b/compendium/equipment/items/brimstone-fumes.md index 37e4e9b1b..19c5b35c6 100644 --- a/compendium/equipment/items/brimstone-fumes.md +++ b/compendium/equipment/items/brimstone-fumes.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/evil @@ -15,9 +15,8 @@ aliases: ["Brimstone Fumes"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Fumes from the forges of Hell drain health and strength alike. @@ -36,4 +35,6 @@ title: Saving Throw: DC 36 Fortitude **Stage 3** `10d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/bring-me-near-tv.md b/compendium/equipment/items/bring-me-near-tv.md index 2ea20b563..329c93bf3 100644 --- a/compendium/equipment/items/bring-me-near-tv.md +++ b/compendium/equipment/items/bring-me-near-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/teleportation @@ -14,17 +14,20 @@ aliases: ["Bring Me Near"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1800 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are made of finely crafted glass. While looking through it, you gain a +2 item bonus to any [Perception](compendium/skills.md#Perception) checks made involving sight. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) -You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. +- **Frequency**: once per day + +**Effect** You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. If there's not enough room for everyone, only you are transported. If there's not enough room for you, the teleportation fails. ``` + +--- *Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/broadspear-loil.md b/compendium/equipment/items/broadspear-loil.md index 7caba9b28..a8a1a84d6 100644 --- a/compendium/equipment/items/broadspear-loil.md +++ b/compendium/equipment/items/broadspear-loil.md @@ -14,10 +14,12 @@ aliases: ["Broadspear"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d10` P + - **Damage**: `1d10` P - **Hands** 2 - **Category** Advanced; **Group** Spear The spearhead of this weapon is in the shape of a long leaf. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/bronze-bull-pendant.md b/compendium/equipment/items/bronze-bull-pendant.md index 8da5a3ceb..8818574cf 100644 --- a/compendium/equipment/items/bronze-bull-pendant.md +++ b/compendium/equipment/items/bronze-bull-pendant.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Bronze Bull Pendant"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md), but you haven't rolled yet; **Requirements** You are trained in [Athletics](compendium/skills.md#Athletics). -- **Category** Talisman This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, you gain a +2 status bonus to the [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md), and if you roll a critical failure on the check, you get a failure instead. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/brooch-of-inspiration-lotgb.md b/compendium/equipment/items/brooch-of-inspiration-lotgb.md index 6e43f41e5..42a91c017 100644 --- a/compendium/equipment/items/brooch-of-inspiration-lotgb.md +++ b/compendium/equipment/items/brooch-of-inspiration-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,16 +14,40 @@ aliases: ["Brooch Of Inspiration"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn -- **Category** Worn This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to [Recall Knowledge](rules/actions/recall-knowledge.md) with [Lore](compendium/skills.md#Lore) skills. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision ([fortune](rules/traits/fortune.md)) -You think hard on a topic and receive a sudden inspiration. You attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using [Lore](compendium/skills.md#Lore). +- **Frequency**: once per day -On this check, you roll twice and take the higher result. +**Effect** You think hard on a topic and receive a sudden inspiration. You attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using [Lore](compendium/skills.md#Lore). + +On this check, you roll twice and take the higher result. +%% + #trait/fortune +%% ``` +--- +### Variants + +#### brooch of inspiration *Item 8* + +- **Price**: 425 gp + +#### greater brooch of inspiration *Item 11* + +- **Price**: 1200 gp + +The item bonus is +2, and the frequency for the activation is once per hour. + +#### major brooch of inspiration *Item 17* + +- **Price**: 12500 gp + +The item bonus is +3 and applies to all checks to [Recall Knowledge](rules/actions/recall-knowledge.md) with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) with any skill. + +--- *Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/brooch-of-shielding.md b/compendium/equipment/items/brooch-of-shielding.md index a939519bb..b0dbe80a3 100644 --- a/compendium/equipment/items/brooch-of-shielding.md +++ b/compendium/equipment/items/brooch-of-shielding.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,11 +14,12 @@ aliases: ["Brooch of Shielding"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs [magic missile](compendium/spells/magic-missile.md) spells targeting you. A brooch of shielding can absorb 30 individual [magic missile](compendium/spells/magic-missile.md)s before it melts and becomes useless. Sometimes when found, a brooch of shielding has already absorbed a number of missiles. + +--- *Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/broom-of-flying.md b/compendium/equipment/items/broom-of-flying.md index 5d38a14b3..4129b1b35 100644 --- a/compendium/equipment/items/broom-of-flying.md +++ b/compendium/equipment/items/broom-of-flying.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Broom of Flying"] @@ -12,15 +12,15 @@ aliases: ["Broom of Flying"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1900 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet. The broom can carry only so much, taking a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don't have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes. @@ -29,4 +29,6 @@ If the broom carries a rider, this activation lasts until 4 hours pass (typicall If the broom doesn't have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can't be activated again for 1 hour. ``` + +--- *Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/bubbling-scale-tok.md b/compendium/equipment/items/bubbling-scale-tok.md index 11417c50c..e3ccb61e7 100644 --- a/compendium/equipment/items/bubbling-scale-tok.md +++ b/compendium/equipment/items/bubbling-scale-tok.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tok -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -14,10 +14,11 @@ aliases: ["Bubbling Scale"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This dark, iridescent scale is about the size of a small coin. When you swallow the scale, you immediately grow a patch of scales that cover the majority of your body. For 1 hour, you can hold your breath for 15 rounds plus your Constitution modifier (instead of 5 rounds + your Constitution modifier) before drowning. It has no effect in non-aquatic environments that require you to hold your breath. After this time, the scales wither and fall off your body. + +--- *Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/buckle-armor-tv.md b/compendium/equipment/items/buckle-armor-tv.md index 9fc2d2bc2..3fa3db4cd 100644 --- a/compendium/equipment/items/buckle-armor-tv.md +++ b/compendium/equipment/items/buckle-armor-tv.md @@ -14,9 +14,11 @@ aliases: ["Buckle Armor"] - **Price** 4 gp - **Bulk** 1 - **AC Bonus** +2; **Dex Cap** +3 -- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Strength** 12; **Check Penalty** -1; **Speed Penalty** — - **Category** Light; **Group** Leather Absalom style once led famous adventurers to wear clothing with an unusual number of buckles, pouches, and straps. This fashion birthed a trend that led to "buckle armor," a colloquial name for chic armor with spacious tool storage. Buckle armor comes with the [storage](compendium/equipment/items/storage-tv.md) armor adjustment. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/buckler.md b/compendium/equipment/items/buckler.md index c4ef23dd0..c6e8950a9 100644 --- a/compendium/equipment/items/buckler.md +++ b/compendium/equipment/items/buckler.md @@ -3,16 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ aliases: ["Buckler"] --- # Buckler *Item 0* - **Price** 1 gp - **Bulk** L -- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 6 (BT 3); **Speed Penalty** — -- **Category** Shield; **Group** Shield +- **AC Bonus** +1/+1; **Hardness** 3, **HP** 6 (BT 3); **Speed Penalty** — +- **Group** Shield This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can [Raise a Shield](rules/actions/raise-a-shield.md) with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand. + +--- *Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/compendium/equipment/items/bullhook-ec2.md b/compendium/equipment/items/bullhook-ec2.md index 5834163af..091e53133 100644 --- a/compendium/equipment/items/bullhook-ec2.md +++ b/compendium/equipment/items/bullhook-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -12,15 +12,33 @@ aliases: ["Bullhook"] # Bullhook *Item 3+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to [Nature](compendium/skills.md#Nature) checks to [Command an Animal](rules/actions/command-an-animal.md) while you are holding it. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You wave the bullhook to produce the effects of a [command](compendium/spells/command.md) spell. This spell loses the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait and can target only animals. +- **Frequency**: once per day + +**Effect** You wave the bullhook to produce the effects of a [command](compendium/spells/command.md) spell. This spell loses the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait and can target only animals. ``` +--- +### Variants + +#### standard *Item 3* + +- **Price**: 55 gp + +The item bonus is +2, the [command](compendium/spells/command.md) spell is 1st level, and the DC is 18. + +#### greater *Item 12* + +- **Price**: 1900 gp +- **Craft Requirements**: Supply a casting of command of the appropriate level. + +The item bonus is +2, the [command](compendium/spells/command.md) spell is 5th level, and the DC is 30. + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/buoyancy-vest-lopsg.md b/compendium/equipment/items/buoyancy-vest-lopsg.md index e4df0c75a..1dde7fa87 100644 --- a/compendium/equipment/items/buoyancy-vest-lopsg.md +++ b/compendium/equipment/items/buoyancy-vest-lopsg.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Buoyancy Vest"] --- # Buoyancy Vest *Item 0* - **Price** 5 gp - **Bulk** 1 -- **Category** Adventuring Gear This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/burning-badger-guts-snare-lotgb.md b/compendium/equipment/items/burning-badger-guts-snare-lotgb.md index 40553a748..b6b56c873 100644 --- a/compendium/equipment/items/burning-badger-guts-snare-lotgb.md +++ b/compendium/equipment/items/burning-badger-guts-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/fire - trait/mechanical @@ -16,7 +16,6 @@ aliases: ["Burning Badger Guts Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 170 gp -- **Category** Snare When a creature enters the trapped square, putrefied badger guts coated in hyper-flammable oil and several other incendiary reactants catch fire and are dumped in the snare's square, as well as up to two adjacent squares that you choose when you set the snare. The burning oil deals `5d8` fire damage to any creatures in the affected squares. Those creatures must attempt a DC 27 Fortitude save. @@ -26,4 +25,6 @@ When a creature enters the trapped square, putrefied badger guts coated in hyper > - **Failure** The creature takes full damage and `2d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage), and is [sickened](rules/conditions.md#Sickened). > - **Critical Failure** As failure, but the creature is [sickened](rules/conditions.md#Sickened). + +--- *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/burnished-plating-lotgb.md b/compendium/equipment/items/burnished-plating-lotgb.md index a001fe522..9ca99e295 100644 --- a/compendium/equipment/items/burnished-plating-lotgb.md +++ b/compendium/equipment/items/burnished-plating-lotgb.md @@ -12,13 +12,13 @@ aliases: ["Burnished Plating"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp -- **Usage** applied to metal armor; **Bulk** L +- **Bulk** L; **Usage** applied to metal armor - **Category** Armor These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, you take a –4 circumstance penalty to [Stealth](compendium/skills.md#Stealth) checks except in darkness, and your armor's Strength entry increases its value by 2, requiring you to have a higher Strength score to overcome the armor's penalties. Even if you meet your armor's new Strength entry, you still take the penalty to [Stealth](compendium/skills.md#Stealth) checks. When you are critically hit by an attack that deals bludgeoning damage, burnished plating stops working until someone spends 10 minutes repairing and polishing it; this doesn't require a [Crafting](compendium/skills.md#Crafting) check. ```ad-embed-ability -title: Sunshine! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Sunshine!** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature you can see targets you with an attack - **Requirements**: You are in an area of bright light @@ -26,4 +26,6 @@ title: Sunshine! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " **Effect** You twist to reflect light in your foe's eyes. The attacking creature must succeed at a DC 3 flat check or the attack fails. The attacker doesn't need to roll this flat check if it has a precise sense other than vision or if it would already need to roll a flat check with a higher DC to target you, such as if you are [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/burr-shield-som.md b/compendium/equipment/items/burr-shield-som.md index 692ae4fe1..f487b7532 100644 --- a/compendium/equipment/items/burr-shield-som.md +++ b/compendium/equipment/items/burr-shield-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Burr Shield"] @@ -12,17 +12,18 @@ aliases: ["Burr Shield"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This well-crafted wooden shield (Hardness 5, HP 30, BT 15) is covered in numerous seed pods with long spurs. You can [Strike](rules/actions/strike.md) with these burrs as though they were +1 striking shield spikes. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: Your previous action was a successful [Strike](rules/actions/strike.md) with the burrs **Effect** One of the burrs catches on the [Strike](rules/actions/strike.md)'s target, inflicting `1d10` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). ``` + +--- *Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md b/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md index 909c3ecb6..be03483c7 100644 --- a/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md +++ b/compendium/equipment/items/busine-of-divine-reinforcements-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/conjuration - trait/divine - trait/good @@ -16,29 +16,35 @@ aliases: ["Busine of Divine Reinforcements"] - **Access** Knights of Lastwall have access to this item. - **Price** 6000 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols. When played as an instrument, the busine generates powerful and harmonious notes and grants a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([auditory](rules/traits/auditory.md)) -You play a few notes on the busine. +- **Frequency**: once per minute + +**Effect** You play a few notes on the busine. Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be [stunned](rules/conditions.md#Stunned) for 1 round, or 2 rounds on a critical failure; this is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. -%% #trait/auditory %% +%% + #trait/auditory +%% ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You blow into the busine and conjure a celestial with the effects of a 6th-level [summon celestial](compendium/spells/summon-celestial.md) spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. +**Effect** You blow into the busine and conjure a celestial with the effects of a 6th-level [summon celestial](compendium/spells/summon-celestial.md) spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level [summon celestial](compendium/spells/summon-celestial.md) spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/butchering-axe-lotgb.md b/compendium/equipment/items/butchering-axe-lotgb.md index 40527fad7..63c2aea21 100644 --- a/compendium/equipment/items/butchering-axe-lotgb.md +++ b/compendium/equipment/items/butchering-axe-lotgb.md @@ -15,10 +15,12 @@ aliases: ["Butchering Axe"] - **Price** 8 gp - **Bulk** 2 -- **Damage** `1d12` S + - **Damage**: `1d12` S - **Hands** 2 - **Category** Advanced; **Group** Axe Invented by Belkzen's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Whispering Tyrant. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Reclaimers of Lastwall. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/butterfly-lotg.md b/compendium/equipment/items/butterfly-lotg.md index 583d7880e..1b8d3d6ac 100644 --- a/compendium/equipment/items/butterfly-lotg.md +++ b/compendium/equipment/items/butterfly-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Butterfly"] --- # Butterfly *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/butterfly-sword-tv.md b/compendium/equipment/items/butterfly-sword-tv.md index 2a17c0f2f..5c3306a89 100644 --- a/compendium/equipment/items/butterfly-sword-tv.md +++ b/compendium/equipment/items/butterfly-sword-tv.md @@ -19,10 +19,12 @@ aliases: ["Butterfly Sword"] - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Advanced; **Group** Sword This short, single-edged sword typically features a cross guard that helps catch oncoming attacks. It's the preferred weapon of Butterfly Blades—highly skilled Gokan assassins. These swords are typically crafted and sold in pairs. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/buugeng-loag.md b/compendium/equipment/items/buugeng-loag.md index 3443d8901..52303a197 100644 --- a/compendium/equipment/items/buugeng-loag.md +++ b/compendium/equipment/items/buugeng-loag.md @@ -16,10 +16,12 @@ aliases: ["Buugeng"] - **Price** 4 gp - **Bulk** 1 -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Sword A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/buzzsaw-axe-som.md b/compendium/equipment/items/buzzsaw-axe-som.md index d40c2a4e5..28d863c6d 100644 --- a/compendium/equipment/items/buzzsaw-axe-som.md +++ b/compendium/equipment/items/buzzsaw-axe-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/evocation - trait/magical aliases: ["Buzzsaw Axe"] @@ -11,15 +11,36 @@ aliases: ["Buzzsaw Axe"] # Buzzsaw Axe *Item 11+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A [Strike](rules/actions/strike.md) with this axe that benefits from the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. +- **Frequency**: once per hour + +**Effect** You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. ``` +--- +### Variants + +#### buzzsaw axe *Item 11* + +- **Price**: 1400 gp + +#### greater buzzsaw axe *Item 15* + +- **Price**: 6250 gp + +The axe is a +2 greater striking battle axe, the circumstance bonus to damage is +3, and the activation's DC is 34. + +#### major buzzsaw axe *Item 20* + +- **Price**: 65000 gp + +The axe is a +3 major striking battle axe, the circumstance bonus to damage is +4, and the activation's DC is 43. + +--- *Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/cage-lotg.md b/compendium/equipment/items/cage-lotg.md index cc6a4ab04..a58a12564 100644 --- a/compendium/equipment/items/cage-lotg.md +++ b/compendium/equipment/items/cage-lotg.md @@ -13,4 +13,6 @@ aliases: ["Cage"] + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/calamity-glass-da.md b/compendium/equipment/items/calamity-glass-da.md index f710fe066..dee38df5f 100644 --- a/compendium/equipment/items/calamity-glass-da.md +++ b/compendium/equipment/items/calamity-glass-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/cursed - trait/divination - trait/magical @@ -13,15 +13,16 @@ aliases: ["Calamity Glass"] # Calamity Glass *Item 11* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing doom upon those they hope to save. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) -You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. +- **Frequency**: once per week + +**Effect** You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering. @@ -30,4 +31,6 @@ For example, a calamity glass might show a family starving as the result of harb What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass's vision and the greater suffering its curse attempted to create. ``` + +--- *Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/called-lokl.md b/compendium/equipment/items/called-lokl.md index 189a82137..cf560cf64 100644 --- a/compendium/equipment/items/called-lokl.md +++ b/compendium/equipment/items/called-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/magical aliases: ["Called"] @@ -13,20 +13,23 @@ aliases: ["Called"] - **Price** 350 gp - **Usage** etched onto a weapon -- **Category** Rune A called weapon can be teleported to its owner's hand. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, envision + You imprint upon the weapon, proclaiming yourself as its owner. This allows you to use the rune's second activation until someone else uses this activation or succeeds at a Will save to prevent you from using the second activation. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was [restrained](rules/conditions.md#Restrained). If the weapon is in another creature's possession, that creature can attempt a Will save against your Will DC. If the creature succeeds, your bond as the owner is [broken](rules/conditions.md#Broken), and you can't use this activation again until you use the first activation to restore the connection. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/called-lotgb.md b/compendium/equipment/items/called-lotgb.md index d3a59c301..081963c54 100644 --- a/compendium/equipment/items/called-lotgb.md +++ b/compendium/equipment/items/called-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/magical - trait/uncommon @@ -14,14 +14,17 @@ aliases: ["Called"] - **Price** 60 gp - **Usage** applied to any item of light or negligible Bulk -- **Category** Rune With this rune, you can instantly retrieve an item in your possession without digging around looking for it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The item teleports to a free hand. +- **Frequency**: once per hour + +**Effect** The item teleports to a free hand. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/caltrop-snare.md b/compendium/equipment/items/caltrop-snare.md index c13ab8f71..373834088 100644 --- a/compendium/equipment/items/caltrop-snare.md +++ b/compendium/equipment/items/caltrop-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,10 +14,12 @@ aliases: ["Caltrop Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp -- **Category** Snare +- **Craft Requirements** Supply a container of caltrops. This snare consists of a [hidden](rules/conditions.md#Hidden) canister of [caltrops](compendium/equipment/items/caltrops.md) attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare's square or a square adjacent to the snare. You choose which square when you set up the snare. If the [caltrops](compendium/equipment/items/caltrops.md) scatter into the same square as a creature, that creature must attempt the [Acrobatics](compendium/skills.md#Acrobatics) check immediately. + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/caltrops.md b/compendium/equipment/items/caltrops.md index 5e6bfa565..c95d53be9 100644 --- a/compendium/equipment/items/caltrops.md +++ b/compendium/equipment/items/caltrops.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Caltrops"] --- # Caltrops *Item 0* @@ -11,8 +11,9 @@ aliases: ["Caltrops"] - **Price** 3 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 [Acrobatics](compendium/skills.md#Acrobatics) check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can't be salvaged. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/camouflage-dye-tv.md b/compendium/equipment/items/camouflage-dye-tv.md index 73689f2c7..5332fc956 100644 --- a/compendium/equipment/items/camouflage-dye-tv.md +++ b/compendium/equipment/items/camouflage-dye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Camouflage Dye"] @@ -11,12 +11,25 @@ aliases: ["Camouflage Dye"] # Camouflage Dye *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) without cover or concealment for 10 minutes. If the target uses a [hostile](rules/conditions.md#Hostile) action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 10 gp + +#### greater *Item 7* + +- **Price**: 60 gp + +The dye lasts 1 minute, and the effects don't end if the target uses a [hostile](rules/conditions.md#Hostile) action or moves at more than half its Speed. + +--- *Source: Treasure Vault p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/camouflage-suit-g-g.md b/compendium/equipment/items/camouflage-suit-g-g.md index 45f12a38a..26bb81849 100644 --- a/compendium/equipment/items/camouflage-suit-g-g.md +++ b/compendium/equipment/items/camouflage-suit-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Camouflage Suit"] --- @@ -13,7 +13,6 @@ aliases: ["Camouflage Suit"] - **Price** 10 gp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. @@ -21,4 +20,18 @@ A suit prepared in this manner grants you a +1 item bonus to [Stealth](compendiu The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 10 gp + +#### Superb Camouflage Suit *Item 9* + +- **Price**: 140 gp + +A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/camp-shroud-lokl.md b/compendium/equipment/items/camp-shroud-lokl.md index a0f2598f2..488e66e22 100644 --- a/compendium/equipment/items/camp-shroud-lokl.md +++ b/compendium/equipment/items/camp-shroud-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/illusion - trait/magical @@ -14,12 +14,43 @@ aliases: ["Camp Shroud"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Access** Knights of Lastwall have access to this item. -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. A creature outside the area that uses the [Seek](rules/actions/seek.md) action or [Search](rules/actions/search.md) activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 [Perception](compendium/skills.md#Perception) check to disbelieve the illusion. +--- +### Variants + +#### minor *Item 4* + +- **Price**: 15 gp + +#### lesser *Item 7* + +- **Price**: 65 gp + +The mist enshrouds a 15-foot emanation, and the DC is 23. + +#### moderate *Item 10* + +- **Price**: 175 gp + +The mist enshrouds a 20-foot emanation, and the DC is 27. + +#### greater *Item 13* + +- **Price**: 500 gp + +The mist enshrouds a 25-foot emanation, and the DC is 30. + +#### major *Item 16* + +- **Price**: 1500 gp + +The mist enshrouds a 30-foot emanation, and the DC is 35. + +--- *Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/campaign-stable-lokl.md b/compendium/equipment/items/campaign-stable-lokl.md index e8c81211a..c510ed24e 100644 --- a/compendium/equipment/items/campaign-stable-lokl.md +++ b/compendium/equipment/items/campaign-stable-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -16,18 +16,21 @@ aliases: ["Campaign Stable"] - **Access** Knights of Lastwall have access to this item. - **Price** 500 gp - **Bulk** L (when not activated) -- **Category** Structure Used to facilitate the care of mounts during long campaigns or when it's necessary to move camp frequently, this object appears to be a simple, worn wooden horseshoe. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, [Interact](rules/actions/interact.md) -You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. +- **Frequency**: once per day + +**Effect** You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an [Interact](rules/actions/interact.md) action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/candle-10.md b/compendium/equipment/items/candle-10.md index de99225e1..6e144dcbe 100644 --- a/compendium/equipment/items/candle-10.md +++ b/compendium/equipment/items/candle-10.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Candle (10)"] --- # Candle (10) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Candle (10)"] - **Price** 1 cp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear A lit candle sheds dim light in a 10-foot radius for 8 hours. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/candle-of-invocation-apg.md b/compendium/equipment/items/candle-of-invocation-apg.md index 4f39c8fee..eac77c0c8 100644 --- a/compendium/equipment/items/candle-of-invocation-apg.md +++ b/compendium/equipment/items/candle-of-invocation-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/divine @@ -16,7 +16,6 @@ aliases: ["Candle Of Invocation"] - **Price** 2000 gp - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. Once lit, this candle burns for 1 hour, and it can't be extinguished. @@ -26,4 +25,6 @@ A caster's additional spell slots from the candle are lost the next time that ca No one can benefit from more than one candle of invocation in a day, but multiple characters can benefit from a single candle's effects. + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/candle-of-revealing-apg.md b/compendium/equipment/items/candle-of-revealing-apg.md index 5cd669303..693ca5d81 100644 --- a/compendium/equipment/items/candle-of-revealing-apg.md +++ b/compendium/equipment/items/candle-of-revealing-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -15,8 +15,9 @@ aliases: ["Candle Of Revealing"] - **Price** 60 gp - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable When lit, this black candle's eerie blue flame reveals the presence of [invisible](rules/conditions.md#Invisible) creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the [invisible](rules/conditions.md#Invisible) condition. Their bodies are outlined, not fully visible, so they are [concealed](rules/conditions.md#Concealed). Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit. + +--- *Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/candle-of-truth.md b/compendium/equipment/items/candle-of-truth.md index e002a07df..1e7c1f39c 100644 --- a/compendium/equipment/items/candle-of-truth.md +++ b/compendium/equipment/items/candle-of-truth.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/enchantment - trait/magical @@ -15,9 +15,8 @@ aliases: ["Candle of Truth"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 75 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This tapered candle has a golden wick that burns with white fire. @@ -27,4 +26,6 @@ Creatures in the area receive a –4 status penalty to [Lie](rules/actions/lie.m In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished. + +--- *Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/candlecap-tv.md b/compendium/equipment/items/candlecap-tv.md index 94756a9cf..349d81a96 100644 --- a/compendium/equipment/items/candlecap-tv.md +++ b/compendium/equipment/items/candlecap-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/light @@ -14,15 +14,17 @@ aliases: ["Candlecap"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 12 gp -- **Usage** worn headwear; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn headwear The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light. ``` + +--- *Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md b/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md index 5291b5b59..af4faa10e 100644 --- a/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md +++ b/compendium/equipment/items/cane-of-the-maelstrom-aoe6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/conjuration - trait/cursed @@ -14,15 +14,14 @@ aliases: ["Cane Of The Maelstrom"] # Cane Of The Maelstrom *Item 22* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** held in 1 hand A large crystal of [warpglass](compendium/equipment/items/warpglass-aoe6.md) floats above the head of this silvery purple +3 anarchic greater striking club. If you successfully [Strike](rules/actions/strike.md) a creature, the cane also affects the target with a [warpwave](rules/abilities/warpwave-aoe6.md). While you carry the cane, you hear a constant, distracting chorus of laughing, incoherent Protean whispers and sing-song voices in your mind. Blatant acts of self-indulgence or narcissism quell these whispers, from a few minutes up to a full day depending on the scope of the act, but they immediately return when you use the artifact's powers. The gradually rising chorus eventually drives away rational thought and renders the cane's owner insane, even if staved off from time to time with self-centered acts. As the artifact's abilities pull material from the Maelstrom, it doesn't function in areas where planar connections are severed. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You are targeted by a ranged attack from an opponent you can see @@ -30,15 +29,19 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) + The Cane of the Maelstrom casts a 5th-level [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md) spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't 0 treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature 0 during its duration, the changes become wholly real and permanent when its duration expires. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) + The Cane of the Maelstrom casts a 5th-level [creation](compendium/spells/creation.md) spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable [Crafting](compendium/skills.md#Crafting) skill check when you activate this ability. ``` + +--- *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/cane-pistol-g-g.md b/compendium/equipment/items/cane-pistol-g-g.md index 467889f52..ccd5bb270 100644 --- a/compendium/equipment/items/cane-pistol-g-g.md +++ b/compendium/equipment/items/cane-pistol-g-g.md @@ -18,14 +18,16 @@ aliases: ["Cane Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 8 gp - **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P +- **Ranged**: + - **Damage**: `1d4` P - **Ammunution** round; **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` B +- **Melee**: + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/cannon-g-g.md b/compendium/equipment/items/cannon-g-g.md index e6d357d73..b1ca9ec81 100644 --- a/compendium/equipment/items/cannon-g-g.md +++ b/compendium/equipment/items/cannon-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/uncommon aliases: ["Cannon"] @@ -13,30 +13,36 @@ aliases: ["Cannon"] - **Price** 900 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Alkenstar prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies. ```ad-embed-ability -title: Aim [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Aim** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + 100 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 2 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <200 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md), range increment <200 feet>) + `6d12` bludgeoning, single target, DC 23 Reflex -%% #trait/manipulate #trait/range-increment-200-feet %% +%% + #trait/manipulate #trait/range-increment-200-feet +%% ``` + +--- *Source: Guns & Gears p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/cantrip-deck-som.md b/compendium/equipment/items/cantrip-deck-som.md index f9a9ef1fe..8bfb6372c 100644 --- a/compendium/equipment/items/cantrip-deck-som.md +++ b/compendium/equipment/items/cantrip-deck-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/evocation - trait/magical aliases: ["Cantrip Deck"] @@ -12,16 +12,32 @@ aliases: ["Cantrip Deck"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** held in 1 hand -- **Category** Held In an effort to spread the knowledge of magic as widely as possible, worshippers of [Nethys](compendium/setting/deities/nethys.md) discovered a way to bind cantrips into cards accessible even to non-spellcasters. The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or more) envision, [Interact](rules/actions/interact.md) + You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast. ``` +--- +### Variants + +#### 5-pack *Item 1* + +- **Price**: 5 gp + +This pack contains 5 cards of a single common cantrip (such as [light](compendium/spells/light.md)). + +#### full pack *Item 1* + +- **Price**: 20 gp + +This pack contains 24 cards—one of each cantrip in the Core Rulebook. + +--- *Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/cape-of-the-mountebank.md b/compendium/equipment/items/cape-of-the-mountebank.md index 4c0b16fd4..cec3b0cdc 100644 --- a/compendium/equipment/items/cape-of-the-mountebank.md +++ b/compendium/equipment/items/cape-of-the-mountebank.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -14,17 +14,20 @@ aliases: ["Cape of the Mountebank"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 980 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to [Deception](compendium/skills.md#Deception) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You cast [dimension door](compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with puffs of smoke that make anyone within [concealed](rules/conditions.md#Concealed) until they leave the smoke or the end of your next turn, at which point the smoke dissipates. +- **Frequency**: once per day + +**Effect** You cast [dimension door](compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with puffs of smoke that make anyone within [concealed](rules/conditions.md#Concealed) until they leave the smoke or the end of your next turn, at which point the smoke dissipates. Strong winds immediately disperse the smoke. ``` + +--- *Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/cape-of-the-open-sky-frp2.md b/compendium/equipment/items/cape-of-the-open-sky-frp2.md index ea72d4da4..d1d2a188c 100644 --- a/compendium/equipment/items/cape-of-the-open-sky-frp2.md +++ b/compendium/equipment/items/cape-of-the-open-sky-frp2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp2 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/rare @@ -14,23 +14,27 @@ aliases: ["Cape Of The Open Sky"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 22000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak This cloth of gold cape was originally gifted to one of Goka's emperors centuries ago. Since then, it has spawned many imitations, which are all alike in that they are dyed with an elaborate seal depicting two drakes flanking Goka's palace and the Seven Dragons Bridge. The beautiful cape grants you a +3 item bonus to checks to [Lie](rules/actions/lie.md) and to [Make an Impression](rules/actions/make-an-impression.md). While you wear the cape, the weather (including wind and fog) doesn't affect your movement or vision. Additionally, whenever you fall while wearing the cape of the open sky, the cape automatically casts feather fall on you. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + +- **Frequency**: once per minute -The cloak pushes you onward. You [Stride](rules/actions/stride.md) or [Fly](rules/actions/fly.md) up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement. +**Effect** The cloak pushes you onward. You [Stride](rules/actions/stride.md) or [Fly](rules/actions/fly.md) up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement. ``` + +--- *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/capsaicin-tonic-tio.md b/compendium/equipment/items/capsaicin-tonic-tio.md index f89c3defa..33ec102bf 100644 --- a/compendium/equipment/items/capsaicin-tonic-tio.md +++ b/compendium/equipment/items/capsaicin-tonic-tio.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tio -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,17 +14,19 @@ aliases: ["Capsaicin Tonic"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 17 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Elixir +- **Bulk** L; **Usage** held in 1 hand This translucent, pale-yellow drink has several pepper seeds suspended within it. Although the tonic is painfully spicy when first consumed, the heat soon fades as the tonic coats your throat. In the next hour, you can use the activation below up to three times; the third time you use it, the effects of the capsaicin tonic end. While under the effects of the tonic, you can easily consume even the spiciest of foods without trouble. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud are [concealed](rules/conditions.md#Concealed) to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals `1d4` fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round). ``` + +--- *Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/captivating-bauble-tv.md b/compendium/equipment/items/captivating-bauble-tv.md index f991a486b..bd2a23e36 100644 --- a/compendium/equipment/items/captivating-bauble-tv.md +++ b/compendium/equipment/items/captivating-bauble-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/auditory - trait/consumable - trait/emotion @@ -18,12 +18,13 @@ aliases: ["Captivating Bauble"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 350 gp -- **Usage** affixed to armor; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md); **Requirements** You are a master in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy). -- **Category** Talisman +- **Bulk** —; **Usage** affixed to armor +- **Activate** envision, [Interact](rules/actions/interact.md); **Requirements** You are a master in [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy). This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally compelling for up to 1 hour. By engaging an intelligent creature in conversation for at least 1 minute, you can cause them to become [fascinated](rules/conditions.md#Fascinated) unless they succeed at a DC 30 Will save. This fascination lasts for as long as you continue conversing or until you move at least 20 feet away. When the effect ends, the target becomes temporarily immune for 24 hours. If you or any ally within 120 feet takes an overtly [hostile](rules/conditions.md#Hostile) action while a creature is [fascinated](rules/conditions.md#Fascinated) by the bauble, the bauble burns out in a shower of sparks and all its effects end. + +--- *Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/captivating-score-tv.md b/compendium/equipment/items/captivating-score-tv.md index 77087d38d..d0323d542 100644 --- a/compendium/equipment/items/captivating-score-tv.md +++ b/compendium/equipment/items/captivating-score-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/missive +- item/category/missive/ - trait/auditory - trait/consumable - trait/emotion @@ -18,9 +18,8 @@ aliases: ["Captivating Score"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Missive +- **Bulk** —; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in [Performance](compendium/skills.md#Performance) to properly compose this missive (or trained in an appropriate [Lore](compendium/skills.md#Lore) skill your GM allows). You choose one of the emotions described below and write a musical composition to convey that emotion about a subject of your choice, typically a person or group. When activated, the missive plays a note‑perfect rendition of the inscribed score. @@ -29,4 +28,6 @@ Each creature that can hear the score must succeed at a DC 28 Will save or be in - Positive Your song engenders sympathy, adoration, joy, or a similar emotion. An affected creature's attitude toward the subject improves by one step, such as from [indifferent](rules/conditions.md#Indifferent) to [friendly](rules/conditions.md#Friendly). - Negative Your song spurs anger, sadness, jealousy, or a similar emotion. An affected creature's attitude toward the subject worsens by one step, such as from [indifferent](rules/conditions.md#Indifferent) to [unfriendly](rules/conditions.md#Unfriendly). When composing this missive, you can add a small notation or illustration of a type of instrument. If you do, the music sounds like that instrument, and if you didn't specify, it sounds vaguely like a recorder. The choice of a louder instrument doesn't make the music carry farther. + +--- *Source: Treasure Vault p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/careless-delight-tv.md b/compendium/equipment/items/careless-delight-tv.md index e6bd5a134..458af7a33 100644 --- a/compendium/equipment/items/careless-delight-tv.md +++ b/compendium/equipment/items/careless-delight-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["Careless Delight"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 130 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from being [stupefied](rules/conditions.md#Stupefied) due to this poison doubles when applied to [Deception](compendium/skills.md#Deception) checks to detect a [Lie](rules/actions/lie.md), Perception checks to [Sense Motive](rules/actions/sense-motive.md), and Perception DCs. @@ -36,4 +35,6 @@ title: Saving Throw: DC 28 Fortitude **Stage 3** [stupefied](rules/conditions.md#Stupefied), and the victim's attitude toward others improves by one step (1 minute) ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/carrion-cask-loil.md b/compendium/equipment/items/carrion-cask-loil.md index fe6589f86..e6ef08aa7 100644 --- a/compendium/equipment/items/carrion-cask-loil.md +++ b/compendium/equipment/items/carrion-cask-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/other +- item/category/other/ - trait/magical - trait/necromancy - trait/uncommon @@ -14,22 +14,26 @@ aliases: ["Carrion Cask"] - **Price** 500 gp - **Bulk** L -- **Category** Other This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a necromantic sludge. ```ad-embed-ability -title: Activate +title: **Activate** [Interact](rules/actions/interact.md) -You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour. +- **Frequency**: once per day + +**Effect** You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision +- **Frequency**: once per day - **Requirements**: The carrion cask has consumed a corpse since the last time it was activated **Effect** You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take `6d6` negative damage, with a DC 24 basic Fortitude save. ``` + +--- *Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/cartographers-kit-lopsg.md b/compendium/equipment/items/cartographers-kit-lopsg.md index 605fdaf0c..1eee538bb 100644 --- a/compendium/equipment/items/cartographers-kit-lopsg.md +++ b/compendium/equipment/items/cartographers-kit-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Cartographer's Kit"] --- @@ -12,8 +12,9 @@ aliases: ["Cartographer's Kit"] - **Price** 42 gp - **Bulk** 1 -- **Category** Adventuring Gear This kit includes a [writing set](compendium/equipment/items/writing-set.md), a compass, a standard astrolabe, a [ruler](compendium/equipment/items/ruler-lopsg.md), and a survey map. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/cassisian-helmet-tv.md b/compendium/equipment/items/cassisian-helmet-tv.md index 98649afdf..0dd9c6b4e 100644 --- a/compendium/equipment/items/cassisian-helmet-tv.md +++ b/compendium/equipment/items/cassisian-helmet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -13,15 +13,18 @@ aliases: ["Cassisian Helmet"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 225 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the cassisian helmet, you gain a +1 status bonus to AC and saves against evil creatures and effects. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -Lowering the visor, you send out eye beams that deal your choice of `2d6` cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line. +- **Frequency**: once per hour + +**Effect** Lowering the visor, you send out eye beams that deal your choice of `2d6` cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line. ``` + +--- *Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/cassock-of-devotion.md b/compendium/equipment/items/cassock-of-devotion.md index 3e84141e0..00e051782 100644 --- a/compendium/equipment/items/cassock-of-devotion.md +++ b/compendium/equipment/items/cassock-of-devotion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/divine - trait/focused @@ -14,15 +14,19 @@ aliases: ["Cassock of Devotion"] [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1150 gp -- **Usage** worn garment; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a cleric who worships the deity tied to the cassock. +- **Bulk** L; **Usage** worn garment Each cassock of devotion depicts scenes related to the domains of a certain deity. It serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. You gain a +2 item bonus to [Religion](compendium/skills.md#Religion) checks and a +1 item bonus to the divine skill of the deity to whom the cassock is dedicated (as listed on pages 437–440). ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it is lost. ``` + +--- *Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/casters-targe-tv.md b/compendium/equipment/items/casters-targe-tv.md index 395a3bd2e..13e7622dc 100644 --- a/compendium/equipment/items/casters-targe-tv.md +++ b/compendium/equipment/items/casters-targe-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/inscribed aliases: ["Caster's Targe"] --- @@ -12,9 +12,11 @@ aliases: ["Caster's Targe"] - **Price** 2 gp - **Bulk** 1 -- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 12 (BT 6) -- **Category** Shield; **Group** Shield +- **AC Bonus** +1/+1; **Hardness** 3, **HP** 12 (BT 6); **Speed Penalty** — +- **Group** Shield This small shield is made from wood. It features a special panel of parchment along the inside surface that allows for writing. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/cat-lotg.md b/compendium/equipment/items/cat-lotg.md index 8cb169d6f..6beb6374d 100644 --- a/compendium/equipment/items/cat-lotg.md +++ b/compendium/equipment/items/cat-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Cat"] --- # Cat *Item 0* - **Price** 3 cp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/catapult-g-g.md b/compendium/equipment/items/catapult-g-g.md index ee308dcba..645c88cd4 100644 --- a/compendium/equipment/items/catapult-g-g.md +++ b/compendium/equipment/items/catapult-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/mounted - trait/uncommon @@ -14,30 +14,36 @@ aliases: ["Catapult"] - **Price** 650 gp - **Usage** mounted -- **Category** Siege Weapon A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 50 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 2 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <150 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([attack](rules/traits/attack.md), [manipulate](rules/traits/manipulate.md), range increment <150 feet>) + `5d10` bludgeoning, 10-foot burst, DC 22 Reflex. -%% #trait/attack #trait/manipulate #trait/range-increment-150-feet %% +%% + #trait/attack #trait/manipulate #trait/range-increment-150-feet +%% ``` + +--- *Source: Guns & Gears p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/catching-tv.md b/compendium/equipment/items/catching-tv.md index e30fa05aa..6000cc366 100644 --- a/compendium/equipment/items/catching-tv.md +++ b/compendium/equipment/items/catching-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Catching"] @@ -13,16 +13,18 @@ aliases: ["Catching"] - **Price** 425 gp - **Usage** applied to shield -- **Category** Rune A catching rune creates a small, magical vacuum that attempts to pull weapons away from opponents. If you can attempt to [Disarm](rules/actions/disarm.md) as part of a Shield Block, such as with the Disarming Block feat (Advanced Player's Guide 159) or this rune's activated ability, a catching shield grants you a +1 circumstance bonus to such [Disarm](rules/actions/disarm.md) attempts. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per hour - **Trigger**: You Shield Block a melee [Strike](rules/actions/strike.md) made with a held weapon **Effect** You attempt to [Disarm](rules/actions/disarm.md) the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free. ``` + +--- *Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/caterwaul-sling.md b/compendium/equipment/items/caterwaul-sling.md index 6636f140f..283fbd530 100644 --- a/compendium/equipment/items/caterwaul-sling.md +++ b/compendium/equipment/items/caterwaul-sling.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/magical aliases: ["Caterwaul Sling"] @@ -12,19 +12,23 @@ aliases: ["Caterwaul Sling"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 155 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon +- **Bulk** L; **Usage** held in 1 hand Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([sonic](rules/traits/sonic.md)) -You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. +- **Frequency**: once per day + +**Effect** You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. Each creature in a 30-foot cone takes `4d6` sonic damage (DC 21 basic Fortitude save). Any creature that fails is [deafened](rules/conditions.md#Deafened) for 1 round, or 1 hour on a critical failure. -%% #trait/sonic %% +%% + #trait/sonic +%% ``` + +--- *Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/cats-eye-elixir.md b/compendium/equipment/items/cats-eye-elixir.md index 646131b85..8cd053d48 100644 --- a/compendium/equipment/items/cats-eye-elixir.md +++ b/compendium/equipment/items/cats-eye-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,11 @@ aliases: ["Cat's Eye Elixir"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 7 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target [hidden](rules/conditions.md#Hidden) creatures to 5, and you don't need to attempt a flat check to target [concealed](rules/conditions.md#Concealed) creatures. These benefits apply only against creatures within 30 feet of you. + +--- *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/cauldron-of-nightmares-aoe5.md b/compendium/equipment/items/cauldron-of-nightmares-aoe5.md index cadc3932c..c3831fac9 100644 --- a/compendium/equipment/items/cauldron-of-nightmares-aoe5.md +++ b/compendium/equipment/items/cauldron-of-nightmares-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/held +- item/category/held/ - trait/illusion - trait/invested - trait/magical @@ -14,23 +14,29 @@ aliases: ["Cauldron Of Nightmares"] [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 13000 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Craft Requirements** Supply a casting of nightmare. +- **Bulk** 1; **Usage** held in 2 hands Engraved with carvings of tortured souls, this green cauldron has two abilities that allow it to capture nightmares and then unleash them on the world. The cauldron has an affinity for preying on the minds of captives and prisoners, who take a –2 circumstance penalty to saving throws against it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep. +- **Frequency**: once per day + +**Effect** The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per week -You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror. +**Effect** You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror. The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a [fear](compendium/spells/fear.md) spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week. ``` + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/cauterizing-torch-g-g.md b/compendium/equipment/items/cauterizing-torch-g-g.md index b7f746c69..71d3728e7 100644 --- a/compendium/equipment/items/cauterizing-torch-g-g.md +++ b/compendium/equipment/items/cauterizing-torch-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -13,10 +13,11 @@ aliases: ["Cauterizing Torch"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly cauterizing wounds and helping to stop bleeding. The cauterizing torch is applied to yourself or an adjacent target. The target attempts an immediate flat check to end any [persistent bleed](rules/conditions.md#Persistent%20Damage) effect with the lower DC for particularly effective assistance. + +--- *Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/cave-worm-repellent-ec5.md b/compendium/equipment/items/cave-worm-repellent-ec5.md index 7b106033c..85e1747ef 100644 --- a/compendium/equipment/items/cave-worm-repellent-ec5.md +++ b/compendium/equipment/items/cave-worm-repellent-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,8 +12,7 @@ aliases: ["Cave Worm Repellent"] # Cave Worm Repellent *Item 13+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-footradius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work. @@ -25,4 +24,22 @@ When sprinkled around an area, cave worm repellent negates any chance of a rando Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). +--- +### Variants + +#### purple worm repellent *Item 13* + +- **Price**: 550 gp + +#### azure worm repellent *Item 15* + +- **Price**: 1100 gp +- **Craft Requirements**: The initial raw ingredients must include an azure worm's scale. + +#### crimson worm repellent *Item 18* + +- **Price**: 4500 gp +- **Craft Requirements**: The initial raw ingredients must include a crimson worm's liver. + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/caydens-brew-tv.md b/compendium/equipment/items/caydens-brew-tv.md index 233002fe6..f83272214 100644 --- a/compendium/equipment/items/caydens-brew-tv.md +++ b/compendium/equipment/items/caydens-brew-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/conjuration - trait/consumable - trait/magical @@ -14,9 +14,8 @@ aliases: ["Cayden's Brew"] # Cayden's Brew *Item 8+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for `1d4` rounds. @@ -26,4 +25,24 @@ Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head > - **Failure** The creature is [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) for `1d4` rounds. > - **Critical Failure** The creature becomes [clumsy](rules/conditions.md#Clumsy), [stupefied](rules/conditions.md#Stupefied), and [sickened](rules/conditions.md#Sickened). The [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) conditions last until `1d4` rounds after the [sickened](rules/conditions.md#Sickened) condition ends. +--- +### Variants + +#### Cayden's brew *Item 8* + +- **Price**: 80 gp + +#### double Cayden's brew *Item 13* + +- **Price**: 480 gp + +The save DC is 31. + +#### triple Cayden's brew *Item 18* + +- **Price**: 3200 gp + +The save DC is 40. + +--- *Source: Treasure Vault p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/caydens-tankard-tv.md b/compendium/equipment/items/caydens-tankard-tv.md index d0b94898e..44218f479 100644 --- a/compendium/equipment/items/caydens-tankard-tv.md +++ b/compendium/equipment/items/caydens-tankard-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divine - trait/transmutation @@ -13,13 +13,12 @@ aliases: ["Cayden's Tankard"] # Cayden's Tankard *Item 25* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** held in 1 hand This ordinary-looking silver tankard functions as a +4 major striking hopeful GB returning light hammer when wielded as a weapon. Imbued with [Cayden Cailean](compendium/setting/deities/cayden-cailean.md)'s courage, you are immune to [fear](rules/traits/fear.md "Fear Effect Trait") effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are [drained](rules/conditions.md#Drained) and [enfeebled](rules/conditions.md#Enfeebled) while holding it, and its magic doesn't function for you. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You are targeted or included in the area of a [fear](rules/traits/fear.md "Fear Effect Trait") effect @@ -27,17 +26,23 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You drink from the tankard, ending the [controlled](rules/conditions.md#Controlled), [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), and [slowed](rules/conditions.md#Slowed) conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. [Any](rules/traits/any-b1.md "Any Alignment Trait") effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to [Escape](rules/actions/escape.md) an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as [paralyzed](rules/conditions.md#Paralyzed)). +- **Frequency**: once per hour + +**Effect** You drink from the tankard, ending the [controlled](rules/conditions.md#Controlled), [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), and [slowed](rules/conditions.md#Slowed) conditions on yourself and creatures of your choice within 120 feet of you, as well as anything giving such targets a circumstance penalty to Speed. [Any](rules/traits/any-b1.md "Any Alignment Trait") effect causing these conditions ends, and if the source of the effect is an item, that item can't produce the effect for 1 week, provided it is of a level lower than the tankard's. If a target needs to [Escape](rules/actions/escape.md) an effect imposing any of these conditions, it automatically does so on its next attempt. You can Activate this ability even if one of the listed conditions would normally prevent you from doing so (such as [paralyzed](rules/conditions.md#Paralyzed)). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You enhance yourself with a shard of Cayden's divine fortune and cast [indestructibility](compendium/spells/indestructibility-apg.md) APG. +**Effect** You enhance yourself with a shard of Cayden's divine fortune and cast [indestructibility](compendium/spells/indestructibility-apg.md) APG. Destruction If a lawful evil creature carries Cayden's Tankard into the Starstone Cathedral, drinks from it, and returns outside with it, the tankard shatters. ``` + +--- *Source: Treasure Vault p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-armor.md b/compendium/equipment/items/celestial-armor.md index a6b85286d..af26319df 100644 --- a/compendium/equipment/items/celestial-armor.md +++ b/compendium/equipment/items/celestial-armor.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/divine - trait/good - trait/invested @@ -14,8 +14,8 @@ aliases: ["Celestial Armor"] [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 2500 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** You are good. +- **Bulk** 1; **Usage** worn armor This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1. @@ -24,9 +24,13 @@ You gain a +1 circumstance bonus to AC and saving throws against fiends. You app If you are not good, you are [drained](rules/conditions.md#Drained) while wearing celestial armor. You can't recover from this condition while wearing the armor. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes. +- **Frequency**: once per day + +**Effect** The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes. ``` + +--- *Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-hair-ec6.md b/compendium/equipment/items/celestial-hair-ec6.md index 8c5028e23..f27c19563 100644 --- a/compendium/equipment/items/celestial-hair-ec6.md +++ b/compendium/equipment/items/celestial-hair-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Celestial Hair"] - **Price** 12500 gp - **Usage** affixed to armor - **Activate** [Interact](rules/actions/interact.md); **Trigger** You critically fail a saving throw or are critically hit by an attack. -- **Category** Talisman This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving throw becomes a failure or the triggering attack roll becomes a regular hit, not critical one. If the source of the attack or effect is an evil creature, that creature must succeed at a DC 41 Will saving throw or be [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) until the end of its next turn. + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-peach-lol.md b/compendium/equipment/items/celestial-peach-lol.md index c68ddb902..0ca943077 100644 --- a/compendium/equipment/items/celestial-peach-lol.md +++ b/compendium/equipment/items/celestial-peach-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divine - trait/healing @@ -16,10 +16,25 @@ aliases: ["Celestial Peach"] # Celestial Peach *Item 17+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in one hand; **Bulk** L +- **Bulk** L; **Usage** held in one hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries. +--- +### Variants + +#### rejuvenation *Item 17* + +- **Price**: 3000 gp + +You gain the effects of 7th-level [neutralize poison](compendium/spells/neutralize-poison.md), [regenerate](compendium/spells/regenerate.md), [remove curse](compendium/spells/remove-curse.md) and [remove disease](compendium/spells/remove-disease.md) spells. The peach has a counteract modifier of +27. + +#### life *Item 20* + +- **Price**: 73000 gp + +When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level [raise dead](compendium/spells/raise-dead.md) on the corpse. + +--- *Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-peachwood-sword-botd.md b/compendium/equipment/items/celestial-peachwood-sword-botd.md index 60713ee47..a288e1ba4 100644 --- a/compendium/equipment/items/celestial-peachwood-sword-botd.md +++ b/compendium/equipment/items/celestial-peachwood-sword-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/held +- item/category/held/ - trait/good - trait/magical - trait/necromancy @@ -15,17 +15,19 @@ aliases: ["Celestial Peachwood Sword"] [good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 15000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking disrupting holy peachwood (page 20) shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a [Strike](rules/actions/strike.md) with the sword takes `10d6` positive damage (DC 35 basic Fortitude save). This damage is separate from the [Strike](rules/actions/strike.md) itself and isn't included in [any](rules/traits/any-b1.md "Any Alignment Trait") effect based on the [Strike](rules/actions/strike.md)'s damage. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You critically hit an undead creature with the celestial peachwood sword **Effect** The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking `1d6` negative damage per level of the destroyed undead. ``` + +--- *Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-staff-tv.md b/compendium/equipment/items/celestial-staff-tv.md index eb8ca8d3d..8da04ca54 100644 --- a/compendium/equipment/items/celestial-staff-tv.md +++ b/compendium/equipment/items/celestial-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/good - trait/magical - trait/staff @@ -15,13 +15,14 @@ aliases: ["Celestial Staff"] [good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** You're good. Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel's wings. Used as a weapon, the staff is a +2 greater striking holy staff. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the [evil](rules/traits/evil.md "Evil Alignment Trait") trait and effects created by evil creatures. When you prepare this staff, if you're evil, you become [drained](rules/conditions.md#Drained) until your next daily preparations. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -35,4 +36,6 @@ You expend a number of charges from the staff to cast a spell from its list. - 7th angel form , inner radiance torrent, summon celestial ``` + +--- *Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/ceramic-plate-tv.md b/compendium/equipment/items/ceramic-plate-tv.md index 018f83aa7..40336fd9d 100644 --- a/compendium/equipment/items/ceramic-plate-tv.md +++ b/compendium/equipment/items/ceramic-plate-tv.md @@ -14,9 +14,11 @@ aliases: ["Ceramic Plate"] - **Price** 6 gp - **Bulk** 2 - **AC Bonus** +3; **Dex Cap** +2 -- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Strength** 14; **Check Penalty** -2; **Speed Penalty** -5 ft. - **Category** Medium; **Group** Plate Traditional armor from Senghor, ceramic plate alleviates the need for metallurgy and smithing, instead relying on ceramic firing, glazing, and strong cord work with a backing of leather and thick canvas. Ceramic plate that follows Senghor's style is colorful and artistic, and is built with the [armor latches](compendium/equipment/items/armor-latches-tv.md) armor adjustment. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/cerulean-scourge-apg.md b/compendium/equipment/items/cerulean-scourge-apg.md index 739470e74..48fbe3783 100644 --- a/compendium/equipment/items/cerulean-scourge-apg.md +++ b/compendium/equipment/items/cerulean-scourge-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Cerulean Scourge"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1450 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Made from a carefully distilled blend of serpentine hemotoxins, the fast-acting cerulean scourge is infamous for transforming the blood vessels near the original wound, which glow with a bright blue light before painfully bursting. @@ -34,4 +33,6 @@ title: Saving Throw: DC 36 Fortitude **Stage 3** `15d6` poison damage (1 round) ``` + +--- *Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/chain-10-feet.md b/compendium/equipment/items/chain-10-feet.md index 7a9683c52..da446ed92 100644 --- a/compendium/equipment/items/chain-10-feet.md +++ b/compendium/equipment/items/chain-10-feet.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Chain (10 feet)"] --- # Chain (10 feet) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Chain (10 feet)"] - **Price** 4 gp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/chain-mail.md b/compendium/equipment/items/chain-mail.md index f52a1cd85..03b5aad05 100644 --- a/compendium/equipment/items/chain-mail.md +++ b/compendium/equipment/items/chain-mail.md @@ -19,4 +19,6 @@ aliases: ["Chain Mail"] A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/chain-of-stars-tv.md b/compendium/equipment/items/chain-of-stars-tv.md index a1a7a8c86..567ac2133 100644 --- a/compendium/equipment/items/chain-of-stars-tv.md +++ b/compendium/equipment/items/chain-of-stars-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/force @@ -15,12 +15,13 @@ aliases: ["Chain of Stars"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 100 gp -- **Usage** affixed to a thrown weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a thrown weapon - **Activate** envision; **Trigger** You hit a creature with the affixed weapon. -- **Category** Talisman This delicate mithral chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain three +1 striking shuriken made from magical force materialize in the target's space and split off to attack other creatures. Attempt up to three shuriken Strikes that must each target a different creature and can't target the creature you hit to trigger this talisman. These Strikes use your attack modifier but originate from the hit creature's space. These attacks count toward your multiple attack penalty, but the penalty doesn't increase until after all three attacks have been made. The shuriken deal force damage instead of their normal type, and each shuriken vanishes after its attack. + +--- *Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md b/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md index 5e193cecf..6200e7710 100644 --- a/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md +++ b/compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe2 -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Chain Of The Stilled Spirit"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This 3-foot length of chain is made of a mystical blue-white steel. You can wrap the chain around an item or creature; if a ghost of 9th level or lower is bound to the item or creature via its rejuvenation ability, it cannot rejuvenate if it is destroyed. This chain can't impede a ghost's rejuvenation that is tied to an area, only to an item or creature. At the GM's discretion, the chain of the stilled spirit might work on abilities similar to Rejuvenation that prevent a spirit from going being fully destroyed. + +--- *Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/chain-shirt.md b/compendium/equipment/items/chain-shirt.md index 5194bfe5c..b89e89b72 100644 --- a/compendium/equipment/items/chain-shirt.md +++ b/compendium/equipment/items/chain-shirt.md @@ -19,4 +19,6 @@ aliases: ["Chain Shirt"] Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/chain-sword-tv.md b/compendium/equipment/items/chain-sword-tv.md index 5d290f984..72308aa9a 100644 --- a/compendium/equipment/items/chain-sword-tv.md +++ b/compendium/equipment/items/chain-sword-tv.md @@ -15,10 +15,12 @@ aliases: ["Chain Sword"] - **Price** 6 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Advanced; **Group** Sword This weapon has a hilt like a longsword attached to several bladed segments connected by chain links. A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Nirmathas and Molthune. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/chair-of-inventions-tv.md b/compendium/equipment/items/chair-of-inventions-tv.md index fd78588cb..6c6ffbfa1 100644 --- a/compendium/equipment/items/chair-of-inventions-tv.md +++ b/compendium/equipment/items/chair-of-inventions-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/assistive-item +- item/category/assistive-item/ - trait/conjuration - trait/magical aliases: ["Chair of Inventions"] @@ -13,14 +13,17 @@ aliases: ["Chair of Inventions"] - **Price** 875 gp - **Bulk** 1 -- **Category** Assistive Item This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. While seated in a chair of inventions, you have a worn superb repair kit (Core Rulebook 291) that doesn't count against your Bulk limit or maximum worn items. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) -The chair deploys a complete expanded alchemist's lab (Core Rulebook 287). The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to [Craft](rules/actions/craft.md). This setup is highly efficient and gives you a +2 circumstance bonus to [Earn Income](rules/actions/earn-income.md) using [Crafting](compendium/skills.md#Crafting). +- **Frequency**: once per hour + +**Effect** The chair deploys a complete expanded alchemist's lab (Core Rulebook 287). The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to [Craft](rules/actions/craft.md). This setup is highly efficient and gives you a +2 circumstance bonus to [Earn Income](rules/actions/earn-income.md) using [Crafting](compendium/skills.md#Crafting). ``` + +--- *Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/chair-storage-lotgb.md b/compendium/equipment/items/chair-storage-lotgb.md index ba25ea8c9..1d433f5d2 100644 --- a/compendium/equipment/items/chair-storage-lotgb.md +++ b/compendium/equipment/items/chair-storage-lotgb.md @@ -13,4 +13,6 @@ aliases: ["Chair Storage"] The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. + +--- *Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/chakram-lotgb.md b/compendium/equipment/items/chakram-lotgb.md index 36f0ff6f4..10df3ff12 100644 --- a/compendium/equipment/items/chakram-lotgb.md +++ b/compendium/equipment/items/chakram-lotgb.md @@ -12,11 +12,13 @@ aliases: ["Chakram"] - **Price** 5 sp - **Bulk** L -- **Damage** `1d8` S -- **Range** 20 ft. + - **Damage**: `1d8` S + - **Range** 20 ft. - **Hands** 1 - **Category** Martial; **Group** Knife Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/chakri-loil.md b/compendium/equipment/items/chakri-loil.md index 21476c53c..5b0bada92 100644 --- a/compendium/equipment/items/chakri-loil.md +++ b/compendium/equipment/items/chakri-loil.md @@ -14,11 +14,13 @@ aliases: ["Chakri"] [agile](rules/traits/agile.md "Agile Weapon Trait") [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait") [thrown](rules/traits/thrown.md "Thrown Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 cp -- **Damage** `1d4` S -- **Range** 30 ft.; **Reload** 0 + - **Damage**: `1d4` S + - **Range** 30 ft.; **Reload** 0 - **Hands** 1 - **Category** Advanced; **Group** Dart A chakri is a small, circular throwing weapon with a sharp outer edge. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/chakri-tv.md b/compendium/equipment/items/chakri-tv.md index e1c980b9c..74145360f 100644 --- a/compendium/equipment/items/chakri-tv.md +++ b/compendium/equipment/items/chakri-tv.md @@ -14,11 +14,13 @@ aliases: ["Chakri"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d6` S -- **Range** 40 ft. + - **Damage**: `1d6` S + - **Range** 40 ft. - **Hands** 1 - **Category** Martial; **Group** Dart Similar to a chakram, chakri are too light to be wielded in melee but allow the user significantly more control over their throws. A chakri is small and light enough that up to two can be worn on each wrist; a chakri worn on the wrist is reload 0 instead of reload —. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/chalk-10.md b/compendium/equipment/items/chalk-10.md index ddd1e3554..9f233334e 100644 --- a/compendium/equipment/items/chalk-10.md +++ b/compendium/equipment/items/chalk-10.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Chalk (10)"] --- # Chalk (10) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Chalk (10)"] - **Price** 1 cp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/chameleon-suit-g-g.md b/compendium/equipment/items/chameleon-suit-g-g.md index 4572cab3f..d9796b036 100644 --- a/compendium/equipment/items/chameleon-suit-g-g.md +++ b/compendium/equipment/items/chameleon-suit-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -13,12 +13,33 @@ aliases: ["Chameleon Suit"] # Chameleon Suit *Item 4+* [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn over armor and clothes; **Bulk** L +- **Bulk** L; **Usage** worn over armor and clothes - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can [Hide](rules/actions/hide.md) without needing cover or concealment to do so. This doesn't allow you to [Sneak](rules/actions/sneak.md) without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. +--- +### Variants + +#### chameleon suit *Item 4* + +- **Price**: 16 gp + +The effect lasts for 1 minute. + +#### greater chameleon suit *Item 8* + +- **Price**: 80 gp + +The effect lasts for 10 minutes. + +#### major chameleon suit *Item 12* + +- **Price**: 320 gp + +The effect lasts for 1 hour. + +--- *Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/channel-protection-amulet.md b/compendium/equipment/items/channel-protection-amulet.md index 9a857453d..15debad46 100644 --- a/compendium/equipment/items/channel-protection-amulet.md +++ b/compendium/equipment/items/channel-protection-amulet.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Channel Protection Amulet"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 56 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from [harm](compendium/spells/harm.md) spells if you're living, or against [heal](compendium/spells/heal.md) spells if you're undead. + +--- *Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/chaos-collar-da.md b/compendium/equipment/items/chaos-collar-da.md index 97ec59333..d86d21cb0 100644 --- a/compendium/equipment/items/chaos-collar-da.md +++ b/compendium/equipment/items/chaos-collar-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/primal @@ -14,8 +14,7 @@ aliases: ["Chaos Collar"] [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 125 gp -- **Usage** worn collar; **Bulk** L -- **Category** Companion +- **Bulk** L; **Usage** worn collar This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns. @@ -23,4 +22,6 @@ A chaos collar fuses to its animal bearer the first time it's clasped around the An animal slain while wearing a chaos collar remains in the form it had at the time of its death. Once its bearer dies, the collar transforms into a scrap of dirty string and falls off, where the unscrupulous hunter can collect and use it again. + +--- *Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/chatterer-of-follies-som.md b/compendium/equipment/items/chatterer-of-follies-som.md index 210a9fda4..9599dfd5c 100644 --- a/compendium/equipment/items/chatterer-of-follies-som.md +++ b/compendium/equipment/items/chatterer-of-follies-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/enchantment - trait/illusion - trait/magical @@ -14,11 +14,12 @@ aliases: ["Chatterer Of Follies"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This heavy +1 striking khakarra (Advanced Player's Guide 248) is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle. Whenever you complete a move action during your turn, choose a creature adjacent to you at the end of your movement. Until the end of your turn, that creature takes a –1 status penalty to Will saves against your enchantment spells and your illusion spells. Any time you cast your enchantment and illusion spells, you become [concealed](rules/conditions.md#Concealed) during your move actions for the rest of the turn. + +--- *Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/cheetahs-elixir.md b/compendium/equipment/items/cheetahs-elixir.md index d97dfc9c8..85928e4e3 100644 --- a/compendium/equipment/items/cheetahs-elixir.md +++ b/compendium/equipment/items/cheetahs-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,31 @@ aliases: ["Cheetah's Elixir"] # Cheetah's Elixir *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bonus is +5 feet, and the duration is 1 minute. + +#### moderate *Item 5* + +- **Price**: 25 gp + +The bonus is +10 feet, and the duration is 10 minutes. + +#### greater *Item 9* + +- **Price**: 110 gp + +The bonus is +10 feet, and the duration is 1 hour. + +--- *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/chest.md b/compendium/equipment/items/chest.md index 45b27d3a8..921365ebd 100644 --- a/compendium/equipment/items/chest.md +++ b/compendium/equipment/items/chest.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Chest"] --- # Chest *Item 0* @@ -11,8 +11,9 @@ aliases: ["Chest"] - **Price** 6 sp - **Bulk** 2 - **Hands** 2 -- **Category** Adventuring Gear A wooden chest can hold up to 8 Bulk of items. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/chime-of-opening.md b/compendium/equipment/items/chime-of-opening.md index 2ac0cba06..953678e22 100644 --- a/compendium/equipment/items/chime-of-opening.md +++ b/compendium/equipment/items/chime-of-opening.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,17 +13,19 @@ aliases: ["Chime of Opening"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and [broken](rules/conditions.md#Broken) chains. The chime can be activated 10 times before it cracks and becomes useless. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a [Thievery](compendium/skills.md#Thievery) check against the lock's DC, with a [Thievery](compendium/skills.md#Thievery) bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection. ``` + +--- *Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/chimera-thread-da.md b/compendium/equipment/items/chimera-thread-da.md index dd80066e9..71465437e 100644 --- a/compendium/equipment/items/chimera-thread-da.md +++ b/compendium/equipment/items/chimera-thread-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -14,8 +14,9 @@ aliases: ["Chimera Thread"] - **Price** 15 gp - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures. + +--- *Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/choker-arm-mutagen-tv.md b/compendium/equipment/items/choker-arm-mutagen-tv.md index 8dc3e7d58..b35c2a15c 100644 --- a/compendium/equipment/items/choker-arm-mutagen-tv.md +++ b/compendium/equipment/items/choker-arm-mutagen-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,12 +14,39 @@ aliases: ["Choker-Arm Mutagen"] # Choker-Arm Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Escape](rules/actions/escape.md), [Squeeze](rules/actions/squeeze.md), and [Tumble Through](rules/actions/tumble-through.md), and you increase your reach by the listed amount. Drawback You take a –1 penalty to [Athletics](compendium/skills.md#Athletics) checks, [Stealth](compendium/skills.md#Stealth) checks, [Thievery](compendium/skills.md#Thievery) checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3, your reach increases by 10 feet, and the duration is 1 hour. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus is +4, your reach increases by 15 feet, and the duration is 1 hour. + +--- *Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/choker-of-elocution.md b/compendium/equipment/items/choker-of-elocution.md index f7290aa77..90905e477 100644 --- a/compendium/equipment/items/choker-of-elocution.md +++ b/compendium/equipment/items/choker-of-elocution.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -12,11 +12,25 @@ aliases: ["Choker of Elocution"] # Choker of Elocution *Item 6+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn collar; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn collar This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to [Society](compendium/skills.md#Society) checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while [deafened](rules/conditions.md#Deafened) from 5 to 3. +--- +### Variants + +#### choker of elocution *Item 6* + +- **Price**: 200 gp + +#### greater choker of elocution *Item 10* + +- **Price**: 850 gp +- **Craft Requirements**: You know the language or languages the choker grants. + +The item bonus is +2. The choker bears characters from three languages and grants fluency in all three. + +--- *Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/choleric-contagion-tv.md b/compendium/equipment/items/choleric-contagion-tv.md index 187c0f91b..354951b08 100644 --- a/compendium/equipment/items/choleric-contagion-tv.md +++ b/compendium/equipment/items/choleric-contagion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Choleric Contagion"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 4200 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This vile poison is contagious, causing the victim's skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric contagion, the first time during per round the victim succeeds at an attack roll with an unarmed attack against another creature, the target of the attack is exposed to the poison. @@ -34,4 +33,6 @@ title: Saving Throw: DC 40 Fortitude **Stage 3** `10d10` poison damage (1 round) ``` + +--- *Source: Treasure Vault p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/chopping-evisceration-snare-lotgb.md b/compendium/equipment/items/chopping-evisceration-snare-lotgb.md index 6a43822e0..699b8a263 100644 --- a/compendium/equipment/items/chopping-evisceration-snare-lotgb.md +++ b/compendium/equipment/items/chopping-evisceration-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,8 +15,9 @@ aliases: ["Chopping Evisceration Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Category** Snare An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a storm of sharpened metal, which deals `16d8` slashing damage (DC 33 basic Reflex). + +--- *Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/chromatic-jellyfish-oil-tv.md b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md index 860b032c7..bd3bd4538 100644 --- a/compendium/equipment/items/chromatic-jellyfish-oil-tv.md +++ b/compendium/equipment/items/chromatic-jellyfish-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,31 @@ aliases: ["Chromatic Jellyfish Oil"] # Chromatic Jellyfish Oil *Item 9+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to [Squeeze](rules/actions/squeeze.md), and you can move 5 feet per round when you successfully [Squeeze](rules/actions/squeeze.md) (or 10 feet per round on a critical success). You can also [Crawl](rules/actions/crawl.md) at half your Speed. +--- +### Variants + +#### lesser *Item 9* + +- **Price**: 120 gp + +The oil grants resistance 5. + +#### moderate *Item 14* + +- **Price**: 800 gp + +The oil grants resistance 10. + +#### greater *Item 19* + +- **Price**: 5200 gp + +The oil grants resistance 15. + +--- *Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/chronicler-wayfinder-lopsg.md b/compendium/equipment/items/chronicler-wayfinder-lopsg.md index 61847994b..6721131b7 100644 --- a/compendium/equipment/items/chronicler-wayfinder-lopsg.md +++ b/compendium/equipment/items/chronicler-wayfinder-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -15,14 +15,16 @@ aliases: ["Chronicler Wayfinder"] - **Price** 200 gp - **Usage** worn -- **Category** Worn Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific [Lore](compendium/skills.md#Lore) skill, chosen at the time of creation. In addition to the effects of a wayfinder (Core Rulebook 617), a chronicler wayfinder has the following activation. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a [Recall Knowledge](rules/actions/recall-knowledge.md) action with the chosen [Lore](compendium/skills.md#Lore) skill. For the [Lore](compendium/skills.md#Lore) check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned [Lore](compendium/skills.md#Lore) skill. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/chronomancer-staff-tv.md b/compendium/equipment/items/chronomancer-staff-tv.md index 067215165..25cf864da 100644 --- a/compendium/equipment/items/chronomancer-staff-tv.md +++ b/compendium/equipment/items/chronomancer-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/rare @@ -14,13 +14,14 @@ aliases: ["Chronomancer Staff"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 15000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Clock faces and gears adorn the twisted iron shaft of a chronomancer staff, the hands of the clocks continually ticking or winding backward. Used as a weapon, the staff is a +2 greater striking speed staff. While wielding this staff, you also gain a +1 circumstance bonus to initiative rolls. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -34,4 +35,6 @@ You expend a number of charges from the staff to cast a spell from its list. - 7th time beacon ``` + +--- *Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md b/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md index 0f1071052..1697d6bd9 100644 --- a/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md +++ b/compendium/equipment/items/cinderclaw-gauntlet-aoa1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa1 -- item/category/worn +- item/category/worn/ - trait/evocation - trait/magical - trait/uncommon @@ -13,19 +13,20 @@ aliases: ["Cinderclaw Gauntlet"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** worn on 1 hand; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn on 1 hand This sharp-taloned spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a _Cinderclaw gauntlet_ has the [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait") trait. On a critical hit, the _Cinderclaw gauntlet_ deals an additional `1d6` fire damage. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: Your attack roll with the _Cinderclaw gauntlet_ is a critical success. **Effect** The creature you hit must succeed at a DC 19 Fortitude save or be [sickened](rules/conditions.md#Sickened) by the gauntlet's acrid smoke. Creatures that don't need to breathe are immune. ``` + +--- *Source: Age of Ashes #1: Hellknight Hill p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/cinnamon-seers-tv.md b/compendium/equipment/items/cinnamon-seers-tv.md index 1dd3da2d3..004d502f5 100644 --- a/compendium/equipment/items/cinnamon-seers-tv.md +++ b/compendium/equipment/items/cinnamon-seers-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/lozenge @@ -13,19 +13,21 @@ aliases: ["Cinnamon Seers"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 14 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** held in 1 hand Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains in your mouth for 1 hour, its stimulating flavor granting you a +1 item bonus to checks to Recall Knowledge. ```ad-embed-ability -title: Secondary Effect [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Secondary Effect** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([fortune](rules/traits/fortune.md)) - **Trigger**: You gain no information from a [Recall Knowledge](rules/actions/recall-knowledge.md) check **Effect** Reroll the triggering check. If this was a secret check, the GM rerolls rather than you; the candy doesn't give you any insight into what the GM rolled, so in that case, you're rerolling based only on guesswork. The seer becomes inert. You become temporarily immune to cinnamon seers until the next time you make your daily preparations. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` + +--- *Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/circlet-of-persuasion.md b/compendium/equipment/items/circlet-of-persuasion.md index 06c600162..06d60139e 100644 --- a/compendium/equipment/items/circlet-of-persuasion.md +++ b/compendium/equipment/items/circlet-of-persuasion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/apex +- item/category/apex/ - trait/apex - trait/enchantment - trait/invested @@ -14,17 +14,20 @@ aliases: ["Circlet of Persuasion"] [apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp -- **Usage** worn circlet; **Bulk** — -- **Category** Apex +- **Bulk** —; **Usage** worn circlet This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to [Deception](compendium/skills.md#Deception) and [Diplomacy](compendium/skills.md#Diplomacy) checks. When you invest the circlet, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -You cast a 4th-level [charm](compendium/spells/charm.md) spell (DC 38). +- **Frequency**: once per hour + +**Effect** You cast a 4th-level [charm](compendium/spells/charm.md) spell (DC 38). ``` + +--- *Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/clan-dagger.md b/compendium/equipment/items/clan-dagger.md index 3aee801b6..a41c3be71 100644 --- a/compendium/equipment/items/clan-dagger.md +++ b/compendium/equipment/items/clan-dagger.md @@ -16,10 +16,12 @@ aliases: ["Clan Dagger"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Knife This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/clan-pistol-g-g.md b/compendium/equipment/items/clan-pistol-g-g.md index c07440442..e78c4a0cd 100644 --- a/compendium/equipment/items/clan-pistol-g-g.md +++ b/compendium/equipment/items/clan-pistol-g-g.md @@ -16,11 +16,13 @@ aliases: ["Clan Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 5 gp - **Bulk** L -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 80 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 80 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm The tradition of dwarves displaying their clan affiliations with special clan daggers goes back millennia, but many of the dwarf clans of Dongun Hold have their own take on the tradition, with promising young gunsmiths claiming their adulthood by crafting a specialized personal firearm using the clan's unique smithing traditions. Losing or being forced to surrender their clan pistol is a terrible embarrassment for the dwarves that carry them. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/clandestine-cloak.md b/compendium/equipment/items/clandestine-cloak.md index a50efa13a..eb37024b5 100644 --- a/compendium/equipment/items/clandestine-cloak.md +++ b/compendium/equipment/items/clandestine-cloak.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -13,15 +13,30 @@ aliases: ["Clandestine Cloak"] # Clandestine Cloak *Item 6+* [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak When you pull up the hood of this nondescript gray cloak (an [Interact](rules/actions/interact.md) action), you become drab and uninteresting, gaining a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) a forgettable background character, such as a servant, but also taking a –1 item penalty to [Diplomacy](compendium/skills.md#Diplomacy) and [Intimidation](compendium/skills.md#Intimidation) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You pull the cloak's hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first. +- **Frequency**: once per day + +**Effect** You pull the cloak's hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first. ``` +--- +### Variants + +#### clandestine cloak *Item 6* + +- **Price**: 230 gp + +#### greater clandestine cloak *Item 10* + +- **Price**: 900 gp + +The item bonus is +2, and when you activate the cloak, you gain the benefits of 5th-level [nondetection](compendium/spells/nondetection.md) for 8 hours. + +--- *Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/clarity-goggles-tv.md b/compendium/equipment/items/clarity-goggles-tv.md index 76ec9ca49..95328b63c 100644 --- a/compendium/equipment/items/clarity-goggles-tv.md +++ b/compendium/equipment/items/clarity-goggles-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -12,15 +12,36 @@ aliases: ["Clarity Goggles"] # Clarity Goggles *Item 8+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your [Perception](compendium/skills.md#Perception) bonus against any [illusion](rules/traits/illusion.md "Illusion School Trait") effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. +- **Frequency**: once per day + +**Effect** You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your [Perception](compendium/skills.md#Perception) bonus against any [illusion](rules/traits/illusion.md "Illusion School Trait") effect created by a 3rd-level or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes. ``` +--- +### Variants + +#### lesser clarity goggles *Item 8* + +- **Price**: 425 gp + +#### moderate clarity goggles *Item 13* + +- **Price**: 2450 gp + +The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower. + +#### greater clarity goggles *Item 19* + +- **Price**: 32500 gp + +The goggles grant a +3 item bonus. They work against effects created by 9th-level or lower spells or a creature of 19th level or lower. + +--- *Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/claw-blade-apg.md b/compendium/equipment/items/claw-blade-apg.md index 5e8244468..3621d3034 100644 --- a/compendium/equipment/items/claw-blade-apg.md +++ b/compendium/equipment/items/claw-blade-apg.md @@ -18,10 +18,12 @@ aliases: ["Claw Blade"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Knife The three parallel blades of this handheld weapon extend between the fingers to resemble the natural claws of the amurruns who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/clay-lotgb.md b/compendium/equipment/items/clay-lotgb.md index af61f060c..c52047925 100644 --- a/compendium/equipment/items/clay-lotgb.md +++ b/compendium/equipment/items/clay-lotgb.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Clay"] --- # Clay *Item 0* - **Usage** held in 2 hands -- **Category** Held This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/climbing-bolt.md b/compendium/equipment/items/climbing-bolt.md index 9002aef84..a4c39b43a 100644 --- a/compendium/equipment/items/climbing-bolt.md +++ b/compendium/equipment/items/climbing-bolt.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/conjuration - trait/consumable - trait/magical @@ -14,8 +14,9 @@ aliases: ["Climbing Bolt"] - **Price** 15 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) -- **Category** Ammunition The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an [Interact](rules/actions/interact.md) action and a successful DC 20 [Athletics](compendium/skills.md#Athletics) check. + +--- *Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/climbing-kit.md b/compendium/equipment/items/climbing-kit.md index 05b47a6d5..faa22059d 100644 --- a/compendium/equipment/items/climbing-kit.md +++ b/compendium/equipment/items/climbing-kit.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Climbing Kit"] --- # Climbing Kit *Item 0* @@ -11,8 +11,21 @@ aliases: ["Climbing Kit"] - **Price** 5 sp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're [Climbing](rules/actions/climb.md), moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a [Climb](rules/actions/climb.md) action. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 5 sp + +#### Extreme *Item 3* + +- **Price**: 40 gp + +You gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md) while using an extreme climbing kit. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/clinging-ooze-snare-pfum.md b/compendium/equipment/items/clinging-ooze-snare-pfum.md index f5d027f32..0a8a2ed5e 100644 --- a/compendium/equipment/items/clinging-ooze-snare-pfum.md +++ b/compendium/equipment/items/clinging-ooze-snare-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/snare +- item/category/snare/ - trait/acid - trait/consumable - trait/mechanical @@ -16,7 +16,6 @@ aliases: ["Clinging Ooze Snare"] [acid](rules/traits/acid.md "Acid Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 25 gp -- **Category** Snare Complex traps that incorporate ooze monsters into their ingenious construction have long been a favorite of those who seek devious ways to protect their [hidden](rules/conditions.md#Hidden) laboratories, and it is from this tradition that the clinging ooze snare takes its inspiration. With its ingenious mixture of rare reagents, dried protoplasm harvested from ooze creatures, and a little pinch of alchemy, this snare triggers into an ooze-like hazard that temporarily mimics the dangers presented by a creature like a sewer ooze or other carnivorous protoplasmic monster. When a creature triggers a clinging ooze snare, the snare creates a short lived protoplasmic mass that lashes out in all directions, dealing `2d6` bludgeoning damage and `2d6` acid damage. The triggering creature must attempt a DC 21 Relfex save. @@ -26,4 +25,6 @@ Complex traps that incorporate ooze monsters into their ingenious construction h > - **Failure** The target takes full damage and is [flat-footed](rules/conditions.md#Flat-footed) until the start of their next turn as the ooze impedes their movement. > - **Critical Failure** The target takes double damage and is both [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) for 1 round. The target can [Escape](rules/actions/escape.md) (DC 21) to end this effect early. + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-elvenkind.md b/compendium/equipment/items/cloak-of-elvenkind.md index f1107db78..68025727c 100644 --- a/compendium/equipment/items/cloak-of-elvenkind.md +++ b/compendium/equipment/items/cloak-of-elvenkind.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -12,15 +12,30 @@ aliases: ["Cloak of Elvenkind"] # Cloak of Elvenkind *Item 7+* [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the [ghost sound](compendium/spells/ghost-sound.md) cantrip as an arcane innate spell. When you adjust the cloak's clasp (an [Interact](rules/actions/interact.md) action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day. +- **Frequency**: once per day + +**Effect** You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day. ``` +--- +### Variants + +#### cloak of elvenkind *Item 7* + +- **Price**: 360 gp + +#### greater cloak of elvenkind *Item 12* + +- **Price**: 1750 gp + +The cloak grants a +2 item bonus, and the effects of 4th-level [invisibility](compendium/spells/invisibility.md). If you're also wearing boots of elvenkind, the greater cloak of elvenkind allows you to [Sneak](rules/actions/sneak.md) in forest environments even when creatures are currently observing you. + +--- *Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-feline-rest-som.md b/compendium/equipment/items/cloak-of-feline-rest-som.md index 9e28ed48e..28401a320 100644 --- a/compendium/equipment/items/cloak-of-feline-rest-som.md +++ b/compendium/equipment/items/cloak-of-feline-rest-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -13,9 +13,10 @@ aliases: ["Cloak Of Feline Rest"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 20 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory [Perception](compendium/skills.md#Perception) checks, rather than a –4 status penalty. + +--- *Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-gnawing-leaves-gw1.md b/compendium/equipment/items/cloak-of-gnawing-leaves-gw1.md new file mode 100644 index 000000000..605ecb2b3 --- /dev/null +++ b/compendium/equipment/items/cloak-of-gnawing-leaves-gw1.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw1 +- item/category/worn/ +- trait/invested +- trait/primal +- trait/rare +- trait/transmutation +aliases: ["Cloak of Gnawing Leaves"] +--- +# Cloak of Gnawing Leaves *Item 3+* +[invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") + +- **Bulk** L; **Usage** worn cloak + +This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer. + +```ad-embed-ability +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision + +- **Frequency**: once per day +- **Trigger**: You are damaged by a melee attack from an adjacent creature + +**Effect** The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature takes `1d4` piercing damage. +> - **Critical Failure** The creature takes `2d4` piercing damage and 1 bleed damage. +``` + +--- +### Variants + +#### cloak of gnawing leaves *Item 3* + +- **Price**: 60 gp + +#### cloak of thirsty fronds *Item 7* + +- **Price**: 330 gp + +The save DC is 23, and the cloak can be activated once per minute. The leaves deal `1d6` piercing damage to a creature on a failed save, or `2d6` piercing damage and 2 bleed damage on a critical failure. + +#### cloak of devouring thorns *Item 12* + +- **Price**: 2000 gp + +The save DC is 30, and the cloak can be activated once per round. The leaves deal `2d6` piercing damage to a creature on a failed save, or `4d6` piercing damage and 3 bleed damage on a critical failure. + +--- +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-immolation-gmg.md b/compendium/equipment/items/cloak-of-immolation-gmg.md index b86d3f27f..987c1b9a0 100644 --- a/compendium/equipment/items/cloak-of-immolation-gmg.md +++ b/compendium/equipment/items/cloak-of-immolation-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/worn +- item/category/worn/ - trait/cursed - trait/evocation - trait/invested @@ -14,11 +14,12 @@ aliases: ["Cloak Of Immolation"] # Cloak Of Immolation *Item 7* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak Appearing as a magic cloak such as a cloak of elvenkind, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take `1d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Taking fire damage while the [persistent fire damage](rules/conditions.md#Persistent%20Damage) is in effect has no additional effect. You can extinguish the [persistent fire damage](rules/conditions.md#Persistent%20Damage) as normal. Any creature that hits you with a melee unarmed attack while you are taking this [persistent fire damage](rules/conditions.md#Persistent%20Damage) takes fire damage equal to the [persistent fire damage](rules/conditions.md#Persistent%20Damage) you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you. + +--- *Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-repute-locg.md b/compendium/equipment/items/cloak-of-repute-locg.md index fa889da31..30b8f8bc4 100644 --- a/compendium/equipment/items/cloak-of-repute-locg.md +++ b/compendium/equipment/items/cloak-of-repute-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -13,15 +13,36 @@ aliases: ["Cloak Of Repute"] # Cloak Of Repute *Item 4+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") worn -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn cloak This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md). Creatures attempting to learn about you gain the same bonus to [Gather Information](rules/actions/gather-information.md) about you. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You wield your great stature to make a [Request](rules/actions/request.md) of a creature. If you roll a success on the check, you get a critical success instead. +- **Frequency**: once per day + +**Effect** You wield your great stature to make a [Request](rules/actions/request.md) of a creature. If you roll a success on the check, you get a critical success instead. ``` +--- +### Variants + +#### cloak of repute *Item 4* + +- **Price**: 90 gp + +#### greater cloak of repute *Item 9* + +- **Price**: 1300 gp + +The item bonus is +2. You can activate the cloak twice per day. + +#### major cloak of repute *Item 17* + +- **Price**: 21750 gp + +The item bonus is +3. You can activate the cloak three times per day. If you roll a critical failure on your [Diplomacy](compendium/skills.md#Diplomacy) check when you activate the cloak, you get a failure instead. + +--- *Source: Lost Omens: Character Guide p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-the-bat.md b/compendium/equipment/items/cloak-of-the-bat.md index f7fde7136..f6c38ab66 100644 --- a/compendium/equipment/items/cloak-of-the-bat.md +++ b/compendium/equipment/items/cloak-of-the-bat.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,15 +12,30 @@ aliases: ["Cloak of the Bat"] # Cloak of the Bat *Item 10+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks as well as to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Maneuver in Flight](rules/actions/maneuver-in-flight.md). You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md) in order to move around while inverted. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level [pest form](compendium/spells/pest-form.md) spell on you. +- **Frequency**: once per day + +**Effect** You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level [pest form](compendium/spells/pest-form.md) spell on you. ``` +--- +### Variants + +#### cloak of the bat *Item 10* + +- **Price**: 950 gp + +#### greater cloak of the bat *Item 17* + +- **Price**: 13000 gp + +The item bonus is +3, and you can activate the cloak any number of times per day. + +--- *Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-the-false-foe-da.md b/compendium/equipment/items/cloak-of-the-false-foe-da.md index fb5ce182a..54dad1f7e 100644 --- a/compendium/equipment/items/cloak-of-the-false-foe-da.md +++ b/compendium/equipment/items/cloak-of-the-false-foe-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/worn +- item/category/worn/ - trait/invested - trait/primal - trait/transmutation @@ -13,19 +13,23 @@ aliases: ["Cloak of the False Foe"] [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1850 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([Interact](rules/actions/interact.md)) ([polymorph](rules/traits/polymorph.md), [primal](rules/traits/primal.md), [transmutation](rules/traits/transmutation.md)) -The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 10 minutes if you turn into a Large cryptid. +- **Frequency**: once per day + +**Effect** The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level [humanoid form](compendium/spells/humanoid-form.md) spell that lasts for 10 minutes if you turn into a Large cryptid. While you're in cryptid form, any wounds left by your spells and [Strikes](rules/actions/strike.md) appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 [Medicine](compendium/skills.md#Medicine) check, realize that magic has altered the appearance of the injuries. -%% #trait/polymorph #trait/primal #trait/transmutation %% +%% + #trait/polymorph #trait/primal #trait/transmutation +%% ``` + +--- *Source: Dark Archive p. 62* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-bookshelf-g-g.md b/compendium/equipment/items/clockwork-bookshelf-g-g.md index 5ed59680d..61ea21a70 100644 --- a/compendium/equipment/items/clockwork-bookshelf-g-g.md +++ b/compendium/equipment/items/clockwork-bookshelf-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/clockwork - trait/uncommon aliases: ["Clockwork Bookshelf"] @@ -13,8 +13,9 @@ aliases: ["Clockwork Bookshelf"] - **Price** 15 gp - **Bulk** 4 -- **Category** Adventuring Gear This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the bookshelf's six levels is actually loaded with a pair of shelves instead of a single shelf. A simple switch on the side of the bookshelf flips the corresponding shelf to the other side, revealing any books stored in the paired shelf. While this makes the clockwork bookshelf a little deeper than a normal bookshelf, in order to fit both shelves, it effectively allows you to store twice as many books using the same amount of wall space. Those who wish to keep volumes [hidden](rules/conditions.md#Hidden) from visitors (or perhaps stow a weapon or potion within a false book) often load the [hidden](rules/conditions.md#Hidden) shelf first, then switch to the second shelf lined with more respectable volumes. + +--- *Source: Guns & Gears p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-box-packer-g-g.md b/compendium/equipment/items/clockwork-box-packer-g-g.md index 59c3409ba..f8bb0cbc3 100644 --- a/compendium/equipment/items/clockwork-box-packer-g-g.md +++ b/compendium/equipment/items/clockwork-box-packer-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/clockwork - trait/uncommon aliases: ["Clockwork Box Packer"] @@ -13,10 +13,11 @@ aliases: ["Clockwork Box Packer"] - **Price** 50 gp - **Bulk** 4 -- **Category** Adventuring Gear This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for their staff as a status symbol, and merchants who are in the shipping trade can afford to slowly reap the benefits of its usage. It takes 1 minute to wind a clockwork box packer; after which, it can function for up to 1 hour. You can indicate how high you want the clockwork box packer to stack boxes and what the packing storage dimensions are. Once packing instructions have been input, you can load a crate onto the clockwork box packer, and it begins its task. Once the box is stacked, the clockwork box packer closes the box, if necessary, then ties a ribbon or cord around it from a supply loaded into the clockwork box packer in advance. Once the package is secure, the clockwork box packer stacks it and then swivels back into position, ready to accept another box. In this way, the clockwork device can finish within minutes a packing job that might take humanoid workers an hour. + +--- *Source: Guns & Gears p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-chirper-g-g.md b/compendium/equipment/items/clockwork-chirper-g-g.md index 5dc5849cd..d2d3d4b4b 100644 --- a/compendium/equipment/items/clockwork-chirper-g-g.md +++ b/compendium/equipment/items/clockwork-chirper-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/auditory - trait/clockwork - trait/consumable @@ -17,8 +17,9 @@ aliases: ["Clockwork Chirper"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8 gp -- **Category** Snare This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains immobile and silent until a Small or larger creature enters the square beneath its perch, at which point it springs into action. Once activated, it flies around making a loud chirping sound that can be heard up to 500 feet away. The bird then follows the creature that activated it for up to one hour or until it is destroyed, doing its best to stay just above the creature and out of reach, and continuing its string of loud chirps. The bird is an object with a Speed 10 feet, and a fly Speed of 25 feet. It has AC 15, Hardness 5, HP 10 (BT 5) and object immunities. Once [broken](rules/conditions.md#Broken), it can no longer fly. It can't attack or otherwise damage other creatures. After an hour has passed after its activation, the clockwork chirper falls into a pile of useless components. + +--- *Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-cloak-aoe5.md b/compendium/equipment/items/clockwork-cloak-aoe5.md index 1da5bee0a..8148b55b7 100644 --- a/compendium/equipment/items/clockwork-cloak-aoe5.md +++ b/compendium/equipment/items/clockwork-cloak-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/worn +- item/category/worn/ - trait/clockwork - trait/invested - trait/magical @@ -14,23 +14,26 @@ aliases: ["Clockwork Cloak"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak Paper-thin interlocking gears and winding cogs make up this bronze cloak. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Trigger**: You're struck by a melee attack with a held weapon **Effect** You deflect the blow and attempt to catch the weapon in the cloak's gears. Make an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md) the weapon. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to [Perception](compendium/skills.md#Perception) checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll. ``` + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-cloak-tv.md b/compendium/equipment/items/clockwork-cloak-tv.md index ecb846aac..976d4943d 100644 --- a/compendium/equipment/items/clockwork-cloak-tv.md +++ b/compendium/equipment/items/clockwork-cloak-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/clockwork - trait/invested - trait/magical @@ -15,23 +15,26 @@ aliases: ["Clockwork Cloak"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak Paper-thin interlocking cogs and gears make up the bronze clockwork cloak. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Trigger**: You're struck by a melee attack with a held weapon **Effect** The folds of the cloak attempt to divert the attack and catch the weapon in the cloak's gears. Make an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md) the attacking creature. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to [Perception](compendium/skills.md#Perception) checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll. ``` + +--- *Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-dial-lopsg.md b/compendium/equipment/items/clockwork-dial-lopsg.md index 8a76a92c1..38a77c147 100644 --- a/compendium/equipment/items/clockwork-dial-lopsg.md +++ b/compendium/equipment/items/clockwork-dial-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Clockwork Dial"] --- @@ -12,8 +12,9 @@ aliases: ["Clockwork Dial"] - **Price** 20 gp - **Hands** 1 -- **Category** Adventuring Gear This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an [Interact](rules/actions/interact.md) action. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-disguise-g-g.md b/compendium/equipment/items/clockwork-disguise-g-g.md index fcafaa99a..67b0faa00 100644 --- a/compendium/equipment/items/clockwork-disguise-g-g.md +++ b/compendium/equipment/items/clockwork-disguise-g-g.md @@ -12,7 +12,7 @@ aliases: ["Clockwork Disguise"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** worn armor; **Bulk** 2 +- **Bulk** 2; **Usage** worn armor - **AC Bonus** +2; **Dex Cap** +3 - **Strength** 12; **Check Penalty** -1; **Speed Penalty** — - **Category** Light; **Group** Plate @@ -26,9 +26,12 @@ Giving a clockwork disguise a new preset configuration requires 20 minutes of wo The clockwork disguise is light armor and has the stats listed above, regardless of which type of armor it mimics. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + Transform the clockwork disguise into any one current preset configuration of the user's choice. ``` + +--- *Source: Guns & Gears p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-diving-suit-g-g.md b/compendium/equipment/items/clockwork-diving-suit-g-g.md index e684b44cc..a1cfcc69a 100644 --- a/compendium/equipment/items/clockwork-diving-suit-g-g.md +++ b/compendium/equipment/items/clockwork-diving-suit-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/air - trait/clockwork - trait/uncommon @@ -14,8 +14,7 @@ aliases: ["Clockwork Diving Suit"] [air](rules/traits/air.md "Air Energy & Element Trait") [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Price** 200 gp -- **Usage** Worn; **Bulk** 4 -- **Category** Adventuring Gear +- **Bulk** 4; **Usage** Worn The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared to a more traditional magically-assisted diving suit using a bottle of air, a clockwork diving suit is both less expensive and better protected, making clockwork diving suits a good choice for characters who prefer more protection. However, they also come with a built-in time limit, which magical diving suits circumvent. A clockwork diving suit is a bulky, fully sealed suit of armor lined with a complex series of filter-equipped bladders that store and circulate air for the user to breathe. @@ -34,11 +33,14 @@ This air supply can be refilled by spending one hour in an area with air, and yo The diving suit is a suit of medium armor, and it has the following stats: AC Bonus +4; Dex Cap +1; Check Penalty –4; Speed Penalty –15 ft; Strength 18. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + The diving suit shoots out a water jet that causes you to [Swim](rules/actions/swim.md) 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor's Speed penalty. However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement. ``` + +--- *Source: Guns & Gears p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-goggles-g-g.md b/compendium/equipment/items/clockwork-goggles-g-g.md index 314ec1ef0..1836947fd 100644 --- a/compendium/equipment/items/clockwork-goggles-g-g.md +++ b/compendium/equipment/items/clockwork-goggles-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -13,12 +13,33 @@ aliases: ["Clockwork Goggles"] # Clockwork Goggles *Item 1+* [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn eyepiece; **Bulk** L +- **Bulk** L; **Usage** worn eyepiece - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. +--- +### Variants + +#### clockwork goggles *Item 1* + +- **Price**: 3 gp + +When activated, you gain [low-light vision](rules/abilities/low-light-vision.md) for 10 minutes. + +#### greater clockwork goggles *Item 4* + +- **Price**: 15 gp + +When activated, you gain [low-light vision](rules/abilities/low-light-vision.md) and [darkvision](rules/abilities/darkvision.md) for 10 minutes. + +#### major clockwork goggles *Item 8* + +- **Price**: 80 gp + +When activated, you gain [low-light vision](rules/abilities/low-light-vision.md), [darkvision](rules/abilities/darkvision.md), and the effects of [see invisibility](compendium/spells/see-invisibility.md) for 10 minutes. + +--- *Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-heels-lotgb.md b/compendium/equipment/items/clockwork-heels-lotgb.md index 303ebd5f9..595e98489 100644 --- a/compendium/equipment/items/clockwork-heels-lotgb.md +++ b/compendium/equipment/items/clockwork-heels-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/clockwork - trait/rare aliases: ["Clockwork Heels"] @@ -12,9 +12,10 @@ aliases: ["Clockwork Heels"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 300 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a springboard triggers and pops out small metal wheels that propel you forward. You gain a +5-foot item bonus to your Speed. + +--- *Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-helm-aoe5.md b/compendium/equipment/items/clockwork-helm-aoe5.md index 041df3a71..9825d09d0 100644 --- a/compendium/equipment/items/clockwork-helm-aoe5.md +++ b/compendium/equipment/items/clockwork-helm-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/worn +- item/category/worn/ - trait/clockwork - trait/invested - trait/magical @@ -14,19 +14,21 @@ aliases: ["Clockwork Helm"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 13000 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a [mental](rules/traits/mental.md "Mental Effect Trait") or [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1. This effect works only if the condition's value can normally be reduced by simply waiting; otherwise the helmet has no effect. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision +- **Frequency**: once per day - **Requirements**: You've wound the clockwork helm for 10 minutes within the last 24 hours **Effect** You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes `10d8` fire damage and is [drained](rules/conditions.md#Drained). ``` + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-macuahuitl-lotgb.md b/compendium/equipment/items/clockwork-macuahuitl-lotgb.md index 4558fb8a6..508c5973d 100644 --- a/compendium/equipment/items/clockwork-macuahuitl-lotgb.md +++ b/compendium/equipment/items/clockwork-macuahuitl-lotgb.md @@ -16,7 +16,7 @@ aliases: ["Clockwork Macuahuitl"] - **Price** 550 gp - **Bulk** 1 -- **Damage** `1d10` S + - **Damage**: `1d10` S - **Hands** 2 - **Category** Advanced; **Group** Club @@ -24,4 +24,6 @@ This finely-made wooden club has a beautiful, lacquered finish that gleams in th The clockwork macuahuitl deals `1d10` slashing damage and has the [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), and versatile B traits. The clockwork macuahuitl is a two-handed advanced weapon in the club weapon group. + +--- *Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-megaphone-g-g.md b/compendium/equipment/items/clockwork-megaphone-g-g.md index 686007b84..740ec5397 100644 --- a/compendium/equipment/items/clockwork-megaphone-g-g.md +++ b/compendium/equipment/items/clockwork-megaphone-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/clockwork - trait/uncommon aliases: ["Clockwork Megaphone"] @@ -13,10 +13,11 @@ aliases: ["Clockwork Megaphone"] - **Price** 15 gp - **Bulk** 1 -- **Category** Adventuring Gear A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the volume, widen or contract the angle in which you project your voice, or both at the same time. This makes a clockwork megaphone far more useful than an ordinary megaphone for situations where you want to make sure that everyone in a particular venue or location can hear you without being so loud that your voice comes across as a painful shout. It takes 1 minute to wind up a clockwork megaphone, which allows it to remain active for up to 1 hour of adjustments, only counting the time you change the megaphone's settings, not the time you spend speaking. Since it automatically enters standby mode when not in use, this typically means you don't have to wind up the clockwork megaphone for months, or even years, depending on how often you adjust the settings each day. + +--- *Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-monkey-g-g.md b/compendium/equipment/items/clockwork-monkey-g-g.md index fe792d421..a2342d62e 100644 --- a/compendium/equipment/items/clockwork-monkey-g-g.md +++ b/compendium/equipment/items/clockwork-monkey-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/auditory - trait/clockwork - trait/consumable @@ -17,8 +17,9 @@ aliases: ["Clockwork Monkey"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp -- **Category** Snare These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the [Escape](rules/actions/escape.md) action (DC 18) or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities. + +--- *Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-recorder-lol.md b/compendium/equipment/items/clockwork-recorder-lol.md index 987453658..348d41aeb 100644 --- a/compendium/equipment/items/clockwork-recorder-lol.md +++ b/compendium/equipment/items/clockwork-recorder-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/held +- item/category/held/ - trait/rare aliases: ["Clockwork Recorder"] --- @@ -11,17 +11,19 @@ aliases: ["Clockwork Recorder"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This small recording device can be as tiny as a music box or around the size of large book and is typically [concealed](rules/conditions.md#Concealed) in hollowed-out books and jewelry. A clockwork recorder can record up to 1 hour of sound before its wax cylinders must be retrieved and replaced. Any given clockwork recorder can play back the recordings of a cylinder, regardless of whether it was the recorder used for the original recording. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later. ``` + +--- *Source: Lost Omens: Legends p. 24* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-rejuvenator-aoe5.md b/compendium/equipment/items/clockwork-rejuvenator-aoe5.md index bacf7d0ef..67effa472 100644 --- a/compendium/equipment/items/clockwork-rejuvenator-aoe5.md +++ b/compendium/equipment/items/clockwork-rejuvenator-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/magical @@ -15,9 +15,8 @@ aliases: ["Clockwork Rejuvenator"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md); **Requirements** The round you activate the rejuvenator, you must first spend either 1 -- **Category** Consumable This device has four finger-like latches centered around a whirring mass of gears. @@ -25,4 +24,6 @@ After winding the clockwork rejuvenator, you can latch it to the chest of an adj If you wound the rejuvenator using 1 [Interact](rules/actions/interact.md) action, you can return to life a creature that died in the last 2 rounds, restoring it to 1 HP. If you wound the rejuvenator using 2 [Interact](rules/actions/interact.md) actions, you can return to life a creature that died within the last 3 rounds. After attaching, the device continues to whirl for 1 minute, restoring 10 HP per round to the target. Thereafter, the clockwork rejuvenator loses its magic and becomes inert. + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-shield-tv.md b/compendium/equipment/items/clockwork-shield-tv.md index c5442a2fa..2903f409f 100644 --- a/compendium/equipment/items/clockwork-shield-tv.md +++ b/compendium/equipment/items/clockwork-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Clockwork Shield"] @@ -11,15 +11,30 @@ aliases: ["Clockwork Shield"] # Clockwork Shield *Item 11+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This brass-coated, steel shield (Hardness 12, HP 90, BT 45) has +2 striking shield spikes made of bronze gears. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. +- **Frequency**: once per day + +**Effect** The shield's gears begin to spin, subtly adjusting the shield's position as you fight. You gain an extra reaction this turn and at the start of each of your turns for the next minute that you can use only to Shield Block. ``` +--- +### Variants + +#### clockwork shield *Item 11* + +- **Price**: 1300 gp + +#### greater *Item 18* + +- **Price**: 22000 gp + +A greater clockwork shield's (Hardness 17, HP 130, and BT 65) gears are +3 greater striking shield spikes. + +--- *Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/clockwork-spider-bomb-lotgb.md b/compendium/equipment/items/clockwork-spider-bomb-lotgb.md index f2e3a9ad5..9f11a5754 100644 --- a/compendium/equipment/items/clockwork-spider-bomb-lotgb.md +++ b/compendium/equipment/items/clockwork-spider-bomb-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -14,10 +14,11 @@ aliases: ["Clockwork Spider Bomb"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** 1 +- **Bulk** 1; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate the spider bomb, you place it on the ground and the clockwork spider crawls 5 feet in a straight line, continuing to advance 5 feet in the same straight line at the end of each of your turns for the next 4 rounds (traveling a total of 25 feet). If it takes any damage during this time, its bulbous abdomen detonates in a raging flame, dealing `5d6` fire damage to all creatures in a 5-foot burst (DC 24 basic Reflex save). You can also activate it a second time with a single-action command word activation, causing it to explode. The spider bomb has an AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the spider bomb is completely destroyed, regardless of the effects of its detonation. If it survives to the end of the 4-round duration without being detonated, the spider harmlessly loses its explosive charge and falls apart. + +--- *Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/cloister-robe-tv.md b/compendium/equipment/items/cloister-robe-tv.md index 6cbee4edb..c21c2b629 100644 --- a/compendium/equipment/items/cloister-robe-tv.md +++ b/compendium/equipment/items/cloister-robe-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/divine - trait/invested @@ -12,11 +12,37 @@ aliases: ["Cloister Robe"] # Cloister Robe *Item 9+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") -- **Usage** worn garment; **Bulk** 1 -- **Category** Worn +- **Craft Requirements** You are a cleric who worships the deity tied to the robe. +- **Bulk** 1; **Usage** worn garment The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. The robe is +1 resilient explorer's clothing and grants a +1 item bonus to [Religion](compendium/skills.md#Religion) checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level. +--- +### Variants + +#### lesser cloister robe *Item 9* + +- **Price**: 600 gp + +#### moderate cloister robe *Item 12* + +- **Price**: 1800 gp + +The robe is +2 resilient explorer's clothing, and it grants a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. + +#### greater cloister robe *Item 15* + +- **Price**: 6000 gp + +The robe is +2 greater resilient explorer's clothing with the [focused](rules/traits/focused.md "Focused Item Trait") trait. It also has the skill bonuses and activation of a cassock of devotion. + +#### major cloister robe *Item 19* + +- **Price**: 32000 gp + +As greater cloister robe, but the robe is +3 greater resilient explorer's clothing. + +--- *Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/cloning-potion-tv.md b/compendium/equipment/items/cloning-potion-tv.md index e6761c558..480f52a44 100644 --- a/compendium/equipment/items/cloning-potion-tv.md +++ b/compendium/equipment/items/cloning-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/conjuration - trait/consumable - trait/magical @@ -15,9 +15,8 @@ aliases: ["Cloning Potion"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion When you drink a cloning potion, you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the [minion](rules/traits/minion.md "Minion Creature Trait") trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You can also issue verbal commands, as normal for a minion. As an action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can [Dismiss](rules/actions/dismiss.md) this sense-sharing effect. @@ -25,4 +24,6 @@ You and your clone share Hit Points, and the clone uses your statistics. Spells When the duration lapses, your clone melts into silvery dust. You become temporarily immune to cloning potion for `1d4` days. + +--- *Source: Treasure Vault p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/clothing.md b/compendium/equipment/items/clothing.md index 829702221..1e2c439f7 100644 --- a/compendium/equipment/items/clothing.md +++ b/compendium/equipment/items/clothing.md @@ -3,13 +3,46 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Clothing"] --- # Clothing *Item 0* -- **Category** Adventuring Gear +--- +### Variants + +#### ordinary *Item 0* + +- **Price**: 1 sp + +Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. + +#### explorer's *Item 0* + +- **Price**: 1 sp + +Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor. + +#### fine *Item 0* + +- **Price**: 2 gp + +Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. You can wear only one tool set of light Bulk with fine clothing, instead of the normal limit of 2 Bulk. + +#### high-fashion fine *Item 3* + +- **Price**: 55 gp + +You gain a +1 item bonus to checks to [Make an Impression](rules/actions/make-an-impression.md) on upper-class folk while wearing high-fashion fine clothing. + +#### winter *Item 0* + +- **Price**: 4 sp + +Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/clown-monarch-tv.md b/compendium/equipment/items/clown-monarch-tv.md index 8a39ba7ef..b02b6eaaf 100644 --- a/compendium/equipment/items/clown-monarch-tv.md +++ b/compendium/equipment/items/clown-monarch-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Clown Monarch"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 21 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim's sense of balance. @@ -34,4 +33,6 @@ title: Saving Throw: DC 22 Fortitude **Stage 3** as stage 1 but the DC is 15 (1 round) ``` + +--- *Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/club.md b/compendium/equipment/items/club.md index 6046b2e42..26c6c37d8 100644 --- a/compendium/equipment/items/club.md +++ b/compendium/equipment/items/club.md @@ -12,10 +12,12 @@ aliases: ["Club"] - **Price** 0 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Simple; **Group** Club This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/clubhead-poison-tv.md b/compendium/equipment/items/clubhead-poison-tv.md index a6f9104f7..fe815be9c 100644 --- a/compendium/equipment/items/clubhead-poison-tv.md +++ b/compendium/equipment/items/clubhead-poison-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Clubhead Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 340 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes. @@ -34,4 +33,6 @@ title: Saving Throw: DC 32 Fortitude **Stage 3** `5d8` poison damage, [flat-footed](rules/conditions.md#Flat-footed), can't take reactions, and [stunned](rules/conditions.md#Stunned) (1 round) ``` + +--- *Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/coat-pistol-g-g.md b/compendium/equipment/items/coat-pistol-g-g.md index 5753ed3ec..36e32ff6f 100644 --- a/compendium/equipment/items/coat-pistol-g-g.md +++ b/compendium/equipment/items/coat-pistol-g-g.md @@ -16,11 +16,13 @@ aliases: ["Coat Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 6 gp - **Bulk** L -- **Damage** `1d4` P -- **Range** 30 ft.; **Reload** 1 + - **Damage**: `1d4` P + - **Range** 30 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Firearm This small pistol is easily concealed inside a jacket or some other article of clothing. Rarely kept as a primary weapon, coat pistols are equally favored by clever assassins and traveling Alkenstar aristocrats. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/coating-tv.md b/compendium/equipment/items/coating-tv.md index 1c49e902d..6553f3038 100644 --- a/compendium/equipment/items/coating-tv.md +++ b/compendium/equipment/items/coating-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/extradimensional - trait/magical @@ -14,16 +14,17 @@ aliases: ["Coating"] - **Price** 700 gp - **Usage** etched onto a weapon -- **Category** Rune When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain only poisons and magic oils that could be applied to the weapon. Stowing or retrieving an item in the space requires an [Interact](rules/actions/interact.md) action, except when using the rune's activation. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command - **Requirements**: At least one magic oil or poison is stored inside the rune's extradimensional space **Effect** For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected. ``` + +--- *Source: Treasure Vault p. 32* \ No newline at end of file diff --git a/compendium/equipment/items/codebreakers-parchment-som.md b/compendium/equipment/items/codebreakers-parchment-som.md index 7bb114eb8..bdb1f5e03 100644 --- a/compendium/equipment/items/codebreakers-parchment-som.md +++ b/compendium/equipment/items/codebreakers-parchment-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/illusion - trait/magical aliases: ["Codebreaker's Parchment"] @@ -11,21 +11,42 @@ aliases: ["Codebreaker's Parchment"] # Codebreaker's Parchment *Item 3+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to [Decipher Writing](rules/actions/decipher-writing.md). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to [Identify Magic](rules/actions/identify-magic.md) is needed to learn the command word. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text. ``` +--- +### Variants + +#### codebreaker's parchment *Item 3* + +- **Price**: 45 gp + +#### greater codebreaker's parchment *Item 10* + +- **Price**: 950 gp + +The DC to [Decipher Writing](rules/actions/decipher-writing.md) is 30 and requires master proficiency. + +#### major codebreaker's parchment *Item 17* + +- **Price**: 14500 gp + +The DC to [Decipher Writing](rules/actions/decipher-writing.md) is 40 and requires legendary proficiency. + +--- *Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md b/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md index 4b5ea60d3..d2ce2ee38 100644 --- a/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md +++ b/compendium/equipment/items/codex-of-destruction-and-renewal-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/magical - trait/necromancy @@ -15,26 +15,33 @@ aliases: ["Codex of Destruction and Renewal"] - **Price** 70000 gp - **Bulk** L -- **Category** Grimoire An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each half. Each codex of destruction and renewal is said to contain a fragment of the knowledge [Nethys](compendium/setting/deities/nethys.md) gained in his apotheosis and they're sacred to his church. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a [death](rules/traits/death.md "Death Effect Trait") effect. -%% #trait/metamagic %% +- **Frequency**: once per day + +**Effect** If your next action is to cast a damage-dealing evocation spell prepared from this grimoire, the spell wreaks even greater destruction. The spell ignores 10 resistance and you reroll any damage dice that roll a 1. If the spell reduces a creature to 0 Hit Points, they're torn apart at an infinitesimal level, not even leaving a fine ash; this is a [death](rules/traits/death.md "Death Effect Trait") effect. +%% + #trait/metamagic +%% ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([metamagic](rules/traits/metamagic.md)) + +- **Frequency**: once per day -If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from [dying](rules/conditions.md#Dying) due to damage and from its [dying](rules/conditions.md#Dying) condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. +**Effect** If your next action is to cast a necromancy spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from [dying](rules/conditions.md#Dying) due to damage and from its [dying](rules/conditions.md#Dying) condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. The effect lasts for 4 rounds. -%% #trait/metamagic %% +%% + #trait/metamagic +%% ``` + +--- *Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/codex-of-unimpeded-sight-som.md b/compendium/equipment/items/codex-of-unimpeded-sight-som.md index 0d9b59d97..4721a5030 100644 --- a/compendium/equipment/items/codex-of-unimpeded-sight-som.md +++ b/compendium/equipment/items/codex-of-unimpeded-sight-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/divination - trait/grimoire - trait/magical @@ -13,16 +13,30 @@ aliases: ["Codex Of Unimpeded Sight"] [divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Bulk** L -- **Category** Grimoire A female figure peers through her blindfold from the cover of this stately tome. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Requirements**: Your last action was to cast a divination spell prepared from this grimoire **Effect** The grimoire offers you a glimpse into the truth of things. [Seek](rules/actions/seek.md) or [Recall Knowledge](rules/actions/recall-knowledge.md). ``` +--- +### Variants + +#### Codex of Unimpeded Sight *Item 6* + +- **Price**: 215 gp + +#### greater Codex of Unimpeded Sight *Item 12* + +- **Price**: 1800 gp + +The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md) or skill check to [Recall Knowledge](rules/actions/recall-knowledge.md). + +--- *Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/cognitive-mutagen.md b/compendium/equipment/items/cognitive-mutagen.md index abd321ec3..20cf5027a 100644 --- a/compendium/equipment/items/cognitive-mutagen.md +++ b/compendium/equipment/items/cognitive-mutagen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Cognitive Mutagen"] # Cognitive Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral. @@ -24,4 +23,32 @@ Your mind becomes clear and cognition flows freely, but physical matters seem ep **Drawback** You take a –2 penalty to weapon and unarmed attack rolls, [Athletics](compendium/skills.md#Athletics) checks, and [Acrobatics](compendium/skills.md#Acrobatics) checks. You can carry 2 less Bulk than normal before becoming [encumbered](rules/conditions.md#Encumbered), and the maximum Bulk you can carry is reduced by 4. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bonus is +1, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus is +2, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation. + +--- *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/coin-of-comfort-lotgb.md b/compendium/equipment/items/coin-of-comfort-lotgb.md index 557ea225c..ed2312323 100644 --- a/compendium/equipment/items/coin-of-comfort-lotgb.md +++ b/compendium/equipment/items/coin-of-comfort-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -14,14 +14,17 @@ aliases: ["Coin Of Comfort"] - **Price** 45 gp - **Usage** held in 1 hand -- **Category** Held This thick silver coin is deeply worn on one side, creating a shallow dip. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your [frightened](rules/conditions.md#Frightened) condition by 1. +- **Frequency**: once per hour + +**Effect** You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your [frightened](rules/conditions.md#Frightened) condition by 1. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/cold-comfort-lotgb.md b/compendium/equipment/items/cold-comfort-lotgb.md index f6ad734ad..5a5f572b7 100644 --- a/compendium/equipment/items/cold-comfort-lotgb.md +++ b/compendium/equipment/items/cold-comfort-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/cold - trait/consumable @@ -13,10 +13,25 @@ aliases: ["Cold Comfort"] # Cold Comfort *Item 7+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes `2d6` cold damage and is [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 20) or the ice is [broken](rules/conditions.md#Broken). The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one [Large](rules/traits/large-b1.md "Large Size Trait") creature or up to four [Medium](rules/traits/medium-b1.md "Medium Size Trait") or [Small](rules/traits/small-b1.md "Small Size Trait") creatures. Traversing the slippery ice requires a successful DC 20 [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). +--- +### Variants + +#### lesser *Item 7* + +- **Price**: 70 gp + +Ice created by the pellets lasts for 1 hour or until [broken](rules/conditions.md#Broken). + +#### greater *Item 15* + +- **Price**: 1300 gp + +The area increases to a 20-foot square, the save DC increases to 34, the cold damage increases to `4d6` and the [Escape](rules/actions/escape.md) DC increases to 31. Ice created by the pellets lasts for 3 hours or until [broken](rules/conditions.md#Broken). The block of ice is strong enough to support one [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature, up to 2 [Large](rules/traits/large-b1.md "Large Size Trait") creatures, or up to 8 [Medium](rules/traits/medium-b1.md "Medium Size Trait") or [Small](rules/traits/small-b1.md "Small Size Trait") creatures. + +--- *Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/cold-iron-armor.md b/compendium/equipment/items/cold-iron-armor.md index 990a99452..496b97ecc 100644 --- a/compendium/equipment/items/cold-iron-armor.md +++ b/compendium/equipment/items/cold-iron-armor.md @@ -3,14 +3,32 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ aliases: ["Cold Iron Armor"] --- # Cold Iron Armor *Item 5+* -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes [sickened](rules/conditions.md#Sickened). A creature with weakness to cold iron is [sickened](rules/conditions.md#Sickened) as long as it wears cold iron armor. +--- +### Variants + +#### low-grade cold iron armor *Item 5* + +- **Price**: 140 gp +- **Craft Requirements**: The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk. + +#### standard-grade cold iron armor *Item 11* + +- **Price**: 1200 gp +- **Craft Requirements**: The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk. + +#### high-grade cold iron armor *Item 18* + +- **Price**: 20000 gp +- **Craft Requirements**: The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk. + +--- *Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/compendium/equipment/items/cold-iron-shield.md b/compendium/equipment/items/cold-iron-shield.md index dc33381a9..02f1da7ae 100644 --- a/compendium/equipment/items/cold-iron-shield.md +++ b/compendium/equipment/items/cold-iron-shield.md @@ -3,14 +3,49 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ aliases: ["Cold Iron Shield"] --- # Cold Iron Shield *Item 2+* - **Usage** varies by shield -- **Category** Material Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons. +--- +### Variants + +#### low-grade cold iron buckler *Item 2* + +- **Price**: 30 gp + +[Craft](rules/actions/craft.md) Bulk L; Requirements cold iron worth at least 15 sp The shield has Hardness 3, HP 12, and BT 6. + +#### low-grade cold iron shield *Item 2* + +- **Price**: 34 gp + +[Craft](rules/actions/craft.md) Bulk 1; Requirements cold iron worth at least 17 sp The shield has Hardness 5, HP 20, and BT 10. + +#### standard-grade cold iron buckler *Item 7* + +- **Price**: 300 gp +- **Craft Requirements**: cold iron worth at least 375 sp The shield has Hardness 5, HP 20, and BT 10. + +#### standard-grade cold iron shield *Item 7* + +- **Price**: 340 gp +- **Craft Requirements**: cold iron worth at least 425 sp The shield has Hardness 7, HP 28, and BT 14. + +#### high-grade cold iron buckler *Item 15* + +- **Price**: 5000 gp +- **Craft Requirements**: cold iron worth at least 2,500 gp The shield has Hardness 8, HP 32, and BT 16. + +#### high-grade cold iron shield *Item 15* + +- **Price**: 5500 gp +- **Craft Requirements**: cold iron worth at least 2,750 gp The shield has Hardness 10, HP 40, and BT 20. + +--- *Source: Core Rulebook p. 586* \ No newline at end of file diff --git a/compendium/equipment/items/cold-iron-weapon.md b/compendium/equipment/items/cold-iron-weapon.md index 8c1c3f409..087769be8 100644 --- a/compendium/equipment/items/cold-iron-weapon.md +++ b/compendium/equipment/items/cold-iron-weapon.md @@ -3,14 +3,32 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ aliases: ["Cold Iron Weapon"] --- # Cold Iron Weapon *Item 2+* -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey. +--- +### Variants + +#### low-grade cold iron weapon *Item 2* + +- **Price**: 40 gp +- **Craft Requirements**: at least 20 sp of cold iron + 2 sp per Bulk. + +#### standard-grade cold iron weapon *Item 10* + +- **Price**: 880 gp +- **Craft Requirements**: at least 110 gp of cold iron + 11 gp per Bulk. + +#### high-grade cold iron weapon *Item 16* + +- **Price**: 9000 gp +- **Craft Requirements**: at least 4,500 gp of cold iron + 450 gp per Bulk. + +--- *Source: Core Rulebook p. 599* \ No newline at end of file diff --git a/compendium/equipment/items/cold-iron.md b/compendium/equipment/items/cold-iron.md index 56704450f..231e6ae75 100644 --- a/compendium/equipment/items/cold-iron.md +++ b/compendium/equipment/items/cold-iron.md @@ -3,14 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/precious aliases: ["Cold Iron"] --- # Cold Iron *Item 2+* [precious](rules/traits/precious.md "Precious Item Trait") -- **Category** Material Weapons made from cold iron are deadly to demons and fey alike. @@ -32,4 +31,28 @@ Cold iron looks like normal iron but is mined from particularly pure sources and | multiRow | | +--- +### Variants + +#### cold iron chunk *Item 0* + +- **Price**: 10 gp + +#### cold iron ingot *Item 0* + +- **Price**: 100 gp + +#### low-grade cold iron object *Item 2* + +- **Price**: 20 gp + +#### standard-grade cold iron object *Item 7* + +- **Price**: 250 gp + +#### high-grade cold iron object *Item 15* + +- **Price**: 4500 gp + +--- *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/coldstar-pistols-tv.md b/compendium/equipment/items/coldstar-pistols-tv.md index d458998f0..19fc3c840 100644 --- a/compendium/equipment/items/coldstar-pistols-tv.md +++ b/compendium/equipment/items/coldstar-pistols-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/evocation - trait/magical @@ -13,21 +13,25 @@ aliases: ["Coldstar Pistols"] # Coldstar Pistols *Item 23* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in 1 hand One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one gun comprising the Coldstar Pistols functions as a +3 greater striking greater flaming dueling pistol and the other as a +3 greater striking greater frost dueling pistol. When joined, the guns form a double-barreled weapon that functions as a +4 major striking greater flaming greater frost dueling pistol. The combined form has a range increment of 120 feet. In either form, the Coldstar Pistols have the agile, concealable, concussive, and fatal d10 traits. As star guns, the Coldstar Pistols run on magic and don't use ammunition or black powder. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You switch the Coldstar Pistols from one form to the other. Attempt a [Deception](compendium/skills.md#Deception) check to [Feint](rules/actions/feint.md) with a +4 circumstance bonus. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per round -Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes. Destruction If Deft Onki's name and deeds ever fade from mortal memory entirely, the Coldstar Pistols can be destroyed like a normal object. +**Effect** Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes. Destruction If Deft Onki's name and deeds ever fade from mortal memory entirely, the Coldstar Pistols can be destroyed like a normal object. ``` + +--- *Source: Treasure Vault p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/collar-lotg.md b/compendium/equipment/items/collar-lotg.md index be9a806a6..3c8d07f31 100644 --- a/compendium/equipment/items/collar-lotg.md +++ b/compendium/equipment/items/collar-lotg.md @@ -13,4 +13,6 @@ aliases: ["Collar"] + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/collar-of-empathy.md b/compendium/equipment/items/collar-of-empathy.md index 98a685bfc..164f15242 100644 --- a/compendium/equipment/items/collar-of-empathy.md +++ b/compendium/equipment/items/collar-of-empathy.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/companion +- item/category/companion/ - trait/companion - trait/divination - trait/invested @@ -14,19 +14,21 @@ aliases: ["Collar of Empathy"] [companion](rules/traits/companion.md "Companion Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 600 gp -- **Usage** worn collar (companion) and worn bracelet (you); **Bulk** 1 -- **Category** Companion +- **Bulk** 1; **Usage** worn collar (companion) and worn bracelet (you) This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction. When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each others' emotional states and basic physical wants and needs. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You perceive through your animal companion's senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion's senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion's senses register but yours alone don't. ``` + +--- *Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/collar-of-inconspicuousness.md b/compendium/equipment/items/collar-of-inconspicuousness.md index e241984f3..41a7cbeb4 100644 --- a/compendium/equipment/items/collar-of-inconspicuousness.md +++ b/compendium/equipment/items/collar-of-inconspicuousness.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/primal @@ -14,15 +14,17 @@ aliases: ["Collar of Inconspicuousness"] [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 475 gp -- **Usage** worn collar; **Bulk** 1 -- **Category** Companion +- **Bulk** 1; **Usage** worn collar This leather collar's worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you [Dismiss](rules/actions/dismiss.md) it. ``` + +--- *Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/collar-of-the-eternal-bond-som.md b/compendium/equipment/items/collar-of-the-eternal-bond-som.md index 9f51380c6..5b4fa1690 100644 --- a/compendium/equipment/items/collar-of-the-eternal-bond-som.md +++ b/compendium/equipment/items/collar-of-the-eternal-bond-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/eidolon - trait/invested @@ -14,17 +14,20 @@ aliases: ["Collar Of The Eternal Bond"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 330 gp -- **Usage** worn collar; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn collar When you invest this collar for your eidolon, it changes its appearance to match the eidolon's form, possibly into a different sort of neckpiece such as a choker, and it glows brightly with the symbol you and your eidolon share. While your eidolon wears a collar of the eternal bond, the collar bolsters their connection to you, allowing them to move up to 150 feet from you before unmanifesting instead of 100 feet. The eidolon can also Activate the collar to move even further. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest. +- **Frequency**: once per day + +**Effect** Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest. ``` + +--- *Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/collar-of-the-shifting-spider-tv.md b/compendium/equipment/items/collar-of-the-shifting-spider-tv.md index 2381ce1d8..4e62d8e01 100644 --- a/compendium/equipment/items/collar-of-the-shifting-spider-tv.md +++ b/compendium/equipment/items/collar-of-the-shifting-spider-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/alchemical aliases: ["Collar of the Shifting Spider"] --- @@ -11,10 +11,11 @@ aliases: ["Collar of the Shifting Spider"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 133 gp -- **Usage** worn collar; **Bulk** 1 +- **Bulk** 1; **Usage** worn collar - **Activate** [Interact](rules/actions/interact.md) -- **Category** Worn This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be filled with an alchemical mutagen as an [Interact](rules/actions/interact.md) action. As a free action triggered when you roll initiative, you can activate the collar, causing the metal points to dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration. + +--- *Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/colorful-coating-tv.md b/compendium/equipment/items/colorful-coating-tv.md index 9fd6f8177..526400d7d 100644 --- a/compendium/equipment/items/colorful-coating-tv.md +++ b/compendium/equipment/items/colorful-coating-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Colorful Coating"] @@ -11,12 +11,61 @@ aliases: ["Colorful Coating"] # Colorful Coating *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand. It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted. +--- +### Variants + +#### blue colorful coating *Item 3* + +- **Price**: 8 gp + +Blue colorful coating contains bonding compounds that firm up a surface, making it more stable and more supportive of weight. When applied to material that's loose or unstable, the square can hold twice as much weight before giving way. The coating also slows any collapse, making it easier to avoid and granting a +1 circumstance bonus to Reflex saving throws in reaction to the coated surface's collapse. This coating can shore up a wall, ceiling, door, or similar opening, granting a +2 circumstance bonus to the DC for [Athletics](compendium/skills.md#Athletics) checks to [Force Open](rules/actions/force-open.md) the coated surface. + +#### green colorful coating *Item 3* + +- **Price**: 10 gp + +Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to [Balance](rules/actions/balance.md) of 20. A creature that Steps or Crawls doesn't have to attempt to [Balance](rules/actions/balance.md). The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to [Climb](rules/actions/climb.md) the coated surface. + +Yellow colorful coating and green colorful coating have opposite effects. If they're both applied to the same surface, they negate one another. + +#### indigo colorful coating *Item 3* + +- **Price**: 10 gp + +Indigo colorful coating contains agents that destroy weaker objects. When applied to a surface or object, the coating treats the object's Hardness as 2 lower and deals `1d4` acid damage to the object each round. The damage this coating deals remains after the coating becomes inert. + +#### orange colorful coating *Item 3* + +- **Price**: 12 gp + +Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing `1d4` acid damage to any creature that moves through it. A creature can take this acid damage only once per round. + +#### red colorful coating *Item 3* + +- **Price**: 10 gp + +Red colorful coating contains rubbery compounds, turning any surface it covers into a trampoline. A creature or object that falls onto a square coated with red colorful coating takes no falling damage and bounces half again as high as the original fall. If the creature fell straight down, then with several bounces, it comes safely to a stop. If it was moving horizontally, its bounce continues in the same direction, with a distance determined by the GM. If the coating is on a wall, a creature pushed or Shoved into the wall bounces back half again as far and avoids taking any damage from being pushed into the wall. On a ceiling, red colorful coating is useful only in unusual circumstances, such as reverse gravity. + +#### violet colorful coating *Item 4* + +- **Price**: 15 gp + +Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is [immobilized](rules/conditions.md#Immobilized) in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 [Interact](rules/actions/interact.md) actions to remove the sticky substances. These [Interact](rules/actions/interact.md) actions don't have to be consecutive, and other creatures can help by providing the actions. + +#### yellow colorful coating *Item 3* + +- **Price**: 8 gp + +Yellow colorful coating contains a variety of compounds that fill small gaps and harden into a flat surface that increases friction, making it much easier to move on the square's surface. On the affected surface, the coating reduces difficult terrain caused by slipperiness, such as from ice or grease; this eliminates difficult terrain, reduces greater difficult terrain to difficult terrain, and reduces uneven ground to greater difficult terrain. The coating can't affect difficult terrain caused by features or effects not part of the surface, such as crowds, underbrush, wind, magic, and so on. The GM determines if yellow colorful coating can affect a surface's terrain. + +The coating also makes a coated wall or ceiling easier to climb. It provides a +2 circumstance bonus to checks to [Climb](rules/actions/climb.md) the coated surface. + +--- *Source: Treasure Vault p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/combat-grapnel-lopsg.md b/compendium/equipment/items/combat-grapnel-lopsg.md index 19b9d8010..d437c8cb9 100644 --- a/compendium/equipment/items/combat-grapnel-lopsg.md +++ b/compendium/equipment/items/combat-grapnel-lopsg.md @@ -16,10 +16,12 @@ aliases: ["Combat Grapnel"] - **Price** 9 sp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 2 - **Category** Martial; **Group** Flail Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung as a weapon. This is a martial melee weapon. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/combat-lure-tv.md b/compendium/equipment/items/combat-lure-tv.md index 1b6f6ca18..f886e7aa4 100644 --- a/compendium/equipment/items/combat-lure-tv.md +++ b/compendium/equipment/items/combat-lure-tv.md @@ -16,10 +16,12 @@ aliases: ["Combat Lure"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 2 - **Category** Martial; **Group** Flail A combat lure is a weighted leather sack at the end of a length of toughened cord and can be used both to bludgeon opponents and signal directions to a trained avian or other animal. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/comealong-lopsg.md b/compendium/equipment/items/comealong-lopsg.md index acbd2bd05..43f1c842f 100644 --- a/compendium/equipment/items/comealong-lopsg.md +++ b/compendium/equipment/items/comealong-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Comealong"] --- @@ -13,8 +13,9 @@ aliases: ["Comealong"] - **Price** 3 gp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/communication-bangle-lopsg.md b/compendium/equipment/items/communication-bangle-lopsg.md index 2380cd2a7..019c58368 100644 --- a/compendium/equipment/items/communication-bangle-lopsg.md +++ b/compendium/equipment/items/communication-bangle-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Communication Bangle"] --- @@ -12,10 +12,11 @@ aliases: ["Communication Bangle"] - **Price** 10 gp - **Usage** worn -- **Category** Worn This simple brass ring is meant to be worn as an ornamentation piece to an outfit, oftentimes as a bangle on the wrist, as the ring closure of a scarf or sash, or as an ornamentation piece of a headdress. While decorative, this serves a cover for the bangle's function as a message bearer. Messages can be coded into the bangle, either through a series of raised dots and dashes or a pattern of notches of different depths and spacings. A bangle is large enough to hold a simple message consisting of a few words like "Danger. Flee." or "Meeting. Sunset. Fountain." Coding a message into a bangle requires 1 minute of time. All Pathfinders with access to communication bangles are taught how to code and read most basic messages, but anyone with a bangle can develop their own communication system. A creature inspecting a bangle can discover its true purpose by succeeding at a DC 20 [Perception](compendium/skills.md#Perception) check. Deciphering a message requires a creature to succeed at a [Society](compendium/skills.md#Society) check against the coder's [Deception](compendium/skills.md#Deception) DC. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/compendium/equipment/items/communication-pendants-pfum.md b/compendium/equipment/items/communication-pendants-pfum.md index 46d2df7c6..83bc64454 100644 --- a/compendium/equipment/items/communication-pendants-pfum.md +++ b/compendium/equipment/items/communication-pendants-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/worn +- item/category/worn/ - trait/auditory - trait/divination - trait/invested @@ -15,15 +15,17 @@ aliases: ["Communication Pendants"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with the other pendant in their pair and must be crafted together. If one pendant becomes [broken](rules/conditions.md#Broken), the other shatters into non-magical shards. The Price listed above is for a pair of pendants. ```ad-embed-ability -title: Activate +title: **Activate** [Interact](rules/actions/interact.md) + You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire. ``` + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/communion-mat-tv.md b/compendium/equipment/items/communion-mat-tv.md index 09dcb8b24..c23ebbcf2 100644 --- a/compendium/equipment/items/communion-mat-tv.md +++ b/compendium/equipment/items/communion-mat-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/divination - trait/grimoire - trait/magical @@ -14,16 +14,20 @@ aliases: ["Communion Mat"] - **Price** 3750 gp - **Bulk** L -- **Category** Grimoire This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your familiar each press a limb to a corner of the mat. The ritual circle then morphs to one matching the tradition of your patron, the spells contained in your familiar appearing in the margins. During your daily preparations, your familiar performs a small jaunt around the open ritual circle to strengthen its connection to your patron. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to cast one of the granted spells from your patron's theme or one of the spells your familiar learned from a lesson, your patron takes notice that you're putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells. -%% #trait/metamagic %% +- **Frequency**: once per 10 minutes + +**Effect** If your next action is to cast one of the granted spells from your patron's theme or one of the spells your familiar learned from a lesson, your patron takes notice that you're putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your Spells. +%% + #trait/metamagic +%% ``` + +--- *Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/compass-of-transpositional-awareness-da.md b/compendium/equipment/items/compass-of-transpositional-awareness-da.md index 33166f158..d1ea92348 100644 --- a/compendium/equipment/items/compass-of-transpositional-awareness-da.md +++ b/compendium/equipment/items/compass-of-transpositional-awareness-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/conjuration - trait/invested - trait/magical @@ -15,23 +15,29 @@ aliases: ["Compass of Transpositional Awareness"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Price** 950 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([concentrate](rules/traits/concentrate.md)) -You point the compass of transpositional awareness at an extant [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect (such as a magical portal) or the site of a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect that existed within the last 1 minute (such as the space where a creature just cast [dimension door](compendium/spells/dimension-door.md)). Attempt an [Occultism](compendium/skills.md#Occultism) check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect (for example "the Plane of Fire," "north," or "Avistan"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals). -%% #trait/concentrate %% +- **Frequency**: once per minute + +**Effect** You point the compass of transpositional awareness at an extant [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect (such as a magical portal) or the site of a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect that existed within the last 1 minute (such as the space where a creature just cast [dimension door](compendium/spells/dimension-door.md)). Attempt an [Occultism](compendium/skills.md#Occultism) check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect (for example "the Plane of Fire," "north," or "Avistan"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals). +%% + #trait/concentrate +%% ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Frequency**: once per day -You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet. +**Effect** You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet. ``` + +--- *Source: Dark Archive p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/compass.md b/compendium/equipment/items/compass.md index 00dcb2eb0..940f02143 100644 --- a/compendium/equipment/items/compass.md +++ b/compendium/equipment/items/compass.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Compass"] --- # Compass *Item 0* @@ -11,8 +11,21 @@ aliases: ["Compass"] - **Price** 1 gp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear A compass helps you [Sense Direction](rules/actions/sense-direction.md) or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). +--- +### Variants + +#### Base *Item 0* + +- **Price**: 1 gp + +#### Lensatic *Item 3* + +- **Price**: 20 gp + +A lensatic compass gives you a +1 item bonus to these checks. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/composer-staff-tv.md b/compendium/equipment/items/composer-staff-tv.md index a87bcc34e..fcf2edbb4 100644 --- a/compendium/equipment/items/composer-staff-tv.md +++ b/compendium/equipment/items/composer-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/enchantment - trait/magical - trait/staff @@ -12,15 +12,43 @@ aliases: ["Composer Staff"] # Composer Staff *Item 4+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to [Performance](compendium/skills.md#Performance) checks made with it. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### composer staff *Item 4* + +- **Price**: 80 gp + +- Cantrip haunting hymn , summon instrument +- 1st concordant choir + +#### greater composer staff *Item 8* + +- **Price**: 480 gp + +- 2nd sonata span +- 3rd concordant choir, roaring applause , sculpt sound + +#### major composer staff *Item 12* + +- **Price**: 1800 gp + +The item bonus is +2. + +- 4th infectious melody +- 5th concordant choir, sculpt sound + +--- *Source: Treasure Vault p. 131* \ No newline at end of file diff --git a/compendium/equipment/items/composite-longbow.md b/compendium/equipment/items/composite-longbow.md index c3bd2dc4e..ef7851c59 100644 --- a/compendium/equipment/items/composite-longbow.md +++ b/compendium/equipment/items/composite-longbow.md @@ -14,11 +14,13 @@ aliases: ["Composite Longbow"] - **Price** 20 gp - **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 100 ft.; **Reload** 0 + - **Damage**: `1d8` P + - **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 100 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow's range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil's favored weapon, it also applies to composite longbows unless otherwise stated. + +--- *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/composite-shortbow.md b/compendium/equipment/items/composite-shortbow.md index 22e43d5e4..929d15808 100644 --- a/compendium/equipment/items/composite-shortbow.md +++ b/compendium/equipment/items/composite-shortbow.md @@ -13,11 +13,13 @@ aliases: ["Composite Shortbow"] - **Price** 14 gp - **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 60 ft.; **Reload** 0 + - **Damage**: `1d6` P + - **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 60 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated. + +--- *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/comprehension-elixir.md b/compendium/equipment/items/comprehension-elixir.md index acd98e4bc..a0b0a1fbd 100644 --- a/compendium/equipment/items/comprehension-elixir.md +++ b/compendium/equipment/items/comprehension-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,25 @@ aliases: ["Comprehension Elixir"] # Comprehension Elixir *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to [Decipher Writing](rules/actions/decipher-writing.md). +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 7 gp + +The duration is 1 minute. + +#### greater *Item 7* + +- **Price**: 54 gp + +The duration is 10 minutes. + +--- *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/concealed-holster-g-g.md b/compendium/equipment/items/concealed-holster-g-g.md index 4c6a8c4b2..854ecca23 100644 --- a/compendium/equipment/items/concealed-holster-g-g.md +++ b/compendium/equipment/items/concealed-holster-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Concealed Holster"] --- # Concealed Holster *Item 3* @@ -11,8 +11,9 @@ aliases: ["Concealed Holster"] - **Price** 25 gp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with this holster. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and DCs to hide or conceal a firearm or [hand crossbow](compendium/equipment/items/hand-crossbow.md) in this holster. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/concealed-sheath-apg.md b/compendium/equipment/items/concealed-sheath-apg.md index d516734f1..fd62a4b1f 100644 --- a/compendium/equipment/items/concealed-sheath-apg.md +++ b/compendium/equipment/items/concealed-sheath-apg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Concealed Sheath"] --- # Concealed Sheath *Item 3* - **Price** 25 gp -- **Category** Adventuring Gear This leather sheath is large enough to hold an item of up to light Bulk and is typically used for [daggers](compendium/equipment/items/dagger.md), wands, [thieves' tools](compendium/equipment/items/thieves-tools.md), and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and DCs to hide or conceal the item within. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/condensed-mana-loil.md b/compendium/equipment/items/condensed-mana-loil.md index aa127d0ad..ff3b6be30 100644 --- a/compendium/equipment/items/condensed-mana-loil.md +++ b/compendium/equipment/items/condensed-mana-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/rare @@ -13,9 +13,9 @@ aliases: ["Condensed Mana"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 69 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** You must be in or adjacent to an area of Mana Wastes miasma. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Consumable Condensed mana is a crystal vial filled with concentrated miasma from the Mana Wastes. The colors shift abruptly and unpredictably within and the opening of the bottle is sealed tighter than any other potion or alchemical item, emphasizing its dangers. @@ -25,4 +25,6 @@ If the effect normally doesn't have a DC, creatures affected by the surge or wit Sometimes a wellspring surge's effects make it difficult to determine exactly who is affected. The GM makes the determination, basing it on creatures directly affected; for example, while many creatures can hear the music from the surge "strike up the band," only the creature emanating the music is directly affected by it. + +--- *Source: Lost Omens: Impossible Lands p. 234* \ No newline at end of file diff --git a/compendium/equipment/items/conducting-loag.md b/compendium/equipment/items/conducting-loag.md index d16200eb4..8961e40a4 100644 --- a/compendium/equipment/items/conducting-loag.md +++ b/compendium/equipment/items/conducting-loag.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loag -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Conducting"] @@ -13,8 +13,9 @@ aliases: ["Conducting"] - **Price** 300 gp - **Usage** etched onto a weapon -- **Category** Rune A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you [Conduct Energy](rules/actions/conduct-energy-loag.md), the weapon deals an additional `1d8` damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals `1d8` damage plus 1 damage per die instead. On a critical hit, the weapon deals `1d8` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type. + +--- *Source: Lost Omens: Ancestry Guide p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/conduit-shot-tv.md b/compendium/equipment/items/conduit-shot-tv.md index 15d4d1e5e..91ccbf511 100644 --- a/compendium/equipment/items/conduit-shot-tv.md +++ b/compendium/equipment/items/conduit-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -14,8 +14,27 @@ aliases: ["Conduit Shot"] - **Ammunition** any - **Activate** command -- **Category** Consumable Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute. +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 50 gp + +#### moderate *Item 10* + +- **Price**: 200 gp + +The spell can be 5th level or lower. + +#### greater *Item 14* + +- **Price**: 600 gp + +The spell can be 7th level or lower. + +--- *Source: Treasure Vault p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/confabulator-tv.md b/compendium/equipment/items/confabulator-tv.md index 4ba87ea63..03c774165 100644 --- a/compendium/equipment/items/confabulator-tv.md +++ b/compendium/equipment/items/confabulator-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/assistive-item +- item/category/assistive-item/ - trait/illusion - trait/magical - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Confabulator"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp -- **Usage** Affixed to instrument; **Bulk** L -- **Category** Assistive Item +- **Bulk** L; **Usage** Affixed to instrument This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The speech can be any language the character understands, and the sound of the speech resembles the instrument the device is attached to. You also gain a +1 item bonus to [Performance](compendium/skills.md#Performance) checks made with the instrument. + +--- *Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/conflagration-club-som.md b/compendium/equipment/items/conflagration-club-som.md index a179be25b..bdf2f06d8 100644 --- a/compendium/equipment/items/conflagration-club-som.md +++ b/compendium/equipment/items/conflagration-club-som.md @@ -12,13 +12,13 @@ aliases: ["Conflagration Club"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp -- **Usage** held in 2 hands; **Bulk** 2 +- **Bulk** 2; **Usage** held in 2 hands - **Category** Martial A ring of magical crystals encircles the base of this greatclub, allowing it to absorb and store magical energy. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) from a spell slot, and the spell has the acid, cold, electricity, [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait - **Requirements**: The club has no charges @@ -27,13 +27,16 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision ([evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) - **Requirements**: The club has at least 1 charge **Effect** You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes `1d6` damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges. -%% #trait/evocation #trait/magical %% +%% + #trait/evocation #trait/magical +%% ``` + +--- *Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/conrasu-coin-da.md b/compendium/equipment/items/conrasu-coin-da.md index c801ec489..682eda6ca 100644 --- a/compendium/equipment/items/conrasu-coin-da.md +++ b/compendium/equipment/items/conrasu-coin-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -13,10 +13,25 @@ aliases: ["Conrasu Coin"] # Conrasu Coin *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** varies, see entry -- **Category** Talisman These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. +--- +### Variants + +#### Arbiter *Item 3* + +- **Price**: 7 gp + +This coin has small wings like an arbiter, the messenger and diplomat aeon. When you activate the coin, you gain a +2 circumstance bonus on the [Diplomacy](compendium/skills.md#Diplomacy) check, which increases to a +3 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on a lawful creature. + +#### Bythos *Item 10* + +- **Price**: 200 gp + +This cog-like coin bears an hourglass on one side and the four-armed silhouette of a bythos—aeons that steward over time—on the other. When activated, you catch a glimpse of your body moving on one of its potential timelines in response to danger and you follow those movements to dodge. You gain a +2 circumstance bonus to AC against the attack, and after resolving the attack, you can [Stride](rules/actions/stride.md) up to 10 feet without triggering reactions. If you have the Nimble Roll feat and the attack misses, you can [Stride](rules/actions/stride.md) up to 20 feet instead. + +--- *Source: Dark Archive p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/contagion-metabolizer-tv.md b/compendium/equipment/items/contagion-metabolizer-tv.md index 973d67472..ca7ab99bf 100644 --- a/compendium/equipment/items/contagion-metabolizer-tv.md +++ b/compendium/equipment/items/contagion-metabolizer-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,33 @@ aliases: ["Contagion Metabolizer"] # Contagion Metabolizer *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour. If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using [Quick Alchemy](rules/actions/quick-alchemy.md), if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 30 gp + +The elixir has a counteract level of 3 and a +11 counteract modifier. + +#### moderate *Item 11* + +- **Price**: 300 gp + +The elixir has a counteract level of 6 and a +19 counteract modifier. + +#### greater *Item 19* + +- **Price**: 8000 gp + +The elixir has a counteract level of 10 and a +30 counteract modifier. + +--- *Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/containment-contraption-ooa2.md b/compendium/equipment/items/containment-contraption-ooa2.md index acabd8eba..04299b59c 100644 --- a/compendium/equipment/items/containment-contraption-ooa2.md +++ b/compendium/equipment/items/containment-contraption-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/transmutation @@ -14,17 +14,20 @@ aliases: ["Containment Contraption"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp -- **Usage** worn armor; **Bulk** 6 -- **Category** Armor +- **Bulk** 6; **Usage** worn armor This heavy, mechanized brass suit is studded with pistons, gears, dials, and gauges and topped with a front-facing thick glass porthole. The suit is a suit of +1 full plate. While worn, it completely encloses you, providing protection against inhaled toxins—you gain a +1 circumstance bonus to all saving throws made against such effects. The suit isn't airtight, however, and doesn't protect against drowning if you're immersed in water or suffocation if you're placed in a vacuum—at least, not until you activate it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't. +- **Frequency**: once per day + +**Effect** The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't. During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") effects. This effect ends immediately if the containment contraption becomes [broken](rules/conditions.md#Broken). ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/conundrum-spectacles-pfum.md b/compendium/equipment/items/conundrum-spectacles-pfum.md index 4fbd30203..2ec02f049 100644 --- a/compendium/equipment/items/conundrum-spectacles-pfum.md +++ b/compendium/equipment/items/conundrum-spectacles-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,16 +14,30 @@ aliases: ["Conundrum Spectacles"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn eyepiece -- **Category** Worn These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to [Decipher Writing](rules/actions/decipher-writing.md). ```ad-embed-ability -title: Activate +title: **Activate** [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You are attempting to read something in a language you don't understand **Effect** You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour. ``` +--- +### Variants + +#### Conundrum Spectacles *Item 5* + +- **Price**: 150 gp + +#### Greater *Item 10* + +- **Price**: 850 gp + +The item bonus is +2, and the activated effect can be used up to three times per day. + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/cookware.md b/compendium/equipment/items/cookware.md index 1d3e54141..394e94188 100644 --- a/compendium/equipment/items/cookware.md +++ b/compendium/equipment/items/cookware.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Cookware"] --- # Cookware *Item 0* @@ -11,8 +11,9 @@ aliases: ["Cookware"] - **Price** 1 gp - **Bulk** 2 - **Hands** 2 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/cooperative-blade-av2.md b/compendium/equipment/items/cooperative-blade-av2.md index bbce27959..dfb432371 100644 --- a/compendium/equipment/items/cooperative-blade-av2.md +++ b/compendium/equipment/items/cooperative-blade-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/unique @@ -13,9 +13,10 @@ aliases: ["Cooperative Blade"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to checks to [Aid](rules/actions/aid.md). If you're an expert with the skill or attack roll you're using to [Aid](rules/actions/aid.md) and you critically succeed, you grant your ally a +3 circumstance bonus to the triggering check instead of a +2 bonus. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/cooperative-waffles-tv.md b/compendium/equipment/items/cooperative-waffles-tv.md index bc12cc965..918c13f99 100644 --- a/compendium/equipment/items/cooperative-waffles-tv.md +++ b/compendium/equipment/items/cooperative-waffles-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/processed @@ -12,10 +12,23 @@ aliases: ["Cooperative Waffles"] # Cooperative Waffles *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses [Follow the Expert](rules/actions/follow-the-expert.md) to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends. +--- +### Variants + +#### cooperative waffles *Item 2* + +- **Price**: 5 gp + +#### greater cooperative waffles *Item 5* + +- **Price**: 25 gp + +The benefit of the waffles also applies when one of you successfully Aids a skill check the other attempts. + +--- *Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/copper-penny-tv.md b/compendium/equipment/items/copper-penny-tv.md index 05b0155a0..23990afa5 100644 --- a/compendium/equipment/items/copper-penny-tv.md +++ b/compendium/equipment/items/copper-penny-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Copper Penny"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 30 gp -- **Usage** affixed to explorer's clothing (or another item in the unarmored defense category); **Bulk** — +- **Bulk** —; **Usage** affixed to explorer's clothing (or another item in the unarmored defense category) - **Activate** envision; **Trigger** You are knocked [prone](rules/conditions.md#Prone); **Requirements** You're an expert in [Acrobatics](compendium/skills.md#Acrobatics), and you are unarmored. -- **Category** Talisman This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you [Stand](rules/actions/stand.md) and can't be knocked [prone](rules/conditions.md#Prone) again on the current turn. + +--- *Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/coral-armor-tv.md b/compendium/equipment/items/coral-armor-tv.md index 8594033e0..f755e0628 100644 --- a/compendium/equipment/items/coral-armor-tv.md +++ b/compendium/equipment/items/coral-armor-tv.md @@ -13,9 +13,11 @@ aliases: ["Coral Armor"] - **Price** 5 gp - **Bulk** 2 - **AC Bonus** +3; **Dex Cap** +2 -- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Strength** 14; **Check Penalty** -2; **Speed Penalty** -5 ft. - **Category** Medium; **Group** Skeletal A good option for undersea explorers and aquatic peoples alike, coral armor consists of panels of carved coral. If worn underwater, some of this coral can even be alive. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/cordelias-construct-key-lopsg.md b/compendium/equipment/items/cordelias-construct-key-lopsg.md index f9c156131..474c92a01 100644 --- a/compendium/equipment/items/cordelias-construct-key-lopsg.md +++ b/compendium/equipment/items/cordelias-construct-key-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -15,24 +15,41 @@ aliases: ["Cordelia's Construct Key"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn -- **Category** Worn Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret [Recall Knowledge](rules/actions/recall-knowledge.md) checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), or an appropriate [Lore](compendium/skills.md#Lore) skill. On a success, you recognize the presence of the construct and gain the usual benefits of [Recall Knowledge](rules/actions/recall-knowledge.md). While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can [Repair](rules/actions/repair.md) a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You turn the key in the air and create a magic glyph. +- **Frequency**: once per hour + +**Effect** You turn the key in the air and create a magic glyph. The key casts 3rd-level [summon construct](compendium/spells/summon-construct.md). ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles [Strike](rules/actions/strike.md) and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter. +**Effect** You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles [Strike](rules/actions/strike.md) and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter. ``` +--- +### Variants + +#### Cordelia's construct key *Item 8* + +- **Price**: 450 gp + +#### Cordelia's greater construct key *Item 12* + +- **Price**: 1750 gp + +A greater key allows you to fully comprehend and thus partially bypass a construct's resistances. You ignore the first 5 resistance a construct has against your damaging effects, whether martial or magical. Additionally, the key's first activation casts a 5th-level [summon construct](compendium/spells/summon-construct.md), and its second activation lasts 8 hours. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/corpse-compass-ooa3.md b/compendium/equipment/items/corpse-compass-ooa3.md index 1ef254611..f053dddd2 100644 --- a/compendium/equipment/items/corpse-compass-ooa3.md +++ b/compendium/equipment/items/corpse-compass-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/necromancy @@ -14,9 +14,10 @@ aliases: ["Corpse Compass"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 45 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This bone compass, made of the bones of sapient creatures that died violent deaths, is eerily effective when it comes to locating corpses. If you know you're Tracking a creature that's dead, you can use the compass's idiosyncrasies to your advantage and gain a +2 item bonus to your [Survival](compendium/skills.md#Survival) check to do so. Otherwise, it works as a normal compass. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/corpsecaller-round-ooa3.md b/compendium/equipment/items/corpsecaller-round-ooa3.md index e7816d4f7..b3385b226 100644 --- a/compendium/equipment/items/corpsecaller-round-ooa3.md +++ b/compendium/equipment/items/corpsecaller-round-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/necromancy @@ -17,7 +17,6 @@ aliases: ["Corpsecaller Round"] - **Price** 130 gp - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When an activated corpsecaller round hits a target, the struck creature is called to the grave. It takes `4d10` negative damage with a DC 25 Fortitude saving throw. @@ -27,4 +26,6 @@ This bullet is crafted entirely from obsidian and engraved with hair-thin runes. > - **Failure** The foe takes full damage and is [doomed](rules/conditions.md#Doomed). If the foe dies within the next 24 hours, its corpse is tethered to the Negative Energy Plane, making it easier to raise as an undead. Creatures using the create undead ritual on the foe's corpse receive a +2 circumstance bonus to their primary and secondary skill checks for the ritual. > - **Critical Failure** As failure, except the foe takes double damage and is [doomed](rules/conditions.md#Doomed). + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/corpseward-pendant-aoe1.md b/compendium/equipment/items/corpseward-pendant-aoe1.md index 7defaca0b..42fcaa400 100644 --- a/compendium/equipment/items/corpseward-pendant-aoe1.md +++ b/compendium/equipment/items/corpseward-pendant-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,17 +14,20 @@ aliases: ["Corpseward Pendant"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** worn amulet; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn amulet This small pendant is usually shaped like a humanoid skull or small animal skull. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or [tremorsense](rules/abilities/tremorsense.md). A creature can attempt a single DC 18 Will saving throw to ignore this effect. +- **Frequency**: three per day + +**Effect** You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or [tremorsense](rules/abilities/tremorsense.md). A creature can attempt a single DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that [undetected](rules/conditions.md#Undetected) opponents are present, it can still attempt to [Seek](rules/actions/seek.md) or [Strike](rules/actions/strike.md) you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours. ``` + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/corpseward-pendant-tv.md b/compendium/equipment/items/corpseward-pendant-tv.md index e1065ae98..f557017c2 100644 --- a/compendium/equipment/items/corpseward-pendant-tv.md +++ b/compendium/equipment/items/corpseward-pendant-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Corpseward Pendant"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn A corpseward pendant is usually shaped like the skull of a humanoid or small animal. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that [undetected](rules/conditions.md#Undetected) opponents are present, it can still attempt to [Seek](rules/actions/seek.md) or [Strike](rules/actions/strike.md) you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours. +- **Frequency**: once per hour + +**Effect** You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that [undetected](rules/conditions.md#Undetected) opponents are present, it can still attempt to [Seek](rules/actions/seek.md) or [Strike](rules/actions/strike.md) you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours. ``` + +--- *Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/corrosive-ammunition-apg.md b/compendium/equipment/items/corrosive-ammunition-apg.md index e809b03a2..9e1472c2f 100644 --- a/compendium/equipment/items/corrosive-ammunition-apg.md +++ b/compendium/equipment/items/corrosive-ammunition-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -15,10 +15,11 @@ aliases: ["Corrosive Ammunition"] - **Price** 70 gp - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes `1d8` [persistent acid damage](rules/conditions.md#Persistent%20Damage) that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns. The creature can end this effect by spending an [Interact](rules/actions/interact.md) action to wipe off the corrosive dust, and otherwise the effect ends once the armor becomes [broken](rules/conditions.md#Broken). + +--- *Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/corrosive-engravings-tv.md b/compendium/equipment/items/corrosive-engravings-tv.md index 8e2da5213..91f18e0a6 100644 --- a/compendium/equipment/items/corrosive-engravings-tv.md +++ b/compendium/equipment/items/corrosive-engravings-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/acid - trait/conjuration - trait/grimoire @@ -15,14 +15,17 @@ aliases: ["Corrosive Engravings"] - **Price** 140 gp - **Bulk** L -- **Category** Grimoire These tin sheets are bound in brass and show significant signs of erosion. The grimoire's title is acid-etched, and flipping between the sheets leaves your fingers covered in flecks of rust and powdery metal. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -If your next action is to cast an acid or poison spell that deals [persistent damage](rules/conditions.md#Persistent%20Damage), any creature who takes [persistent damage](rules/conditions.md#Persistent%20Damage) from the spell is also [sickened](rules/conditions.md#Sickened) until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. Using an action to retch can reduce the [sickened](rules/conditions.md#Sickened) value as normal, but it can't reduce the [sickened](rules/conditions.md#Sickened) value below 1 until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. +- **Frequency**: once per day + +**Effect** If your next action is to cast an acid or poison spell that deals [persistent damage](rules/conditions.md#Persistent%20Damage), any creature who takes [persistent damage](rules/conditions.md#Persistent%20Damage) from the spell is also [sickened](rules/conditions.md#Sickened) until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. Using an action to retch can reduce the [sickened](rules/conditions.md#Sickened) value as normal, but it can't reduce the [sickened](rules/conditions.md#Sickened) value below 1 until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. ``` + +--- *Source: Treasure Vault p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/corrosive.md b/compendium/equipment/items/corrosive.md index a1126dce8..37726e909 100644 --- a/compendium/equipment/items/corrosive.md +++ b/compendium/equipment/items/corrosive.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/acid - trait/conjuration - trait/magical @@ -13,10 +13,23 @@ aliases: ["Corrosive"] [acid](rules/traits/acid.md "Acid Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune Acid sizzles across the surface of the weapon. When you hit with the weapon, add `1d6` acid damage to the damage dealt. In addition, on a critical hit, the target's armor (if any) takes `3d6` acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead. +--- +### Variants + +#### corrosive *Item 8* + +- **Price**: 500 gp + +#### greater corrosive *Item 15* + +- **Price**: 6500 gp + +The acid damage dealt by this weapon ignores the target's acid resistance. Increase the acid damage dealt to armor or a shield on a critical hit to `6d6`. + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/corruption-cassock-tv.md b/compendium/equipment/items/corruption-cassock-tv.md index 7e08c384b..d0a903272 100644 --- a/compendium/equipment/items/corruption-cassock-tv.md +++ b/compendium/equipment/items/corruption-cassock-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/cursed - trait/divination - trait/divine @@ -16,8 +16,7 @@ aliases: ["Corruption Cassock"] # Corruption Cassock *Item 11* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn garment; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn garment Devotees of non-evil faiths fear and loathe corruption cassocks, each of which is dedicated to an evil deity. When the garment chooses a target, such as when it senses a worshipper of a good or neutral deity, it alters its form to match another deity's iconography, appearing to be a cassock of devotion for that deity. Once donned, the cassock tries to subtly sway its wearer to the worship of its deity. @@ -26,11 +25,15 @@ If the wearer begins to succumb, the corruption cassock gradually reverts to its A corruption cassock functions as a cassock of devotion for any wearer it chooses. Once you invest the cassock, it fuses to you. The cassock has the alignment trait of its deity (LE, NE, or CE), and while you remain loyal to another deity, you believe it grants you a +2 item bonus to [Religion](compendium/skills.md#Religion) checks and a +1 item bonus to the divine skill of the deity to whom you believe the cassock is dedicated. It does neither. The GM secretly adjusts your checks with those skills, causing you to fail at religious tasks more often. If you have multiple equal or lower item bonuses to the affected skills, the cassock takes precedence, negating those bonuses. If you convert to following the cassock's true evil deity, however, these bonuses function normally for you. If you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) with an alignment trait that doesn't match the cassock's, it can force you to attempt a DC 28 Will save. On a failure, you're [stupefied](rules/conditions.md#Stupefied) for one minute ([stupefied](rules/conditions.md#Stupefied) on a critical failure). A corruption cassock uses this ability to convince you that your deity has forsaken you. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost. However, when you use this activation, the corruption cassock can instead cast a domain spell of the same level from its deity. It does so only to confuse and dismay you, harming your faith. ``` + +--- *Source: Treasure Vault p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/corset-knife-tv.md b/compendium/equipment/items/corset-knife-tv.md index 02e6c5d78..764f20789 100644 --- a/compendium/equipment/items/corset-knife-tv.md +++ b/compendium/equipment/items/corset-knife-tv.md @@ -15,10 +15,12 @@ aliases: ["Corset knife"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Knife A favored self-defense weapon among bar and tavern workers, the corset knife has a weighted hilt and a cylindrical, needlelike blade designed to be easily hidden in clothing, but quickly retrieved in a pinch. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/courtiers-pillow-book-tv.md b/compendium/equipment/items/courtiers-pillow-book-tv.md index 99028d6dc..4ae72ce38 100644 --- a/compendium/equipment/items/courtiers-pillow-book-tv.md +++ b/compendium/equipment/items/courtiers-pillow-book-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/enchantment - trait/grimoire - trait/magical @@ -14,16 +14,19 @@ aliases: ["Courtier's Pillow Book"] - **Price** 250 gp - **Bulk** L -- **Category** Grimoire This elegant journal has a detailed social dossier on the owner's acquaintances. When you make your daily preparations, you can inscribe a secret or embarrassing foible about a specific individual that you know to be true or have on good authority. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -If your next action is to cast an enchantment spell on a target about whom you've written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. +- **Frequency**: once per day + +**Effect** If your next action is to cast an enchantment spell on a target about whom you've written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. The inscription then disappears from the grimoire. ``` + +--- *Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/cow-lotg.md b/compendium/equipment/items/cow-lotg.md index c9799f17b..dc19869da 100644 --- a/compendium/equipment/items/cow-lotg.md +++ b/compendium/equipment/items/cow-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Cow"] --- # Cow *Item 0* - **Price** 8 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/coyote-cloak.md b/compendium/equipment/items/coyote-cloak.md index 26a977070..aa74c64cb 100644 --- a/compendium/equipment/items/coyote-cloak.md +++ b/compendium/equipment/items/coyote-cloak.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -12,11 +12,24 @@ aliases: ["Coyote Cloak"] # Coyote Cloak *Item 3+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn cloak; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn cloak This dusty coat is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks. If you critically succeed at your [Survival](compendium/skills.md#Survival) check to [Subsist](rules/actions/subsist.md), you can feed twice as many additional creatures. +--- +### Variants + +#### coyote cloak *Item 3* + +- **Price**: 60 gp + +#### greater coyote cloak *Item 9* + +- **Price**: 650 gp + +The cloak grants a +2 item bonus, and if you critically succeed at a [Survival](compendium/skills.md#Survival) check to [Subsist](rules/actions/subsist.md), you can feed four times as many additional creatures. + +--- *Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/crackling-bubble-gum-tv.md b/compendium/equipment/items/crackling-bubble-gum-tv.md index 50fdf9257..52ddc0434 100644 --- a/compendium/equipment/items/crackling-bubble-gum-tv.md +++ b/compendium/equipment/items/crackling-bubble-gum-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/lozenge @@ -12,17 +12,46 @@ aliases: ["Crackling Bubble Gum"] # Crackling Bubble Gum *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** held in 1 hand This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effects. ```ad-embed-ability -title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Secondary Effect** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([sonic](rules/traits/sonic.md)) + You blow a bubble with the gum until it pops, after which it becomes inert. The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 [Interact](rules/actions/interact.md) actions. These actions don't have to be consecutive, and other creatures can provide the actions as well. -%% #trait/sonic %% +%% + #trait/sonic +%% ``` +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 30 gp + +The item bonus is +1, the damage is `4d4`, and the DC is 19. + +#### moderate *Item 9* + +- **Price**: 150 gp + +The item bonus is +2, the damage is `6d4`, and the DC is 25. + +#### greater *Item 13* + +- **Price**: 450 gp + +The item bonus is +2, the damage is `8d4`, and the DC is 30. + +#### major *Item 15* + +- **Price**: 1000 gp + +The item bonus is +3, the damage is `9d4`, and the DC is 34. + +--- *Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/cradle-minder-lotg.md b/compendium/equipment/items/cradle-minder-lotg.md index c1a397a9c..5bc9bf03a 100644 --- a/compendium/equipment/items/cradle-minder-lotg.md +++ b/compendium/equipment/items/cradle-minder-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Cradle Minder"] --- # Cradle Minder *Item 0* - **Price** 50 gp -- **Category** Pet Sought after in Cheliax, the cradle minder resembles an imp. Despite rumors they were given as part of household pacts with devils, these creatures were bred from fiendish frogs. Amphibious, they have leathery wings, frog-like eyes, and a forgiving temperament. They're ideal companions for children, as they tend to bond closely with one person and let out loud croaks when they become aware of danger. They require fiendish earthworms (unique feed) regularly, so ensuring you have a stable food supply is a necessity for ownership. + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/crafters-eyepiece.md b/compendium/equipment/items/crafters-eyepiece.md index 995bfdab5..7a2bc197b 100644 --- a/compendium/equipment/items/crafters-eyepiece.md +++ b/compendium/equipment/items/crafters-eyepiece.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,9 +12,30 @@ aliases: ["Crafter's Eyepiece"] # Crafter's Eyepiece *Item 3+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks. When you [Repair](rules/actions/repair.md) an item, increase the Hit Points restored by 15 per proficiency rank instead of 10. +--- +### Variants + +#### crafter's eyepiece *Item 3* + +- **Price**: 60 gp + +#### greater crafter's eyepiece *Item 11* + +- **Price**: 1200 gp + +The eyepiece grants a +2 item bonus and can be activated. + +```ad-embed-ability +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) + +- **Frequency**: once per day + +**Effect** You calibrate the eyepiece to have it cast a 5th-level [creation](compendium/spells/creation.md) spell over the course of 1 minute to construct a temporary item. +``` + +--- *Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/crescent-cross-tv.md b/compendium/equipment/items/crescent-cross-tv.md index db94b1ba6..548d18002 100644 --- a/compendium/equipment/items/crescent-cross-tv.md +++ b/compendium/equipment/items/crescent-cross-tv.md @@ -15,14 +15,16 @@ aliases: ["Crescent Cross"] - **Price** 8 gp - **Bulk** L -- **Ranged** - - **Damage** `1d6` P +- **Ranged**: + - **Damage**: `1d6` P - **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` S +- **Melee**: + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial A crescent cross combines a small scizore with an arm-mounted crossbow apparatus that can hold up to three bolts at a time. + +--- *Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/crimson-brand-locg.md b/compendium/equipment/items/crimson-brand-locg.md index 0b1171673..49c45d264 100644 --- a/compendium/equipment/items/crimson-brand-locg.md +++ b/compendium/equipment/items/crimson-brand-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,11 +13,12 @@ aliases: ["Crimson Brand"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 or 2 hands These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath's power. The first was granted to Clarethe Iomedar by a mysterious patron who many Reclaimers believe to be an emissary of Ragathiel. A crimson brand is a +1 striking wounding bastard sword. When the wielder uses the crimson brand to cast [invoke the Crimson Oath](compendium/spells/invoke-the-crimson-oath-locg.md) (page 90), they can generate a 60-foot line or a 30-foot cone instead of the normal 20-foot cone. Whenever the wielder would inflict [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on an undead creature with the crimson brand, they can instead wreathe the creature in ruby energy, inflicting the same amount of [persistent positive damage](rules/conditions.md#Persistent%20Damage) instead of [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/crimson-fulcrum-lens-av3.md b/compendium/equipment/items/crimson-fulcrum-lens-av3.md index 6a226ba52..e862e6a60 100644 --- a/compendium/equipment/items/crimson-fulcrum-lens-av3.md +++ b/compendium/equipment/items/crimson-fulcrum-lens-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/other +- item/category/other/ - trait/enchantment - trait/invested - trait/occult @@ -15,22 +15,26 @@ aliases: ["Crimson Fulcrum Lens"] - **Price** 700 gp - **Bulk** 1 -- **Category** Other This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects and a +2 item bonus to your melee [Strike](rules/actions/strike.md) damage (this increases to a +4 item bonus to damage if the melee [Strike](rules/actions/strike.md) is a jaws attack). You can also activate the lens in the following ways. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You grasp the Crimson Fulcrum Lens in one hand and make a [Strike](rules/actions/strike.md) that doesn't require that hand. The [Strike](rules/actions/strike.md) deals an additional `1d8` precision damage (or `2d8` precision damage if you make a jaws [Strike](rules/actions/strike.md)) and doesn't count toward your multiple attack penalty. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](rules/traits/attack.md "Attack Combat Trait") [possession](rules/traits/possession.md "Possession Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([attack](rules/traits/attack.md), [possession](rules/traits/possession.md)) + While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by [any](rules/traits/any-b1.md "Any Alignment Trait") effect that removes a [possession](rules/traits/possession.md "Possession Effect Trait") effect. The lens doesn't have any magical abilities until the [possession](rules/traits/possession.md "Possession Effect Trait") effect ends; when it does, the essence returns to the lens. -%% #trait/attack #trait/possession %% +%% + #trait/attack #trait/possession +%% ``` + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/crossbow.md b/compendium/equipment/items/crossbow.md index e83d7f96d..d6f568098 100644 --- a/compendium/equipment/items/crossbow.md +++ b/compendium/equipment/items/crossbow.md @@ -10,11 +10,13 @@ aliases: ["Crossbow"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 120 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 120 ft.; **Reload** 1 - **Hands** 2 - **Category** Simple; **Group** Bow This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/crowbar.md b/compendium/equipment/items/crowbar.md index 81c72ce43..75ea156f7 100644 --- a/compendium/equipment/items/crowbar.md +++ b/compendium/equipment/items/crowbar.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Crowbar"] --- # Crowbar *Item 0* @@ -11,8 +11,20 @@ aliases: ["Crowbar"] - **Price** 5 sp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear When [Forcing Open](rules/actions/force-open.md) an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md). +--- +### Variants + +#### Base *Item 0* + + +#### Levered *Item 3* + +- **Price**: 20 gp + +A levered crowbar grants you a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Force Open](rules/actions/force-open.md) anything that can be pried open. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-insight-lotgb.md b/compendium/equipment/items/crown-of-insight-lotgb.md index 06b5d2b2f..16cdfba01 100644 --- a/compendium/equipment/items/crown-of-insight-lotgb.md +++ b/compendium/equipment/items/crown-of-insight-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -16,8 +16,9 @@ aliases: ["Crown Of Insight"] - **Price** 360 gp - **Usage** tattoo -- **Category** Tattoo A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are [unnoticed](rules/conditions.md#Unnoticed) to you, the GM rolls a secret [Perception](compendium/skills.md#Perception) check for you against the creatures' [Stealth](compendium/skills.md#Stealth) DCs. On a success, the creature becomes [undetected](rules/conditions.md#Undetected) by you, rather than [unnoticed](rules/conditions.md#Unnoticed), and on a critical success, the creature becomes [hidden](rules/conditions.md#Hidden) to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find [hidden](rules/conditions.md#Hidden) items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an [unnoticed](rules/conditions.md#Unnoticed) creature Sneaking up on you. + +--- *Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-the-companion-sot2.md b/compendium/equipment/items/crown-of-the-companion-sot2.md index c3fb14d54..a72f71cd2 100644 --- a/compendium/equipment/items/crown-of-the-companion-sot2.md +++ b/compendium/equipment/items/crown-of-the-companion-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/worn +- item/category/worn/ - trait/healing - trait/invested - trait/magical @@ -16,15 +16,18 @@ aliases: ["Crown Of The Companion"] [healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp -- **Usage** worn crown; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn crown Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale. It's ringed with images of the same kingly figure giving more and more of himself to a throng of needy subjects. While wearing it, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast [shield other](compendium/spells/shield-other.md) targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers `4d8` Hit Points and you recover half of what they recover. +- **Frequency**: once per day + +**Effect** You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast [shield other](compendium/spells/shield-other.md) targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers `4d8` Hit Points and you recover half of what they recover. ``` + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-the-companion-tv.md b/compendium/equipment/items/crown-of-the-companion-tv.md index 7a0198a6e..e0f252c83 100644 --- a/compendium/equipment/items/crown-of-the-companion-tv.md +++ b/compendium/equipment/items/crown-of-the-companion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/healing - trait/invested - trait/magical @@ -16,15 +16,18 @@ aliases: ["Crown of the Companion"] [healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving increasingly of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast [shield](compendium/spells/shield.md) other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers `4d8` Hit Points and you recover half of what they recover. +- **Frequency**: once per day + +**Effect** You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast [shield](compendium/spells/shield.md) other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers `4d8` Hit Points and you recover half of what they recover. ``` + +--- *Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md index c8c73da2a..0024c294d 100644 --- a/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md +++ b/compendium/equipment/items/crown-of-the-fire-eater-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -13,17 +13,37 @@ aliases: ["Crown Of The Fire Eater"] # Crown Of The Fire Eater *Item 8+* [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: You take fire damage **Effect** You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less. ``` +--- +### Variants + +#### crown of the fire eater *Item 8* + +- **Price**: 500 gp + +#### greater crown of the fire eater *Item 12* + +- **Price**: 2000 gp + +The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25. + +#### major crown of the fire eater *Item 16* + +- **Price**: 10000 gp + +The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35. + +--- *Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/crushing-coils-tv.md b/compendium/equipment/items/crushing-coils-tv.md index 7ca02e5f2..532e784e1 100644 --- a/compendium/equipment/items/crushing-coils-tv.md +++ b/compendium/equipment/items/crushing-coils-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/cursed - trait/evocation - trait/invested @@ -14,15 +14,17 @@ aliases: ["Crushing Coils"] # Crushing Coils *Item 5* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first time you roll a 1 on any attack roll or check after donning the armor, it fuses with you and constricts. It constricts anytime you roll a 1 on any attack roll or check thereafter. When the armor constricts, you're [restrained](rules/conditions.md#Restrained) for 1 round. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) + The armor wraps around you, allowing you to don it by the time the activation finishes. ``` + +--- *Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/crushing-lotgb.md b/compendium/equipment/items/crushing-lotgb.md index 3143c9a40..694bb8061 100644 --- a/compendium/equipment/items/crushing-lotgb.md +++ b/compendium/equipment/items/crushing-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,8 +13,21 @@ aliases: ["Crushing"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a bludgeoning weapon -- **Category** Rune Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. +--- +### Variants + +#### crushing *Item 3* + +- **Price**: 50 gp + +#### greater crushing *Item 9* + +- **Price**: 650 gp + +Your critical hits leave the target [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. + +--- *Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/crying-angel-pendant.md b/compendium/equipment/items/crying-angel-pendant.md index dc6e1d232..594f09aea 100644 --- a/compendium/equipment/items/crying-angel-pendant.md +++ b/compendium/equipment/items/crying-angel-pendant.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divine - trait/necromancy @@ -14,10 +14,11 @@ aliases: ["Crying Angel Pendant"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You critically fail to [Administer First Aid](rules/actions/administer-first-aid.md); **Requirements** You are trained in [Medicine](compendium/skills.md#Medicine). -- **Category** Talisman When you activate this alabaster pendant, your critical failure becomes a normal failure instead. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/cryolite-eye-da.md b/compendium/equipment/items/cryolite-eye-da.md index 4bf43354b..cb2bde86a 100644 --- a/compendium/equipment/items/cryolite-eye-da.md +++ b/compendium/equipment/items/cryolite-eye-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,16 +13,19 @@ aliases: ["Cryolite Eye"] # Cryolite Eye *Item 6* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. This eye allows you to see as normal, and when you succeed at a [Perception](compendium/skills.md#Perception) check against an illusion, you get a critical success instead. Once per day, from any distance, the entity that holds your bargained contract can overwhelm your cryolite eye with magical energy, causing images to float over your vision that inflict the [dazzled](rules/conditions.md#Dazzled) condition on you for 1 minute. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You look through the glass eye sealing your bargained contract. The contract casts see invisibility affecting you. +- **Frequency**: once per day + +**Effect** You look through the glass eye sealing your bargained contract. The contract casts see invisibility affecting you. ``` + +--- *Source: Dark Archive p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/cryomister-g-g.md b/compendium/equipment/items/cryomister-g-g.md index e5960ad0a..7a04e94ab 100644 --- a/compendium/equipment/items/cryomister-g-g.md +++ b/compendium/equipment/items/cryomister-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/cold - trait/consumable - trait/gadget @@ -13,10 +13,37 @@ aliases: ["Cryomister"] # Cryomister *Item 1+* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable When you [Activate](rules/actions/activate-an-item.md) a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an [Acrobatics](compendium/skills.md#Acrobatics) check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The area is a 5-foot burst, the [Acrobatics](compendium/skills.md#Acrobatics) DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size. + +#### moderate *Item 5* + +- **Price**: 25 gp + +The area is a 10-foot burst, the [Acrobatics](compendium/skills.md#Acrobatics) DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures. + +#### greater *Item 11* + +- **Price**: 250 gp + +The area is a 15-foot burst, the [Acrobatics](compendium/skills.md#Acrobatics) DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures. + +#### major *Item 17* + +- **Price**: 2500 gp + +The area is a 20-foot burst, the [Acrobatics](compendium/skills.md#Acrobatics) DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore. + +--- *Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/crystal-ball.md b/compendium/equipment/items/crystal-ball.md index 615fb65f7..89f4de9fb 100644 --- a/compendium/equipment/items/crystal-ball.md +++ b/compendium/equipment/items/crystal-ball.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/scrying @@ -13,23 +13,57 @@ aliases: ["Crystal Ball"] # Crystal Ball *Item 14+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the [scrying](rules/traits/scrying.md "Scrying Effect Trait") trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a [scrying](compendium/spells/scrying.md) spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, envision, [Interact](rules/actions/interact.md) + The crystal ball casts clairvoyance to your specifications. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) + +- **Frequency**: twice per day -The crystal ball casts a DC 33 [scrying](compendium/spells/scrying.md) spell to your specifications. +**Effect** The crystal ball casts a DC 33 [scrying](compendium/spells/scrying.md) spell to your specifications. ``` +--- +### Variants + +#### clear quartz *Item 14* + +- **Price**: 3800 gp + +#### selenite *Item 15* + +- **Price**: 7000 gp + +Scrying is DC 36 and gives you the benefits of [see invisibility](compendium/spells/see-invisibility.md) on the target. + +#### moonstone *Item 16* + +- **Price**: 7500 gp + +Scrying is DC 37 and gives you the benefits of [mind reading](compendium/spells/mind-reading.md) on the target, using the same save DC. + +#### peridot *Item 17* + +- **Price**: 12500 gp + +Scrying is DC 39 and gives you the benefits of [telepathy](compendium/spells/telepathy.md) for communicating with the target. + +#### obsidian *Item 19* + +- **Price**: 32000 gp + +Scrying is DC 41 and gives you the benefits of [true seeing](compendium/spells/true-seeing.md) for anything you watch through it. + +--- *Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/crystal-shards-apg.md b/compendium/equipment/items/crystal-shards-apg.md index c1a2d837c..1d05b10de 100644 --- a/compendium/equipment/items/crystal-shards-apg.md +++ b/compendium/equipment/items/crystal-shards-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,12 +14,33 @@ aliases: ["Crystal Shards"] # Crystal Shards *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops. +--- +### Variants + +#### moderate *Item 4* + +- **Price**: 16 gp + +The item bonus is +1. The bomb deals `2d4` piercing damage and 4 piercing splash damage. + +#### greater *Item 12* + +- **Price**: 350 gp + +The item bonus is +2. The bomb deals `3d4` piercing damage and 5 piercing splash damage. + +#### major *Item 18* + +- **Price**: 4000 gp + +The item bonus is +3. The bomb deals `4d4` piercing damage and 6 piercing splash damage. + +--- *Source: Advanced Player's Guide p. 252* \ No newline at end of file diff --git a/compendium/equipment/items/cube-of-force-loil.md b/compendium/equipment/items/cube-of-force-loil.md index 616720564..99c84382f 100644 --- a/compendium/equipment/items/cube-of-force-loil.md +++ b/compendium/equipment/items/cube-of-force-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/rare @@ -13,15 +13,16 @@ aliases: ["Cube of Force"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated so that they can be distinguished by touch. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple [Interact](rules/actions/interact.md) action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force. +- **Frequency**: once per day + +**Effect** You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple [Interact](rules/actions/interact.md) action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force. ``` | Cube Face | Duration | Effect | @@ -34,4 +35,6 @@ You hold the cube aloft and depress one of its six faces for several seconds. Th | 6 | — | The cube is Dismissed (this takes only an Interact action and isn't an activation). | + +--- *Source: Lost Omens: Impossible Lands p. 304* \ No newline at end of file diff --git a/compendium/equipment/items/cube-of-nex-loil.md b/compendium/equipment/items/cube-of-nex-loil.md index 1ab383a7d..2e05a3235 100644 --- a/compendium/equipment/items/cube-of-nex-loil.md +++ b/compendium/equipment/items/cube-of-nex-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/evocation - trait/magical @@ -14,14 +14,17 @@ aliases: ["Cube of Nex"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand -- **Category** Artifact The Cube of Nex acts as a [Lesser Cube of Nex](compendium/equipment/items/lesser-cube-of-nex-loil.md) except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic field spell, instead of just one school. However, spells you cast and magic items you wield ignore the [antimagic field](compendium/spells/antimagic-field.md) from the Cube of Nex. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -A [cube of force](compendium/equipment/items/cube-of-force-loil.md) or [Lesser Cube of Nex](compendium/equipment/items/lesser-cube-of-nex-loil.md) within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function. +- **Frequency**: once per minute + +**Effect** A [cube of force](compendium/equipment/items/cube-of-force-loil.md) or [Lesser Cube of Nex](compendium/equipment/items/lesser-cube-of-nex-loil.md) within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function. ``` + +--- *Source: Lost Omens: Impossible Lands p. 304* \ No newline at end of file diff --git a/compendium/equipment/items/cube-of-recall-tv.md b/compendium/equipment/items/cube-of-recall-tv.md index a498570c5..461a517a4 100644 --- a/compendium/equipment/items/cube-of-recall-tv.md +++ b/compendium/equipment/items/cube-of-recall-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Cube of Recall"] @@ -12,23 +12,27 @@ aliases: ["Cube of Recall"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 40000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can be attuned to a location and then teleport you back to that spot in the blink of an eye. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) + Pick one side of the cube and set it face up. You attune the cube to the location you currently occupy. Each side can be attuned to only one location. Once you use this action to attune to a location, the side you pick loses any previously attuned location. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) ([teleportation](rules/traits/teleportation.md)) + While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains. -%% #trait/teleportation %% +%% + #trait/teleportation +%% ``` + +--- *Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/cunning-lopsg.md b/compendium/equipment/items/cunning-lopsg.md index af7d4433e..55ee8a7e3 100644 --- a/compendium/equipment/items/cunning-lopsg.md +++ b/compendium/equipment/items/cunning-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/rune +- item/category/rune/ - trait/divination - trait/magical - trait/uncommon @@ -14,13 +14,13 @@ aliases: ["Cunning"] - **Price** 140 gp - **Usage** etched on a slashing or piercing weapon -- **Category** Rune The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per minute - **Requirements**: On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids **Effect** You learn the secrets the weapon gleaned from the creature's blood. Attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about the target of the required attack, gaining an item bonus to the [Recall Knowledge](rules/actions/recall-knowledge.md) skill check equal to the weapon's item bonus to attack rolls from its potency rune. @@ -28,4 +28,6 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/curare-tv.md b/compendium/equipment/items/curare-tv.md index eaa0ba37b..3d896aa9e 100644 --- a/compendium/equipment/items/curare-tv.md +++ b/compendium/equipment/items/curare-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/incapacitation @@ -15,9 +15,8 @@ aliases: ["Curare"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 100 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark. @@ -35,4 +34,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and [slowed](rules/conditions.md#Slowed). If the victim fails the saving throw while at Stage 3, the poison ends and the victim is [paralyzed](rules/conditions.md#Paralyzed) for `2d6` minutes. (1 round) ``` + +--- *Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/curled-cure-gel-lotg.md b/compendium/equipment/items/curled-cure-gel-lotg.md index 5316bd8d5..5fd159e5e 100644 --- a/compendium/equipment/items/curled-cure-gel-lotg.md +++ b/compendium/equipment/items/curled-cure-gel-lotg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/plant +- item/category/plant/ - trait/alchemical - trait/consumable aliases: ["Curled Cure Gel"] @@ -12,10 +12,11 @@ aliases: ["Curled Cure Gel"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Treat Wounds](rules/actions/treat-wounds.md) -- **Category** Plant Curled cure secretes a gel that gently warms the skin and stimulates healing. You can [Activate the item](rules/actions/activate-an-item.md) as part of the same activity you use to [Treat Wounds](rules/actions/treat-wounds.md). If you successfully [Treat Wounds](rules/actions/treat-wounds.md), you can also reduce the value of one of the targets' [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) conditions by 1. The target of your [Treat Wounds](rules/actions/treat-wounds.md) is then temporarily immune to curled cure gel for 24 hours, whether or not your attempt to [Treat Wounds](rules/actions/treat-wounds.md) was successful + +--- *Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/cursebreak-bulwark-lotgb.md b/compendium/equipment/items/cursebreak-bulwark-lotgb.md index e01e9c304..ef35a53e3 100644 --- a/compendium/equipment/items/cursebreak-bulwark-lotgb.md +++ b/compendium/equipment/items/cursebreak-bulwark-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Cursebreak Bulwark"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14500 gp -- **Usage** held in one hand; **Bulk** 4 -- **Category** Held +- **Bulk** 4; **Usage** held in one hand This tower shield (Hardness 14, HP 56, BT 28) is composed of interlocking hexagonal wooden tiles lined with metal. The tiles are painted a verdant green, and each is marked with a faded rune that protects against curses. While you have this shield raised, you gain a +1 circumstance bonus to saving throws against spells that Catfish Salvage Wares. + +--- *Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/cytillesh-gmg.md b/compendium/equipment/items/cytillesh-gmg.md index 632d4e7e2..154d9897e 100644 --- a/compendium/equipment/items/cytillesh-gmg.md +++ b/compendium/equipment/items/cytillesh-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Cytillesh"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory. The save for addiction to cytillesh is DC 20, and the addiction has the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait. @@ -34,4 +33,6 @@ title: Saving Throw: DC 15 Fortitude **Stage 2** lose all memories made in the previous hour (1 hour) ``` + +--- *Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/cytillesh-oil.md b/compendium/equipment/items/cytillesh-oil.md index eab9a200f..dca57c711 100644 --- a/compendium/equipment/items/cytillesh-oil.md +++ b/compendium/equipment/items/cytillesh-oil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Cytillesh Oil"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 10 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. @@ -34,4 +33,6 @@ title: Saving Throw: DC 19 Fortitude **Stage 3** `2d10` poison damage (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/dagger-of-eternal-sleep-logm.md b/compendium/equipment/items/dagger-of-eternal-sleep-logm.md index 17f9b2b9f..d9f4dc102 100644 --- a/compendium/equipment/items/dagger-of-eternal-sleep-logm.md +++ b/compendium/equipment/items/dagger-of-eternal-sleep-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/necromancy @@ -15,15 +15,17 @@ aliases: ["Dagger Of Eternal Sleep"] - **Access** follower of [Achaekek](compendium/setting/deities/achaekek-logm.md) - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This tiny serrated dagger looks like a miniature sawtooth sabre. Until activated, it is too small and ornamental to function as a weapon, which might allow it to be passed off as a weapon-shaped decoration. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You transform the dagger of eternal sleep into a +1 grievous striking dagger and [Strike](rules/actions/strike.md) an [unconscious](rules/conditions.md#Unconscious) target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your [Strike](rules/actions/strike.md), you get a critical hit instead. The damage from the [Strike](rules/actions/strike.md) and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use. ``` + +--- *Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/dagger-of-venom.md b/compendium/equipment/items/dagger-of-venom.md index 22ba2c7e2..89088120b 100644 --- a/compendium/equipment/items/dagger-of-venom.md +++ b/compendium/equipment/items/dagger-of-venom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/magical - trait/necromancy - trait/poison @@ -13,15 +13,16 @@ aliases: ["Dagger of Venom"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon +- **Bulk** L; **Usage** held in 1 hand The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes [sickened](rules/conditions.md#Sickened) unless it succeeds at a DC 19 Fortitude save. This is a [poison](rules/traits/poison.md "Poison Effect Trait") effect. In addition, you can activate the dagger to poison a creature with a more potent poison. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) -You poison the creature you hit with dagger venom. +- **Frequency**: once per day + +**Effect** You poison the creature you hit with dagger venom. ``` ```ad-inline-affliction @@ -33,10 +34,12 @@ title: Dagger Venom ## Stages -**Stage 1** `1d8` poison damage and [enfeebled](rules/conditions.md#Enfeebled). (null) +**Stage 1** `1d8` poison damage and [enfeebled](rules/conditions.md#Enfeebled). %% #trait/poison %% ``` + +--- *Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/dagger-pistol-g-g.md b/compendium/equipment/items/dagger-pistol-g-g.md index a567e4717..89ec993d2 100644 --- a/compendium/equipment/items/dagger-pistol-g-g.md +++ b/compendium/equipment/items/dagger-pistol-g-g.md @@ -21,14 +21,16 @@ aliases: ["Dagger Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 8 gp - **Bulk** L -- **Ranged** - - **Damage** `1d4` P +- **Ranged**: + - **Damage**: `1d4` P - **Ammunution** round; **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` P +- **Melee**: + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the barrel and extending out past the muzzle. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/dagger.md b/compendium/equipment/items/dagger.md index ce5ace88b..53e2bbdf9 100644 --- a/compendium/equipment/items/dagger.md +++ b/compendium/equipment/items/dagger.md @@ -15,10 +15,12 @@ aliases: ["Dagger"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Knife This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/daikyu-apg.md b/compendium/equipment/items/daikyu-apg.md index bbf9e3872..db257f241 100644 --- a/compendium/equipment/items/daikyu-apg.md +++ b/compendium/equipment/items/daikyu-apg.md @@ -13,11 +13,13 @@ aliases: ["Daikyu"] - **Price** 8 gp - **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 80 ft.; **Reload** 0 + - **Damage**: `1d8` P + - **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 80 ft.; **Reload** 0 - **Hands** 1+ - **Category** Advanced; **Group** Bow This asymmetrical bow, made of laminated bamboo, wood, and leather, stands 6 feet or more in height. Using a daikyu while mounted limits its firing range to your left side. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/dancers-spear-tv.md b/compendium/equipment/items/dancers-spear-tv.md index d481d9728..506862994 100644 --- a/compendium/equipment/items/dancers-spear-tv.md +++ b/compendium/equipment/items/dancers-spear-tv.md @@ -16,10 +16,12 @@ aliases: ["Dancer's Spear"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 2 - **Category** Martial; **Group** Spear Traditionally a favored weapon in Molthune for settling disputes between military leaders, the dancer's spear has seen a recent resurgence in popularity in the neighboring kingdom of Nirmathas, largely due to its effectiveness at striking down attacking skeletons and other undead from a relatively safe distance. A dancer's spear has a 7-foot-long wooden haft capped with a triangular metal blade at one end, counterbalanced on the other end with a reinforced metal sleeve that, in a pinch, can be used as an effective striking surface. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/dancing-lamentation-tv.md b/compendium/equipment/items/dancing-lamentation-tv.md index 0b694faac..b7660728d 100644 --- a/compendium/equipment/items/dancing-lamentation-tv.md +++ b/compendium/equipment/items/dancing-lamentation-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Dancing Lamentation"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 240 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round. @@ -34,4 +33,6 @@ title: Saving Throw: DC 30 Fortitude **Stage 3** `8d6` poison damage, [clumsy](rules/conditions.md#Clumsy), 2 Steps of forced movement (1 round) ``` + +--- *Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/dancing-scarf.md b/compendium/equipment/items/dancing-scarf.md index a6a8d6e75..f95228096 100644 --- a/compendium/equipment/items/dancing-scarf.md +++ b/compendium/equipment/items/dancing-scarf.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -13,17 +13,30 @@ aliases: ["Dancing Scarf"] # Dancing Scarf *Item 3+* [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Usage** worn belt; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn belt This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to [Performance](compendium/skills.md#Performance) checks to dance. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: On your most recent action, you succeeded at a [Performance](compendium/skills.md#Performance) check to dance **Effect** You become [concealed](rules/conditions.md#Concealed) until the beginning of your next turn. ``` +--- +### Variants + +#### dancing scarf *Item 3* + +- **Price**: 60 gp + +#### greater dancing scarf *Item 9* + +- **Price**: 650 gp + +The scarf grants a +2 bonus. When you activate the scarf, you can also [Stride](rules/actions/stride.md) up to half your Speed or [Step](rules/actions/step.md). + +--- *Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/dancing.md b/compendium/equipment/items/dancing.md index 2cbb6ff88..618db78e9 100644 --- a/compendium/equipment/items/dancing.md +++ b/compendium/equipment/items/dancing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical - trait/uncommon @@ -14,12 +14,12 @@ aliases: ["Dancing"] - **Price** 2700 gp - **Usage** etched onto a melee weapon -- **Category** Rune A dancing weapon flies autonomously and strikes your foes. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You [Release](rules/actions/release.md) the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can [Fly](rules/actions/fly.md) up to its fly Speed of 40 feet, and then can either [Fly](rules/actions/fly.md) again or [Strike](rules/actions/strike.md) one creature within its reach. @@ -32,4 +32,6 @@ The weapon's abilities that automatically trigger on a hit or critical hit still Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can't activate the item again for 10 minutes. ``` + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/dandpatta-loil.md b/compendium/equipment/items/dandpatta-loil.md index 3004de011..bffbe4dc4 100644 --- a/compendium/equipment/items/dandpatta-loil.md +++ b/compendium/equipment/items/dandpatta-loil.md @@ -14,10 +14,12 @@ aliases: ["Dandpatta"] - **Price** 8 sp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword This long, narrow blade is attached to a gauntlet that also acts as a handguard. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/daredevil-boots.md b/compendium/equipment/items/daredevil-boots.md index 41507ffed..a8d75d14f 100644 --- a/compendium/equipment/items/daredevil-boots.md +++ b/compendium/equipment/items/daredevil-boots.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -12,11 +12,26 @@ aliases: ["Daredevil Boots"] # Daredevil Boots *Item 10+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks and a +1 circumstance bonus to checks to [Tumble Through](rules/actions/tumble-through.md) an enemy's space. The boots can grip solid surfaces and help you avoid a fall, allowing you to use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in [Acrobatics](compendium/skills.md#Acrobatics), you can choose the speed of your fall, from 60 feet per round up to normal falling speed. +--- +### Variants + +#### daredevil boots *Item 10* + +- **Price**: 900 gp + +#### greater daredevil boots *Item 17* + +- **Price**: 14000 gp + +The bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks is +3, and the bonus to [Tumble Through](rules/actions/tumble-through.md) is +2. The boots can be activated. + +**Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command; **Frequency** once per day; **Effect** The boots cast [freedom of movement](compendium/spells/freedom-of-movement.md) on you. + +--- *Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/darkvision-elixir.md b/compendium/equipment/items/darkvision-elixir.md index e9df8f9ed..273421fcb 100644 --- a/compendium/equipment/items/darkvision-elixir.md +++ b/compendium/equipment/items/darkvision-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,31 @@ aliases: ["Darkvision Elixir"] # Darkvision Elixir *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir After you drink this elixir, your sight becomes sharper in darkness. You gain [darkvision](rules/abilities/darkvision.md) for the listed duration. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 6 gp + +The duration is 10 minutes. + +#### moderate *Item 4* + +- **Price**: 11 gp + +The duration is 1 hour. + +#### greater *Item 8* + +- **Price**: 90 gp + +The duration is 24 hours. + +--- *Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/darkvision-scope-g-g.md b/compendium/equipment/items/darkvision-scope-g-g.md index 626b9620d..bdc935f6c 100644 --- a/compendium/equipment/items/darkvision-scope-g-g.md +++ b/compendium/equipment/items/darkvision-scope-g-g.md @@ -11,15 +11,30 @@ aliases: ["Darkvision Scope"] # Darkvision Scope *Item 5+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** attached ; **Bulk** L +- **Bulk** L; **Usage** attached - **Category** Scope These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You gain [darkvision](rules/abilities/darkvision.md) until the beginning of your next turn, as long as you continue to look through the scope. ``` +--- +### Variants + +#### darkvision scope *Item 5* + +- **Price**: 160 gp + +#### greater darkvision scope *Item 15* + +- **Price**: 5500 gp + +The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope. + +--- *Source: Guns & Gears p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/darkwood-armor.md b/compendium/equipment/items/darkwood-armor.md index 161b74799..722c8539a 100644 --- a/compendium/equipment/items/darkwood-armor.md +++ b/compendium/equipment/items/darkwood-armor.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Darkwood Armor"] --- # Darkwood Armor *Item 12+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) +--- +### Variants + +#### standard-grade darkwood armor *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk. + +#### high-grade darkwood armor *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk. + +--- *Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/compendium/equipment/items/darkwood-shield.md b/compendium/equipment/items/darkwood-shield.md index b8e4ee46a..56ede0c06 100644 --- a/compendium/equipment/items/darkwood-shield.md +++ b/compendium/equipment/items/darkwood-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Darkwood Shield"] --- @@ -11,8 +11,41 @@ aliases: ["Darkwood Shield"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield -- **Category** Material Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). +--- +### Variants + +#### standard-grade darkwood buckler *Item 8* + +- **Price**: 400 gp +- **Craft Requirements**: darkwood worth at least 50 gp + +#### standard-grade darkwood shield *Item 8* + +- **Price**: 440 gp +- **Craft Requirements**: darkwood worth at least 55 gp + +#### standard-grade darkwood tower shield *Item 8* + +- **Price**: 560 gp +- **Craft Requirements**: darkwood worth at least 70 gp + +#### high-grade darkwood buckler *Item 16* + +- **Price**: 8000 gp +- **Craft Requirements**: darkwood worth at least 4,000 gp + +#### high-grade darkwood shield *Item 16* + +- **Price**: 8800 gp +- **Craft Requirements**: darkwood worth at least 4,400 gp + +#### high-grade darkwood tower shield *Item 16* + +- **Price**: 11200 gp +- **Craft Requirements**: darkwood worth at least 5,600 gp + +--- *Source: Core Rulebook p. 586* \ No newline at end of file diff --git a/compendium/equipment/items/darkwood-weapon.md b/compendium/equipment/items/darkwood-weapon.md index e813367b1..cf15c6dd1 100644 --- a/compendium/equipment/items/darkwood-weapon.md +++ b/compendium/equipment/items/darkwood-weapon.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Darkwood Weapon"] --- # Darkwood Weapon *Item 11+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). +--- +### Variants + +#### standard grade darkwood weapon *Item 11* + +- **Price**: 1400 gp +- **Craft Requirements**: at least 175 gp of darkwood + 17.5 gp per Bulk. + +#### high-grade darkwood weapon *Item 17* + +- **Price**: 13500 gp +- **Craft Requirements**: at least 6,750 gp of darkwood + 675 gp per Bulk. + +--- *Source: Core Rulebook p. 599* \ No newline at end of file diff --git a/compendium/equipment/items/darkwood.md b/compendium/equipment/items/darkwood.md index 072d4e675..0ce132870 100644 --- a/compendium/equipment/items/darkwood.md +++ b/compendium/equipment/items/darkwood.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/precious - trait/uncommon aliases: ["Darkwood"] @@ -11,7 +11,6 @@ aliases: ["Darkwood"] # Darkwood *Item 8+* [precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Category** Material Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. @@ -28,4 +27,24 @@ Darkwood is a very lightweight wood found primarily in oldgrowth forests in sout | multiRow | | +--- +### Variants + +#### darkwood branch *Item 0* + +- **Price**: 500 gp + +#### darkwood lumber *Item 0* + +- **Price**: 5000 gp + +#### standard-grade darkwood object *Item 8* + +- **Price**: 350 gp + +#### high-grade darkwood object *Item 16* + +- **Price**: 6000 gp + +--- *Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/dart-shield-tv.md b/compendium/equipment/items/dart-shield-tv.md index 35fa55696..88eb961a7 100644 --- a/compendium/equipment/items/dart-shield-tv.md +++ b/compendium/equipment/items/dart-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/launching-dart aliases: ["Dart Shield"] --- @@ -12,9 +12,11 @@ aliases: ["Dart Shield"] - **Price** 8 gp - **Bulk** 1 -- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 12 (BT 6) -- **Category** Shield; **Group** Shield +- **AC Bonus** +1/+1; **Hardness** 3, **HP** 12 (BT 6); **Speed Penalty** — +- **Group** Shield This wooden shield features a spring-loaded device on its surface that can fire darts with powerful force. A small mechanism within the shield allows you to fire a dart even while actively holding the shield or blocking with it. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/dart-umbrella-g-g.md b/compendium/equipment/items/dart-umbrella-g-g.md index 83237cac5..ba8725988 100644 --- a/compendium/equipment/items/dart-umbrella-g-g.md +++ b/compendium/equipment/items/dart-umbrella-g-g.md @@ -15,11 +15,13 @@ aliases: ["Dart Umbrella"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1` P -- **Range** 30 ft.; **Reload** 1 + - **Damage**: `1` P + - **Range** 30 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Dart This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections. + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/dart.md b/compendium/equipment/items/dart.md index bf421b820..f4568bd39 100644 --- a/compendium/equipment/items/dart.md +++ b/compendium/equipment/items/dart.md @@ -13,11 +13,13 @@ aliases: ["Dart"] - **Price** 1 cp - **Bulk** L -- **Damage** `1d4` P -- **Range** 20 ft. + - **Damage**: `1d4` P + - **Range** 20 ft. - **Hands** 1 - **Category** Simple; **Group** Dart This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/dawnflower-beads-tv.md b/compendium/equipment/items/dawnflower-beads-tv.md index 6d893a2e0..23dcc007e 100644 --- a/compendium/equipment/items/dawnflower-beads-tv.md +++ b/compendium/equipment/items/dawnflower-beads-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divine - trait/healing - trait/intelligent @@ -15,15 +15,17 @@ aliases: ["Dawnflower Beads"] # Dawnflower Beads *Item 11* [divine](rules/traits/divine.md "Divine Tradition Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads. Other such objects hold the spirits of Sarenite priests who dedicated themselves to their work beyond death. Dawnflower beads function as greater holy prayer beads. They don't re-attune to other deities but allow any good or neutral divine spellcaster to use them, though they attempt to talk their wielder out of morally questionable acts. Add positive luminance to the beads' spell list, available to be cast once per day. Dawnflower beads also have the following activation. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + The beads cast 4th-level [light](compendium/spells/light.md). ``` + +--- *Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/dawnlight-botd.md b/compendium/equipment/items/dawnlight-botd.md index b4f7d292b..c6868a50f 100644 --- a/compendium/equipment/items/dawnlight-botd.md +++ b/compendium/equipment/items/dawnlight-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/held +- item/category/held/ - trait/divine - trait/evocation - trait/uncommon @@ -12,15 +12,39 @@ aliases: ["Dawnlight"] # Dawnlight *Item 3+* [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Craft Requirements** You have a spellcasting class feature with the divine tradition. +- **Bulk** L; **Usage** held in 1 hand This shining symbol of [Sarenrae](compendium/setting/deities/sarenrae.md) depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -The dawnlight casts 1st-level [disrupt undead](compendium/spells/disrupt-undead.md) or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the [light](rules/traits/light.md "Light Effect Trait") trait is treated as though its counteract level were 1 higher for counteracting darkness. +- **Frequency**: once per day + +**Effect** The dawnlight casts 1st-level [disrupt undead](compendium/spells/disrupt-undead.md) or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the [light](rules/traits/light.md "Light Effect Trait") trait is treated as though its counteract level were 1 higher for counteracting darkness. ``` +--- +### Variants + +#### dawnlight *Item 3* + +- **Price**: 60 gp + +#### greater *Item 7* + +- **Price**: 320 gp + +Whenever you successfully counteract magical darkness while holding this symbol, the clash of magic unleashes a momentary flash of light. Creatures with darkvision in the area of the [light](compendium/spells/light.md) spell or targeted by it must succeed at a DC 23 Fortitude save or be [dazzled](rules/conditions.md#Dazzled) for 1 round. Those with light blindness are also exposed to bright light. + +Change the list of spells to 3rd-level versions of disrupt undead, light, and searing light. The spell attack roll and counteract modifier are +13. + +#### major *Item 11* + +- **Price**: 1300 gp + +A major dawnlight creates a flash of light like a greater dawnlight, but the DC is 28. Change the list of spells to 5th-level versions of disrupt undead and light, and 4th-level versions of searing light and vital beacon. The spell attack roll and counteract modifier are +18. + +--- *Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/day-goggles-g-g.md b/compendium/equipment/items/day-goggles-g-g.md index 119d3f114..b5ef12634 100644 --- a/compendium/equipment/items/day-goggles-g-g.md +++ b/compendium/equipment/items/day-goggles-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Day Goggles"] --- @@ -11,11 +11,12 @@ aliases: ["Day Goggles"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** worn eyepiece; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn eyepiece The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult. While wearing day goggles, you gain a +1 item bonus to saving throws against visual [light](rules/traits/light.md "Light Effect Trait") effects. However, while wearing the goggles, you take a –2 item penalty to visual [Perception](compendium/skills.md#Perception) checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren't [dazzled](rules/conditions.md#Dazzled) in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single [Interact](rules/actions/interact.md) action, without having to withdraw them first. + +--- *Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/daylight-vapor-aoe4.md b/compendium/equipment/items/daylight-vapor-aoe4.md index 6d5638095..055ae017a 100644 --- a/compendium/equipment/items/daylight-vapor-aoe4.md +++ b/compendium/equipment/items/daylight-vapor-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/divine - trait/inhaled @@ -15,9 +15,9 @@ aliases: ["Daylight Vapor"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of sunburst. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the [light](rules/traits/light.md "Light Effect Trait") trait (although the poison itself doesn't, so only the [light](rules/traits/light.md "Light Effect Trait") effect can be counteracted by [darkness](rules/traits/darkness.md "Darkness Effect Trait") effects). The [sickened](rules/conditions.md#Sickened) condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again. @@ -36,4 +36,6 @@ title: Saving Throw: DC 31 Fortitude **Stage 3** `10d6` damage and [sickened](rules/conditions.md#Sickened) (1 round) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/dazing-coil.md b/compendium/equipment/items/dazing-coil.md index 23dfae339..31fe22fce 100644 --- a/compendium/equipment/items/dazing-coil.md +++ b/compendium/equipment/items/dazing-coil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/magical @@ -14,10 +14,11 @@ aliases: ["Dazing Coil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 900 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You deal damage to a [flat-footed](rules/conditions.md#Flat-footed) creature with the affixed weapon. -- **Category** Talisman This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be [stunned](rules/conditions.md#Stunned). If it critically fails, it instead becomes [stunned](rules/conditions.md#Stunned). + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/dazzling-rosary-som.md b/compendium/equipment/items/dazzling-rosary-som.md index c2284ed3b..22fdfede7 100644 --- a/compendium/equipment/items/dazzling-rosary-som.md +++ b/compendium/equipment/items/dazzling-rosary-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,9 +12,24 @@ aliases: ["Dazzling Rosary"] # Dazzling Rosary *Item 4+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically [Strikes](rules/actions/strike.md) a target, causing the target to be [dazzled](rules/conditions.md#Dazzled) until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst. +--- +### Variants + +#### dazzling rosary *Item 4* + +- **Price**: 15 gp + +The rosary can be used with a [spiritual weapon](compendium/spells/spiritual-weapon.md) of 4th level or below. + +#### greater dazzling rosary *Item 12* + +- **Price**: 350 gp + +The rosary can be used with a [spiritual weapon](compendium/spells/spiritual-weapon.md) of any spell level. + +--- *Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/deadweight-mutagen-tv.md b/compendium/equipment/items/deadweight-mutagen-tv.md index 9a81bc087..029d3ea8f 100644 --- a/compendium/equipment/items/deadweight-mutagen-tv.md +++ b/compendium/equipment/items/deadweight-mutagen-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,12 +14,39 @@ aliases: ["Deadweight Mutagen"] # Deadweight Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around. Benefit You gain an item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) and [Trip](rules/actions/trip.md), to your Fortitude and Reflex DCs against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you, and to saving throws against effects that attempt to force you to move or knock you [prone](rules/conditions.md#Prone). Drawback You gain the [encumbered](rules/conditions.md#Encumbered) condition and can't remove it while under the effects of the mutagen. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bonus is +1, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus is +2, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3, and the duration is 1 hour. You can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to two sizes larger than you. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus is +4, and the duration is 1 hour. You can attempt to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) creatures up to three sizes larger than you. + +--- *Source: Treasure Vault p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/deadweight-snare-lotgb.md b/compendium/equipment/items/deadweight-snare-lotgb.md index 9c234f412..556de4831 100644 --- a/compendium/equipment/items/deadweight-snare-lotgb.md +++ b/compendium/equipment/items/deadweight-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/kobold - trait/mechanical @@ -16,7 +16,6 @@ aliases: ["Deadweight Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Category** Snare This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save. @@ -26,4 +25,6 @@ This snare is made of magnetized weights and heavy ropes rigged to a trip wire o > - **Failure** The creature takes a –2 status penalty to attack rolls for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 18). > - **Critical Failure** As failure, but the creature drops any metallic items it's holding. + +--- *Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/deafening-music-box-aoe2.md b/compendium/equipment/items/deafening-music-box-aoe2.md index dff0e7124..70b5bc74a 100644 --- a/compendium/equipment/items/deafening-music-box-aoe2.md +++ b/compendium/equipment/items/deafening-music-box-aoe2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe2 -- item/category/held +- item/category/held/ - trait/auditory - trait/evocation - trait/magical @@ -14,17 +14,19 @@ aliases: ["Deafening Music Box"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the box's top at an angle, though it feels surprisingly light. The box has a large button on its side, and it must be set down on a flat surface in order to activate it; while it's activated, the rumbling and churning gears inside the box make it impossible to carry without dropping it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its entire melody, and it can't be shut off prematurely. The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become [deafened](rules/conditions.md#Deafened) for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box. ``` + +--- *Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/death-coil-g-g.md b/compendium/equipment/items/death-coil-g-g.md index 2cf67e097..45d28d4ce 100644 --- a/compendium/equipment/items/death-coil-g-g.md +++ b/compendium/equipment/items/death-coil-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/consumable - trait/electricity - trait/mechanical @@ -16,7 +16,6 @@ aliases: ["Death Coil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 9000 gp -- **Category** Snare This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing `7d12` electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare (Advanced Player's Guide 194) don't work with a death coil. Creatures within that area must attempt a DC 43 Fortitude saving throw. @@ -26,4 +25,6 @@ This modified Stasian coil of metal and glass stands about three feet tall. It a > - **Failure** The creature takes full damage and is [stunned](rules/conditions.md#Stunned). > - **Critical Failure** The creature takes double damage is [stunned](rules/conditions.md#Stunned). + +--- *Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/death-knell-powder-aoe4.md b/compendium/equipment/items/death-knell-powder-aoe4.md index 63713da5d..3128bffdd 100644 --- a/compendium/equipment/items/death-knell-powder-aoe4.md +++ b/compendium/equipment/items/death-knell-powder-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/divine - trait/injury @@ -15,9 +15,9 @@ aliases: ["Death Knell Powder"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 625 gp -- **Usage** held in 2 hands; **Bulk** L +- **Craft Requirements** Supply one casting of death knell. +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder, you must succeed at a DC 34 Will save or die (this is a [death](rules/traits/death.md "Death Effect Trait") effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. @@ -35,4 +35,6 @@ title: Saving Throw: DC 34 Fortitude **Stage 3** `12d6` poison damage (1 round) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/death-knell-powder-tv.md b/compendium/equipment/items/death-knell-powder-tv.md index 8e0589033..c0fce6982 100644 --- a/compendium/equipment/items/death-knell-powder-tv.md +++ b/compendium/equipment/items/death-knell-powder-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/divine @@ -17,9 +17,9 @@ aliases: ["Death Knell Powder"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 625 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of death knell. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This poison is made from toxic spores reduced to a gray powder and suffused with necromantic energy. If a creature is reduced to 0 Hit Points while under the effect of death knell powder, it must succeed at a DC 34 Will save or die (this is a [death](rules/traits/death.md "Death Effect Trait") effect). If a creature dies from death knell powder, a random creature adjacent to the victim is bolstered by its departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. @@ -37,4 +37,6 @@ title: Saving Throw: DC 34 Fortitude **Stage 3** `12d6` poison damage (1 round) ``` + +--- *Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/deathcap-powder.md b/compendium/equipment/items/deathcap-powder.md index 232bc8a5f..c7ca7b038 100644 --- a/compendium/equipment/items/deathcap-powder.md +++ b/compendium/equipment/items/deathcap-powder.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -14,9 +14,8 @@ aliases: ["Deathcap Powder"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. @@ -35,4 +34,6 @@ title: Saving Throw: DC 33 Fortitude **Stage 3** `20d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/deathless-light-sot4.md b/compendium/equipment/items/deathless-light-sot4.md index 7431ddb57..5443ec1fe 100644 --- a/compendium/equipment/items/deathless-light-sot4.md +++ b/compendium/equipment/items/deathless-light-sot4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot4 -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Deathless Light"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 165 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** envision -- **Category** Consumable This glowing piece of flesh increases the spell level of a spell with the [light](rules/traits/light.md "Light Effect Trait") trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a [darkness](compendium/spells/darkness.md) spell. + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/deathless-lotgb.md b/compendium/equipment/items/deathless-lotgb.md index 02dc87a15..f38c31691 100644 --- a/compendium/equipment/items/deathless-lotgb.md +++ b/compendium/equipment/items/deathless-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/healing - trait/magical - trait/necromancy @@ -15,16 +15,18 @@ aliases: ["Deathless"] - **Price** 330 gp - **Usage** etched onto armor -- **Category** Rune These symbols fortify your body's grasp on your soul, keeping it tethered when death approaches. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You gain the [doomed](rules/conditions.md#Doomed) or [wounded](rules/conditions.md#Wounded) condition **Effect** You reduce the value of the triggering condition by 1. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/decanter-of-endless-water.md b/compendium/equipment/items/decanter-of-endless-water.md index db2228dd9..f7858d0a2 100644 --- a/compendium/equipment/items/decanter-of-endless-water.md +++ b/compendium/equipment/items/decanter-of-endless-water.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/water @@ -13,29 +13,33 @@ aliases: ["Decanter of Endless Water"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Price** 320 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This item looks like an ordinary glass flask full of water. The stopper can't be removed unless you speak one of the item's three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) + Speaking "stream," you cause water to pour out at a rate of 1 gallon per round. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) + Speaking "fountain," you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) + Speaking "geyser," you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an [Interact](rules/actions/interact.md) action to direct the geyser each time. ``` + +--- *Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/deck-of-illusions-som.md b/compendium/equipment/items/deck-of-illusions-som.md index 5bcac8074..f4de99746 100644 --- a/compendium/equipment/items/deck-of-illusions-som.md +++ b/compendium/equipment/items/deck-of-illusions-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/illusion - trait/magical - trait/uncommon @@ -14,14 +14,16 @@ aliases: ["Deck Of Illusions"] - **Price** 200 gp - **Usage** held in 2 hands -- **Category** Held This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no [magical](rules/traits/magical.md "Magical Item Trait") effect takes place until you Activate the deck, shuffling and drawing randomly. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision, [Interact](rules/actions/interact.md) + You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature, except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck. ``` + +--- *Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/deck-of-many-things-gmg.md b/compendium/equipment/items/deck-of-many-things-gmg.md index 652b5a7ab..1d39b0006 100644 --- a/compendium/equipment/items/deck-of-many-things-gmg.md +++ b/compendium/equipment/items/deck-of-many-things-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/magical - trait/rare @@ -14,12 +14,12 @@ aliases: ["Deck Of Many Things"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** held in 1 hand -- **Category** Artifact These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no [magical](rules/traits/magical.md "Magical Item Trait") effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision, [Interact](rules/actions/interact.md) + You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don't voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again. @@ -49,4 +49,6 @@ Once a card is drawn, it produces its effect immediately and then disappears bac - **The Void** Your mind becomes trapped forever. This card is fickle, but it often throws the psyche into a prison in an object on a distant plane or planet. Wish or similarly powerful magic can reveal your psyche's location, but it doesn't bring you back. Your comatose body continues to function. Cease drawing cards. ``` + +--- *Source: Gamemastery Guide p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/deck-of-mischief-som.md b/compendium/equipment/items/deck-of-mischief-som.md index ebeb5bd1a..d25f8a4fb 100644 --- a/compendium/equipment/items/deck-of-mischief-som.md +++ b/compendium/equipment/items/deck-of-mischief-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/illusion - trait/magical - trait/uncommon @@ -14,16 +14,18 @@ aliases: ["Deck Of Mischief"] - **Price** 75 gp - **Usage** held in 2 hands -- **Category** Held This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance—or to at least nudge the odds in their favor. If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck. The deck is true to its name and less likely to comply with your wishes if not well cared for. While surprisingly resistant to the elements, a waterlogged, dirty, or battered deck may not function as desired, giving you incorrect information about which cards are still in the deck or failing to hold the illusion at a critical moment. If a deck becomes incomplete due to damaged or missing cards, it rapidly loses its deceptive capabilities and might even purposefully sabotage you. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have any) with the face of one still in the deck. A creature who Seeks or touches the card can attempt to disbelieve this illusion ([Perception](compendium/skills.md#Perception) DC 20). ``` + +--- *Source: Secrets of Magic p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/deepdread-claw-lol.md b/compendium/equipment/items/deepdread-claw-lol.md index 1a07c308f..500b76dc1 100644 --- a/compendium/equipment/items/deepdread-claw-lol.md +++ b/compendium/equipment/items/deepdread-claw-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/held +- item/category/held/ - trait/evocation - trait/invested - trait/magical @@ -14,21 +14,25 @@ aliases: ["Deepdread Claw"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 4000 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 or 2 hands One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear, but in darkness or dim light, it becomes a +2 greater striking spear. You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear, but its fundamental runes are always one type worse in bright light. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You establish a telepathic link with someone else wielding a deepdread claw, enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You cast 4th-level [darkness](compendium/spells/darkness.md). You can see clearly in this darkness. +**Effect** You cast 4th-level [darkness](compendium/spells/darkness.md). You can see clearly in this darkness. ``` + +--- *Source: Lost Omens: Legends p. 28* \ No newline at end of file diff --git a/compendium/equipment/items/defiled-costa-loil.md b/compendium/equipment/items/defiled-costa-loil.md index 6917fbfae..1a102131b 100644 --- a/compendium/equipment/items/defiled-costa-loil.md +++ b/compendium/equipment/items/defiled-costa-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -14,10 +14,19 @@ aliases: ["Defiled Costa"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 900 gp -- **Usage** held in one hand; **Bulk** L +- **Bulk** L; **Usage** held in one hand - **Activate** envision -- **Category** Consumable This still-bloody rib was taken from a priest of [Urgathoa](compendium/setting/deities/urgathoa.md) at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a [mask of terror](compendium/spells/mask-of-terror.md) spell cast using this catalyst, it also takes `6d10` mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail. +--- +### Variants + +#### greater *Item 17* + +- **Price**: 2500 gp + +A creature who critically fails against this save is killed instantly. This effect has the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. + +--- *Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/deflecting-branch-sot4.md b/compendium/equipment/items/deflecting-branch-sot4.md index 3a024b5ff..5a6e0b393 100644 --- a/compendium/equipment/items/deflecting-branch-sot4.md +++ b/compendium/equipment/items/deflecting-branch-sot4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot4 -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,14 +13,14 @@ aliases: ["Deflecting Branch"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub. On a critical hit, you knock the target [prone](rules/conditions.md#Prone). ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per minute - **Trigger**: You are the target of a physical ranged attack - **Requirements**: You're aware of the attack and are not [flat-footed](rules/conditions.md#Flat-footed) against it @@ -28,11 +28,14 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Trigger**: You knock away a physical ranged attack by using the deflecting branch's other activation **Effect** You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon. ``` + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/degenerating-gmg.md b/compendium/equipment/items/degenerating-gmg.md index f201f293d..2a61aba88 100644 --- a/compendium/equipment/items/degenerating-gmg.md +++ b/compendium/equipment/items/degenerating-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/acid - trait/cursed - trait/magical @@ -15,8 +15,9 @@ aliases: ["Degenerating"] [acid](rules/traits/acid.md "Acid Energy & Element Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon -- **Category** Curse Failure makes the weapon crumble. Whenever you critically fail an attack roll with the weapon, the _degenerating_ curse deals `1d10` acid damage to the weapon, ignoring its Hardness and resistances. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/delve-scale-tv.md b/compendium/equipment/items/delve-scale-tv.md index 20b73dccd..0b7d0a573 100644 --- a/compendium/equipment/items/delve-scale-tv.md +++ b/compendium/equipment/items/delve-scale-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Delve Scale"] @@ -12,10 +12,11 @@ aliases: ["Delve Scale"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 155 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable If fried, a bulette's thick forefoot scales render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales' properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). + +--- *Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/demilich-eye-gem-b1.md b/compendium/equipment/items/demilich-eye-gem-b1.md index 545a09fde..700610f76 100644 --- a/compendium/equipment/items/demilich-eye-gem-b1.md +++ b/compendium/equipment/items/demilich-eye-gem-b1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/b1 -- item/category/held +- item/category/held/ - trait/arcane - trait/rare aliases: ["Demilich Eye Gem"] @@ -12,15 +12,19 @@ aliases: ["Demilich Eye Gem"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Craft Requirements** Demilich eye gems can't be crafted. +- **Bulk** —; **Usage** held in 1 hand This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains. ```ad-embed-ability -title: Activate +title: **Activate** command, [Interact](rules/actions/interact.md) -The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again. +- **Frequency**: once per day + +**Effect** The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again. ``` + +--- *Source: Bestiary p. 223* \ No newline at end of file diff --git a/compendium/equipment/items/demolishing-pfum.md b/compendium/equipment/items/demolishing-pfum.md index 3a0ac23d4..d9218f708 100644 --- a/compendium/equipment/items/demolishing-pfum.md +++ b/compendium/equipment/items/demolishing-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical - trait/rare @@ -14,8 +14,9 @@ aliases: ["Demolishing"] - **Price** 225 gp - **Usage** etched onto a weapon -- **Category** Rune A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the creature—cracks form, linkages fail, surfaces erode—and otherwise dismantle its body. When you damage a construct using a demolishing weapon, you deal an extra `1d6` [persistent force damage](rules/conditions.md#Persistent%20Damage). On a critical hit, you deal an extra `1d12` [persistent force damage](rules/conditions.md#Persistent%20Damage) instead. + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/demolition-fulu-tv.md b/compendium/equipment/items/demolition-fulu-tv.md index e5bd260ff..67224d1d0 100644 --- a/compendium/equipment/items/demolition-fulu-tv.md +++ b/compendium/equipment/items/demolition-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/fulu @@ -13,9 +13,30 @@ aliases: ["Demolition Fulu"] # Demolition Fulu *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** affixed to an object or structure; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** affixed to an object or structure A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a [Stealth](compendium/skills.md#Stealth) DC to detect it and [Thievery](compendium/skills.md#Thievery) DC to disable it according to its type. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 12 gp + +Sometimes called the moth fulu, good for destroying softer objects; `3d6` bludgeoning damage, DC 17. + +#### moderate *Item 11* + +- **Price**: 275 gp + +Sometimes called the termite fulu, good for destroying wood objects; `6d6` bludgeoning damage, DC 28. + +#### greater *Item 17* + +- **Price**: 2750 gp + +Sometimes called the rust fulu, good for destroying metal objects; `10d6` bludgeoning damage, DC 37. + +--- *Source: Treasure Vault p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/demon-armor.md b/compendium/equipment/items/demon-armor.md index 7be6144c4..abf0e53b4 100644 --- a/compendium/equipment/items/demon-armor.md +++ b/compendium/equipment/items/demon-armor.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/divine - trait/evil - trait/invested @@ -14,8 +14,8 @@ aliases: ["Demon Armor"] [divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 2500 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor +- **Craft Requirements** You are evil; supply one casting of dimension door. +- **Bulk** 4; **Usage** worn armor Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon, with your face peering out of the screaming maw of the beast. @@ -24,9 +24,13 @@ While wearing the armor, you can attack with the helmet's horns. They are a mart If you aren't evil, you're [drained](rules/conditions.md#Drained) and can't recover from this condition while wearing demon armor. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You cast [dimension door](compendium/spells/dimension-door.md). +- **Frequency**: once per day + +**Effect** You cast [dimension door](compendium/spells/dimension-door.md). ``` + +--- *Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/demon-mask-bb.md b/compendium/equipment/items/demon-mask-bb.md index 88172f7b2..38ec9ae92 100644 --- a/compendium/equipment/items/demon-mask-bb.md +++ b/compendium/equipment/items/demon-mask-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/magical aliases: ["Demon Mask"] @@ -13,16 +13,19 @@ aliases: ["Demon Mask"] - **Price** 85 gp - **Usage** worn mask -- **Category** Worn This terrifying mask resembles the visage of a leering demon and grants a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. Once per day, you can use the following activity. ```ad-embed-ability -title: Terrify [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Terrify** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + The mask casts a [fear](compendium/spells/fear.md) spell with a DC of 20. You choose the target. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` + +--- *Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/demon-mask.md b/compendium/equipment/items/demon-mask.md index f11fa34c7..184717771 100644 --- a/compendium/equipment/items/demon-mask.md +++ b/compendium/equipment/items/demon-mask.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -12,15 +12,30 @@ aliases: ["Demon Mask"] # Demon Mask *Item 4+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn mask; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn mask This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -The mask casts a [fear](compendium/spells/fear.md) spell with a DC of 20. +- **Frequency**: once per day + +**Effect** The mask casts a [fear](compendium/spells/fear.md) spell with a DC of 20. ``` +--- +### Variants + +#### demon mask *Item 4* + +- **Price**: 85 gp + +#### greater demon mask *Item 10* + +- **Price**: 900 gp + +The mask grants a +2 item bonus. It casts 3rd-level [fear](compendium/spells/fear.md) with a DC of 29. + +--- *Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/dependent-gmg.md b/compendium/equipment/items/dependent-gmg.md index 1e3a49ac5..cde479b6c 100644 --- a/compendium/equipment/items/dependent-gmg.md +++ b/compendium/equipment/items/dependent-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/magical - trait/rare @@ -14,8 +14,9 @@ aliases: ["Dependent"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** curses gear used for skills or a weapon -- **Category** Curse The _dependent_ curse makes an item function properly only under certain circumstances. Whenever you use the item to perform a skill check or use the weapon in combat, your degree of success is one worse than the result you rolled unless those specific conditions are met. The most common types of _dependent_ curses are nocturnal or diurnal—functioning normally only at night or only during the day, respectively—but more restrictive curses do exist, such as a curse that restricts the item's use to underground or a curse that allows the item to function effectively only during autumn. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/deployable-cover-g-g.md b/compendium/equipment/items/deployable-cover-g-g.md index 821b10065..0242f1486 100644 --- a/compendium/equipment/items/deployable-cover-g-g.md +++ b/compendium/equipment/items/deployable-cover-g-g.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Deployable Cover"] --- # Deployable Cover *Item 1+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an [Interact](rules/actions/interact.md) action to create cover. Deployable cover is large enough to [Take Cover](rules/actions/take-cover.md) behind, allowing you (and others) to gain standard cover when you use the [Take Cover](rules/actions/take-cover.md) action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. +--- +### Variants + +#### deployable cover *Item 1* + +- **Price**: 15 gp + +#### ballistic cover *Item 2* + +- **Price**: 35 gp + +Specially crafted to protect against bullet fire, a ballistic cover also works against other physical projectiles, such as arrows, bolts, and thrown weapons. While a creature has cover from [Taking Cover](rules/actions/take-cover.md) behind a ballistic cover, it gains resistance 2 to piercing damage from ranged weapons and ranged unarmed attacks. + +--- *Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/depth-charge-tv.md b/compendium/equipment/items/depth-charge-tv.md index 76ed83b16..b63f56b5b 100644 --- a/compendium/equipment/items/depth-charge-tv.md +++ b/compendium/equipment/items/depth-charge-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -13,8 +13,53 @@ aliases: ["Depth Charge"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Ammunition** any -- **Category** Consumable Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20‑foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water. +--- +### Variants + +#### depth charge I *Item 5* + +- **Price**: 25 gp + +This ammunition deals `3d6` bludgeoning damage with a DC of 20. + +#### depth charge II *Item 7* + +- **Price**: 55 gp + +This ammunition deals `5d6` bludgeoning damage with a DC of 24. + +#### depth charge III *Item 10* + +- **Price**: 165 gp + +This ammunition deals `7d6` bludgeoning damage with a DC of 28. + +#### depth charge IV *Item 12* + +- **Price**: 330 gp + +This ammunition deals `9d6` bludgeoning damage with a DC of 30. + +#### depth charge V *Item 14* + +- **Price**: 660 gp + +This ammunition deals `11d6` bludgeoning damage with a DC of 32. + +#### depth charge VI *Item 16* + +- **Price**: 1500 gp + +This ammunition deals `13d6` bludgeoning damage with a DC of 36. + +#### depth charge VII *Item 18* + +- **Price**: 3200 gp + +This ammunition deals `15d6` bludgeoning damage with a DC of 39. + +--- *Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/depth-gauge-lopsg.md b/compendium/equipment/items/depth-gauge-lopsg.md index 2f99d57a9..7f0a1139f 100644 --- a/compendium/equipment/items/depth-gauge-lopsg.md +++ b/compendium/equipment/items/depth-gauge-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Depth Gauge"] --- @@ -13,8 +13,9 @@ aliases: ["Depth Gauge"] - **Price** 1 gp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/desolation-locket-tv.md b/compendium/equipment/items/desolation-locket-tv.md index 5faac92ee..6497cba55 100644 --- a/compendium/equipment/items/desolation-locket-tv.md +++ b/compendium/equipment/items/desolation-locket-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/enchantment - trait/magical - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Desolation Locket"] # Desolation Locket *Item 8+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24. @@ -21,15 +20,66 @@ The surface of this golden, heart-shaped locket is nearly worn through with crac - Weapon (emotion, mental) After you cast an enchantment spell by activating the locket, you emanate an aura of hopelessness in a 5-foot emanation until the start of your next turn. A creature that ends its turn in the aura must succeed at a Will saving throw against the locket's spell DC or become [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure) until the end of its next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [haunting hymn](compendium/spells/haunting-hymn-som.md) . ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [agonizing despair](compendium/spells/agonizing-despair-apg.md) . +``` + +--- +### Variants + +#### greater desolation locket *Item 13* + +- **Price**: 2800 gp + +The item bonus when affixed to armor is +3, and the spell DC is 30. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [agonizing despair](compendium/spells/agonizing-despair-apg.md) . +**Effect** You cast 4th-level [agonizing despair](compendium/spells/agonizing-despair-apg.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [crushing despair](compendium/spells/crushing-despair.md). +``` + +#### major desolation locket *Item 19* + +- **Price**: 34000 gp + +The item bonus when affixed to armor is +4; when you critically fail a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, you get a failure instead; and the spell DC is 41. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 7th-level [crushing despair](compendium/spells/crushing-despair.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [canticle of everlasting grief](compendium/spells/canticle-of-everlasting-grief-som.md) . +``` + +--- *Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/detect-anathema-fulu-som.md b/compendium/equipment/items/detect-anathema-fulu-som.md index 55019270d..3c6435e4a 100644 --- a/compendium/equipment/items/detect-anathema-fulu-som.md +++ b/compendium/equipment/items/detect-anathema-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -17,8 +17,9 @@ aliases: ["Detect Anathema Fulu"] - **Price** 100 gp - **Usage** affixed to armor -- **Category** Consumable Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals `4d6` fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it. + +--- *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/detectives-kit-apg.md b/compendium/equipment/items/detectives-kit-apg.md index 6cee7e94f..169d2788d 100644 --- a/compendium/equipment/items/detectives-kit-apg.md +++ b/compendium/equipment/items/detectives-kit-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Detective's Kit"] --- # Detective's Kit *Item 3* @@ -11,8 +11,9 @@ aliases: ["Detective's Kit"] - **Price** 25 gp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/detector-stone-lokl.md b/compendium/equipment/items/detector-stone-lokl.md index a956ccec2..9834312bb 100644 --- a/compendium/equipment/items/detector-stone-lokl.md +++ b/compendium/equipment/items/detector-stone-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -15,23 +15,28 @@ aliases: ["Detector Stone"] - **Access** Knights of Lastwall have access to this item. - **Price** 360 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn During their journeys across the Gravelands, the Knights of Lastwall found several smoky, gemstone-like objects that knights refer to as detector stones. Some of the knights' Magaambyan allies believe the stones are aeon stones corrupted by the same energies that corrupted the Gravelands, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead. While you have a detector stone invested, it glows faintly when an undead creature is within 30 feet of you, unless the undead is [hidden](rules/conditions.md#Hidden) or disguised with a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) result of 20 or higher. An invested stone may be carried in a pocket, but some knights set them in necklaces, bracelets, or weapon hilts. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check to remain disguised or [hidden](rules/conditions.md#Hidden) from the activation, and the DC of the check is 23 rather than 20. +- **Frequency**: once per minute + +**Effect** You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check to remain disguised or [hidden](rules/conditions.md#Hidden) from the activation, and the DC of the check is 23 rather than 20. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per hour -You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level [detect alignment](compendium/spells/detect-alignment.md) spell but only detects evil undead. +**Effect** You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level [detect alignment](compendium/spells/detect-alignment.md) spell but only detects evil undead. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/deteriorating-dust-logm.md b/compendium/equipment/items/deteriorating-dust-logm.md index d7212e91d..8ed7bbcd8 100644 --- a/compendium/equipment/items/deteriorating-dust-logm.md +++ b/compendium/equipment/items/deteriorating-dust-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -15,16 +15,38 @@ aliases: ["Deteriorating Dust"] - **Access** follower of [Rovagug](compendium/setting/deities/rovagug.md) - **Usage** held in 1 hand -- **Category** Consumable Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug's more discreet followers. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object's Hardness instead. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains. ``` +--- +### Variants + +#### deteriorating dust *Item 4* + +- **Price**: 15 gp + +The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days. + +#### extended deteriorating dust *Item 6* + +- **Price**: 45 gp + +The affected object takes 1 damage per 3 hours (8 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 1 week. + +#### caustic deteriorating dust *Item 9* + +- **Price**: 105 gp + +The affected object takes 1 damage per hour (24 damage per day) and its Hardness is reduced by 1 per hour. The effect lasts for 3 days. + +--- *Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/detonating-gears-snare-g-g.md b/compendium/equipment/items/detonating-gears-snare-g-g.md index c5e370526..0b1e99c15 100644 --- a/compendium/equipment/items/detonating-gears-snare-g-g.md +++ b/compendium/equipment/items/detonating-gears-snare-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/auditory - trait/clockwork - trait/consumable @@ -16,7 +16,6 @@ aliases: ["Detonating Gears Snare"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 12 gp -- **Category** Snare This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals `3d8` piercing damage to the first creature entering the snare's square. The creature must attempt a DC 19 Reflex saving throw. @@ -26,4 +25,6 @@ This snare uses clockwork stressed almost to the breaking point, which activates > - **Failure** The creature takes full damage and 3 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). > - **Critical Failure** The creature takes double damage and 6 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/devils-bargain-tv.md b/compendium/equipment/items/devils-bargain-tv.md index f1766c972..3fc6aee84 100644 --- a/compendium/equipment/items/devils-bargain-tv.md +++ b/compendium/equipment/items/devils-bargain-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/divination - trait/evil - trait/invested @@ -15,21 +15,24 @@ aliases: ["Devil's Bargain"] [divination](rules/traits/divination.md "Divination School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp -- **Usage** worn armor; **Bulk** L -- **Category** Armor +- **Bulk** L; **Usage** worn armor Those favored by [Asmodeus](compendium/setting/deities/asmodeus.md) can be found wearing this +1 studded leather, which is lacquered in red and black. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per day - **Trigger**: You critically fail an attack roll, check, or saving throw **Effect** You offer a prayer to [Asmodeus](compendium/setting/deities/asmodeus.md), who accepts under a reciprocal condition. Reroll the triggering roll with a +2 circumstance bonus and use the higher result. If this reroll improves your degree of success, the GM can later reroll one [Strike](rules/actions/strike.md) against you, one saving throw against your abilities, or one secret check or saving throw you make. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect if used on a [Strike](rules/actions/strike.md) or save against you, or a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect if used on your secret check or saving throw. The GM must use this reroll before the end of the last day you activated the armor. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` + +--- *Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/devils-luck-av2.md b/compendium/equipment/items/devils-luck-av2.md index 34aa92bfa..8cb8f0b22 100644 --- a/compendium/equipment/items/devils-luck-av2.md +++ b/compendium/equipment/items/devils-luck-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/contract +- item/category/contract/ - trait/contract - trait/enchantment - trait/fortune @@ -15,8 +15,7 @@ aliases: ["Devil's Luck"] # Devil's Luck *Item 3* [contract](rules/traits/contract-lol.md "Contract Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Devil** imp; **Decipher Writing** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Society](compendium/skills.md#Society) -- **Category** Contract +- **Decipher Writing** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Society](compendium/skills.md#Society); **Devil** imp You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck. @@ -28,4 +27,6 @@ You've bargained with an imp, one of the least powerful devils, for a fragment o **Termination Clause** If you critically fail a saving throw against a [death](rules/traits/death.md "Death Effect Trait") effect and do not die, the contract becomes unenforceable on its terms and is voided. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/devils-trident-lomm.md b/compendium/equipment/items/devils-trident-lomm.md index 9c7455be8..61eaad199 100644 --- a/compendium/equipment/items/devils-trident-lomm.md +++ b/compendium/equipment/items/devils-trident-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/weapon +- item/category/weapon/ - trait/enchantment - trait/magical - trait/unique @@ -13,13 +13,12 @@ aliases: ["Devil's Trident"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon +- **Bulk** 1; **Usage** held in 1 hand This trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this trident drip with metallic lake water. Strikes with the Devil's Trident trigger the weaknesses of any creature with a weakness to water. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: You critically hit a creature @@ -27,15 +26,21 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -The trident casts 3rd-level [quench](compendium/spells/quench-apg.md) with a DC of 25 and a counteract modifier of +15. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) as normal. +- **Frequency**: once per hour + +**Effect** The trident casts 3rd-level [quench](compendium/spells/quench-apg.md) with a DC of 25 and a counteract modifier of +15. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) as normal. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You call upon the corrupted power of the trident to stay a foe. Attempt a [Strike](rules/actions/strike.md). On a hit, the trident casts 3rd-level [paralyze](compendium/spells/paralyze.md) on the target (DC 25). If the Strike was a critical hit, the target is [stunned](rules/conditions.md#Stunned) even if it critically succeeds at the save. +**Effect** You call upon the corrupted power of the trident to stay a foe. Attempt a [Strike](rules/actions/strike.md). On a hit, the trident casts 3rd-level [paralyze](compendium/spells/paralyze.md) on the target (DC 25). If the Strike was a critical hit, the target is [stunned](rules/conditions.md#Stunned) even if it critically succeeds at the save. ``` + +--- *Source: Lost Omens: Monsters of Myth p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/dezullon-fountain-tv.md b/compendium/equipment/items/dezullon-fountain-tv.md index d2b060ff5..e6846b696 100644 --- a/compendium/equipment/items/dezullon-fountain-tv.md +++ b/compendium/equipment/items/dezullon-fountain-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/acid - trait/conjuration - trait/magical @@ -14,15 +14,17 @@ aliases: ["Dezullon Fountain"] [acid](rules/traits/acid.md "Acid Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") - **Price** 1300 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Craft Requirements** The initial raw materials must include a pitcher from a dezullon (Bestiary 94) or similar creature. +- **Bulk** 1; **Usage** held in 2 hands A dezullon fountain is a distinct type of +2 striking air repeaterG&G made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage. ````ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The next creature you successfully [Strike](rules/actions/strike.md) with this weapon is exposed to amnesia venom. +- **Frequency**: once per day + +**Effect** The next creature you successfully [Strike](rules/actions/strike.md) with this weapon is exposed to amnesia venom. ```ad-inline-affliction title: Amnesia Venom @@ -44,4 +46,6 @@ title: Amnesia Venom ``` ```` + +--- *Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/diadem-of-intellect.md b/compendium/equipment/items/diadem-of-intellect.md index a92ddce76..45cb6c2f7 100644 --- a/compendium/equipment/items/diadem-of-intellect.md +++ b/compendium/equipment/items/diadem-of-intellect.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/apex +- item/category/apex/ - trait/apex - trait/divination - trait/invested @@ -14,15 +14,18 @@ aliases: ["Diadem of Intellect"] [apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp -- **Usage** worn circlet; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn circlet An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to [Recall Knowledge](rules/actions/recall-knowledge.md), regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect, you get the same skills and languages you chose the first time. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You gain the effects of [hypercognition](compendium/spells/hypercognition.md). +- **Frequency**: once per hour + +**Effect** You gain the effects of [hypercognition](compendium/spells/hypercognition.md). ``` + +--- *Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/diluted-hype-lol.md b/compendium/equipment/items/diluted-hype-lol.md index b7aa3f550..6bc7a0310 100644 --- a/compendium/equipment/items/diluted-hype-lol.md +++ b/compendium/equipment/items/diluted-hype-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Diluted Hype"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production. @@ -36,4 +35,6 @@ title: Saving Throw: DC 21 Fortitude **Stage 3** [drained](rules/conditions.md#Drained) and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Lost Omens: Legends p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/dimension-shot-tv.md b/compendium/equipment/items/dimension-shot-tv.md index dd4fed13a..f3423d2ca 100644 --- a/compendium/equipment/items/dimension-shot-tv.md +++ b/compendium/equipment/items/dimension-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -14,11 +14,12 @@ aliases: ["Dimension Shot"] - **Price** 360 gp - **Ammunition** any -- **Activate** command, , envision -- **Category** Consumable +- **Activate** command, envision Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits. If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you. + +--- *Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/dimensional-knot-som.md b/compendium/equipment/items/dimensional-knot-som.md index 02b9bcd80..f0543d86c 100644 --- a/compendium/equipment/items/dimensional-knot-som.md +++ b/compendium/equipment/items/dimensional-knot-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,9 +13,10 @@ aliases: ["Dimensional Knot"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level [dimension door](compendium/spells/dimension-door.md) spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become [stunned](rules/conditions.md#Stunned). + +--- *Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/dinosaur-boots-lotgb.md b/compendium/equipment/items/dinosaur-boots-lotgb.md index 1d6628140..f6b668c1d 100644 --- a/compendium/equipment/items/dinosaur-boots-lotgb.md +++ b/compendium/equipment/items/dinosaur-boots-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,17 +13,35 @@ aliases: ["Dinosaur Boots"] # Dinosaur Boots *Item 10+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command ([magical](rules/traits/magical.md), [morph](rules/traits/morph.md), [transmutation](rules/traits/transmutation.md)) -You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. +- **Frequency**: once per day -You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from `1d4` to `1d6`. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can [Dismiss](rules/actions/dismiss.md) the activation. +**Effect** You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. + +You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from `1d4` to `1d6`. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can [Dismiss](rules/actions/dismiss.md) the activation. +%% + #trait/magical #trait/morph #trait/transmutation +%% ``` +--- +### Variants + +#### dinosaur boots *Item 10* + +- **Price**: 950 gp + +#### greater dinosaur boots *Item 16* + +- **Price**: 9500 gp + +The activation makes you grow to size [Huge](rules/traits/huge-b1.md "Huge Size Trait"), if you choose, with the effects of 4th-level [enlarge](compendium/spells/enlarge.md). Either way, the damage die of your foot unarmed attack increases from `1d4` to `1d8`, and you can use Trample as many times as you want during the activation. + +--- *Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/dinosaur-lotg.md b/compendium/equipment/items/dinosaur-lotg.md index 2abfbbbf3..94b1593ad 100644 --- a/compendium/equipment/items/dinosaur-lotg.md +++ b/compendium/equipment/items/dinosaur-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Dinosaur"] --- # Dinosaur *Item 0* - **Price** 10 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/diplomats-badge.md b/compendium/equipment/items/diplomats-badge.md index e6b4e73e9..d0f9d00cc 100644 --- a/compendium/equipment/items/diplomats-badge.md +++ b/compendium/equipment/items/diplomats-badge.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -13,15 +13,18 @@ aliases: ["Diplomat's Badge"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 125 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Recall Knowledge](rules/actions/recall-knowledge.md) -Attempt a DC 20 check to [Recall Knowledge](rules/actions/recall-knowledge.md) about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for [Diplomacy](compendium/skills.md#Diplomacy) checks with creatures of that group for the rest of the day. +- **Frequency**: once per day + +**Effect** Attempt a DC 20 check to [Recall Knowledge](rules/actions/recall-knowledge.md) about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for [Diplomacy](compendium/skills.md#Diplomacy) checks with creatures of that group for the rest of the day. ``` + +--- *Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/diplomats-charcuterie-tv.md b/compendium/equipment/items/diplomats-charcuterie-tv.md index dfe829884..6058608a2 100644 --- a/compendium/equipment/items/diplomats-charcuterie-tv.md +++ b/compendium/equipment/items/diplomats-charcuterie-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/processed @@ -13,10 +13,11 @@ aliases: ["Diplomat's Charcuterie"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 9 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender [friendly](rules/conditions.md#Friendly) feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Lands of the Linnorm Kings to the hot-pepper cheese curds and smoked almonds of Thuvian platters. After Activating the charcuterie by eating it, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) and [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md). These bonuses last 24 hours or until you make your next daily preparations, whichever comes first. + +--- *Source: Treasure Vault p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/discord-fulu-tv.md b/compendium/equipment/items/discord-fulu-tv.md index d0b30ef21..bce87459e 100644 --- a/compendium/equipment/items/discord-fulu-tv.md +++ b/compendium/equipment/items/discord-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/enchantment - trait/fulu @@ -15,9 +15,10 @@ aliases: ["Discord Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") - **Price** 22 gp -- **Usage** affixed to a creature; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** affixed to a creature Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a –1 status penalty to [Diplomacy](compendium/skills.md#Diplomacy) checks. The first failure the creature rolls on a [Diplomacy](compendium/skills.md#Diplomacy) check becomes a critical failure instead, and the fulu turns to ash, ending its effect. + +--- *Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/disguise-kit.md b/compendium/equipment/items/disguise-kit.md index 2ecf702b9..949ecd948 100644 --- a/compendium/equipment/items/disguise-kit.md +++ b/compendium/equipment/items/disguise-kit.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Disguise Kit"] --- # Disguise Kit *Item 0* @@ -11,8 +11,21 @@ aliases: ["Disguise Kit"] - **Price** 2 gp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to [Impersonate](rules/actions/impersonate.md) someone using the [Deception](compendium/skills.md#Deception) skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with [replacement cosmetics](compendium/equipment/items/replacement-cosmetics.md) suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 2 gp + +#### Elite *Item 3* + +- **Price**: 40 gp + +An elite disguise kit adds a +1 item bonus to relevant checks. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/disintegration-bolt.md b/compendium/equipment/items/disintegration-bolt.md index 973ac1c0a..6680b9e0a 100644 --- a/compendium/equipment/items/disintegration-bolt.md +++ b/compendium/equipment/items/disintegration-bolt.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,12 @@ aliases: ["Disintegration Bolt"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1300 gp +- **Craft Requirements** Supply one casting of disintegrate. - **Ammunition** [bolt](compendium/equipment/items/bolt.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it is subject to a [disintegrate](compendium/spells/disintegrate.md) spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target's saving throw outcome to be one degree worse. + +--- *Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/dispelling-sliver.md b/compendium/equipment/items/dispelling-sliver.md index 5e120d2f5..8ff9e3f86 100644 --- a/compendium/equipment/items/dispelling-sliver.md +++ b/compendium/equipment/items/dispelling-sliver.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,12 +14,13 @@ aliases: ["Dispelling Sliver"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 2400 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** Your [Strike](rules/actions/strike.md) damages a target; **Requirements** You're a master with the affixed weapon. -- **Category** Talisman Made from a treated sliver of cold iron, this talisman allows you to counteract [magical](rules/traits/magical.md "Magical Item Trait") effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level [dispel magic](compendium/spells/dispel-magic.md) spell (counteract modifier +29). If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/dispersing-bullet-som.md b/compendium/equipment/items/dispersing-bullet-som.md index 73efd905b..976bb9dd5 100644 --- a/compendium/equipment/items/dispersing-bullet-som.md +++ b/compendium/equipment/items/dispersing-bullet-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/ammunition +- item/category/ammunition/ - trait/ammunition - trait/consumable - trait/evocation @@ -16,8 +16,9 @@ aliases: ["Dispersing Bullet"] - **Price** 50 gp - **Ammunition** sling bullet - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure). + +--- *Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/disrupting-oil-tv.md b/compendium/equipment/items/disrupting-oil-tv.md index 277dff229..b9529c9ec 100644 --- a/compendium/equipment/items/disrupting-oil-tv.md +++ b/compendium/equipment/items/disrupting-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/necromancy @@ -14,10 +14,23 @@ aliases: ["Disrupting Oil"] # Disrupting Oil *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil A pearlescent fluid, disrupting oil applied to a weapon grants the benefits of a disrupting rune for 1 minute. +--- +### Variants + +#### disrupting oil *Item 3* + +- **Price**: 10 gp + +#### greater disrupting oil *Item 11* + +- **Price**: 250 gp + +The oil acts as a greater disrupting rune with a save DC of 30. + +--- *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/disrupting.md b/compendium/equipment/items/disrupting.md index 1b74cb450..5e94e4e31 100644 --- a/compendium/equipment/items/disrupting.md +++ b/compendium/equipment/items/disrupting.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/necromancy aliases: ["Disrupting"] @@ -12,8 +12,27 @@ aliases: ["Disrupting"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** etched onto a melee weapon -- **Category** Rune A disrupting weapon pulses with positive energy, dealing an extra `1d6` positive damage to undead. On a critical hit, the undead is also [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. +--- +### Variants + +#### disrupting *Item 5* + +- **Price**: 150 gp + +#### greater disrupting *Item 14* + +- **Price**: 4300 gp + +Increase the extra damage to `2d6`. On a critical hit, instead of being [enfeebled](rules/conditions.md#Enfeebled), the undead creature must attempt a DC 34 Fortitude save with the following effects. This is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. + +> [!success-degree] +> - **Critical Success** It's [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. +> - **Success** It's [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. +> - **Failure** It's [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. +> - **Critical Failure** It's destroyed. + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/diviners-nose-chain-lopsg.md b/compendium/equipment/items/diviners-nose-chain-lopsg.md index 16508603e..34ca18fb1 100644 --- a/compendium/equipment/items/diviners-nose-chain-lopsg.md +++ b/compendium/equipment/items/diviners-nose-chain-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/divination - trait/magical - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Diviner's Nose Chain"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you [scent](rules/abilities/scent.md) out to 30 feet as an imprecise sense, and a +1 item bonus to checks to [Seek](rules/actions/seek.md) or [Sense Motive](rules/actions/sense-motive.md). + +--- *Source: Lost Omens: Pathfinder Society Guide p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/diving-suit-lotgb.md b/compendium/equipment/items/diving-suit-lotgb.md index c0889a23e..8a6223b6e 100644 --- a/compendium/equipment/items/diving-suit-lotgb.md +++ b/compendium/equipment/items/diving-suit-lotgb.md @@ -3,17 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ aliases: ["Diving Suit"] --- # Diving Suit *Item 3* - **Price** 100 gp -- **Usage** worn clothing; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn clothing Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers. The suit grants a +1 item bonus to [Swim](rules/actions/swim.md) checks made underwater, and the helmet features tubes for connecting [bottled air](compendium/equipment/items/bottled-air.md). When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become [clumsy](rules/conditions.md#Clumsy) until you remove the diving suit. + +--- *Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-armor-lotgb.md b/compendium/equipment/items/djezet-armor-lotgb.md index eb5a56acc..cb2f6a7d2 100644 --- a/compendium/equipment/items/djezet-armor-lotgb.md +++ b/compendium/equipment/items/djezet-armor-lotgb.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Djezet Armor"] --- # Djezet Armor *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor). +--- +### Variants + +#### standard-grade djezet armor *Item 12* + +- **Price**: 1800 gp +- **Craft Requirements**: The initial raw materials must include at least 225 gp of djezet + 22.5 gp per Bulk. + +#### high-grade djezet armor *Item 19* + +- **Price**: 35000 gp +- **Craft Requirements**: The initial raw materials must include at least 17,500 gp of djezet + 1,750 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-dose-lotgb.md b/compendium/equipment/items/djezet-dose-lotgb.md index fe43157a6..334becf11 100644 --- a/compendium/equipment/items/djezet-dose-lotgb.md +++ b/compendium/equipment/items/djezet-dose-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/rare @@ -13,10 +13,12 @@ aliases: ["Djezet Dose"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** At least 300 gp of djezet. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to [Cast a Spell](rules/actions/cast-a-spell.md), you can apply the effects of the Reach Spell (Core Rulebook 122) or Widen Spell (Core Rulebook 134) metamagic feats. + +--- *Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-lotgb.md b/compendium/equipment/items/djezet-lotgb.md index 82cd41558..4c622553e 100644 --- a/compendium/equipment/items/djezet-lotgb.md +++ b/compendium/equipment/items/djezet-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Djezet"] @@ -11,7 +11,6 @@ aliases: ["Djezet"] # Djezet *Item 0+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places. @@ -30,4 +29,24 @@ Djezet is also extremely reactive to magic, even in its solid, workable alloyed | multiRow | | +--- +### Variants + +#### djezet mass *Item 0* + +- **Price**: 600 gp + +#### djezet alloy ingot *Item 0* + +- **Price**: 6000 gp + +#### standard-grade djezet alloy object *Item 8* + +- **Price**: 400 gp + +#### high-grade djezet alloy object *Item 16* + +- **Price**: 7000 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-shield-lotgb.md b/compendium/equipment/items/djezet-shield-lotgb.md index 5ff4b24c3..636ba4306 100644 --- a/compendium/equipment/items/djezet-shield-lotgb.md +++ b/compendium/equipment/items/djezet-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Djezet Shield"] --- @@ -11,10 +11,33 @@ aliases: ["Djezet Shield"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield -- **Category** Material The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. When taking energy damage from a spell, the shield's listed Hardness doubles. +--- +### Variants + +#### standard-grade djezet buckler *Item 9* + +- **Price**: 600 gp +- **Craft Requirements**: djezet worth at least 75 gp The shield has Hardness 3, HP 12, and BT 6. + +#### standard-grade djezet shield *Item 9* + +- **Price**: 660 gp +- **Craft Requirements**: djezet worth at least 82.5 gp The shield has Hardness 5, HP 20, and BT 10. + +#### high-grade djezet buckler *Item 16* + +- **Price**: 8000 gp +- **Craft Requirements**: djezet worth at least 4,000 gp The shield has Hardness 6, HP 24, and BT 12. + +#### high-grade djezet shield *Item 16* + +- **Price**: 8800 gp +- **Craft Requirements**: djezet worth at least 4,400 gp The shield has Hardness 8, HP 32, and BT 16. + +--- *Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/djezet-weapon-lotgb.md b/compendium/equipment/items/djezet-weapon-lotgb.md index 878d4b6ae..0e9e546ea 100644 --- a/compendium/equipment/items/djezet-weapon-lotgb.md +++ b/compendium/equipment/items/djezet-weapon-lotgb.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Djezet Weapon"] --- # Djezet Weapon *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster). +--- +### Variants + +#### standard-grade djezet weapon *Item 12* + +- **Price**: 1800 gp +- **Craft Requirements**: at least 225 gp of djezet + 22.5 gp per Bulk. + +#### high-grade djezet weapon *Item 18* + +- **Price**: 22000 gp +- **Craft Requirements**: at least 11,000 gp of djezet + 1,100 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md b/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md index 8ffaf65e3..51f476f7d 100644 --- a/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md +++ b/compendium/equipment/items/doctrine-of-blissful-eternity-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/magical - trait/necromancy @@ -15,16 +15,18 @@ aliases: ["Doctrine of Blissful Eternity"] - **Price** 340 gp - **Bulk** L -- **Category** Grimoire The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of [Pharasma](compendium/setting/deities/pharasma.md)'s holy symbol. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points **Effect** You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a [harm](compendium/spells/harm.md) spell to restore `1d8` Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed. ``` + +--- *Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/dog-bone-knife-da.md b/compendium/equipment/items/dog-bone-knife-da.md index ad343d680..e5a70f898 100644 --- a/compendium/equipment/items/dog-bone-knife-da.md +++ b/compendium/equipment/items/dog-bone-knife-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Dog-Bone Knife"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect damaged by a dog-bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks. + +--- *Source: Dark Archive p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/dog-lotg.md b/compendium/equipment/items/dog-lotg.md index 220a1c3bb..f3396d510 100644 --- a/compendium/equipment/items/dog-lotg.md +++ b/compendium/equipment/items/dog-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Dog"] --- # Dog *Item 0* - **Price** 2 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/dogslicer.md b/compendium/equipment/items/dogslicer.md index 90d7b0ca8..1ba1a6ea5 100644 --- a/compendium/equipment/items/dogslicer.md +++ b/compendium/equipment/items/dogslicer.md @@ -16,10 +16,12 @@ aliases: ["Dogslicer"] - **Price** 1 sp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/doll-lotgb.md b/compendium/equipment/items/doll-lotgb.md index fafca8476..5114c37bc 100644 --- a/compendium/equipment/items/doll-lotgb.md +++ b/compendium/equipment/items/doll-lotgb.md @@ -3,14 +3,35 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Doll"] --- # Doll *Item 0+* -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes. +--- +### Variants + +#### doll *Item 0* + +- **Price**: 1 sp + +This price is for an average doll of any type. + +#### surprise doll *Item 1* + +- **Price**: 1 gp + +These dolls contain a [hidden](rules/conditions.md#Hidden) compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers. + +#### exquisite surprise doll *Item 2* + +- **Price**: 10 gp + +Hiding an object inside this beautifully crafted surprise doll grants you a +1 item bonus on [Stealth](compendium/skills.md#Stealth) checks made to Conceal an Item, as the compartment is particularly well-[hidden](rules/conditions.md#Hidden) and weighted to ensure the doll doesn't feel off-balance with an item inside. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/donchak-loil.md b/compendium/equipment/items/donchak-loil.md index 8830d008b..59486d44c 100644 --- a/compendium/equipment/items/donchak-loil.md +++ b/compendium/equipment/items/donchak-loil.md @@ -16,10 +16,12 @@ aliases: ["Donchak"] - **Price** 4 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Advanced; **Group** Polearm This long metal pole has a large [chakram](compendium/equipment/items/chakram-lotgb.md) attached at the end. A mechanism within the handle allows the wielder to launch and retract the [chakram](compendium/equipment/items/chakram-lotgb.md), which is connected with wire to the inside of the weapon. The donchak is seldom seen used outside training scenarios. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/door-ram-g-g.md b/compendium/equipment/items/door-ram-g-g.md index 051956bab..ec4cc5ccb 100644 --- a/compendium/equipment/items/door-ram-g-g.md +++ b/compendium/equipment/items/door-ram-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/portable - trait/small - trait/uncommon @@ -13,17 +13,18 @@ aliases: ["Door Ram"] [portable](rules/traits/portable-g-g.md "Portable Weapon Trait") [small](rules/traits/small-b1.md "Small Size Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** portable, held in 4 hands; **Bulk** 3 -- **Category** Siege Weapon +- **Bulk** 3; **Usage** portable, held in 4 hands A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it. ```ad-embed-ability -title: Ram [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Ram** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**: The other member of the crew has [Readied](rules/actions/ready.md) to [Stride](rules/actions/stride.md) on your order **Effect** You and the other crew member [Stride](rules/actions/stride.md), with a maximum distance equal to the slowest crew member's Speed, then make a melee [Strike](rules/actions/strike.md) with the ram against a structure or an unattended, stationary object. The damage of this [Strike](rules/actions/strike.md) is `2d8` + the highest Strength modifier among members of the crew. ``` + +--- *Source: Guns & Gears p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/double-barreled-musket-g-g.md b/compendium/equipment/items/double-barreled-musket-g-g.md index da68dad11..2a90a7a72 100644 --- a/compendium/equipment/items/double-barreled-musket-g-g.md +++ b/compendium/equipment/items/double-barreled-musket-g-g.md @@ -16,11 +16,13 @@ aliases: ["Double-barreled Musket"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 11 gp - **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 - **Hands** 2 - **Category** Martial; **Group** Firearm This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/double-barreled-pistol-g-g.md b/compendium/equipment/items/double-barreled-pistol-g-g.md index 5fc8bd50c..9630b3cb0 100644 --- a/compendium/equipment/items/double-barreled-pistol-g-g.md +++ b/compendium/equipment/items/double-barreled-pistol-g-g.md @@ -16,11 +16,13 @@ aliases: ["Double-barreled Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 7 gp - **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 + - **Damage**: `1d4` P + - **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm This flintlock pistol has two side-by-side barrels. Though less accurate than a standard pistol, a double-barreled pistol is a useful and versatile weapon. It's generally banned in areas where duels with pistols are relatively common, in much the same way that arriving at an aristocratic duel with a scattergun would be considered crass, at best. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/doubling-rings.md b/compendium/equipment/items/doubling-rings.md index 319970c4f..daf9ee7c2 100644 --- a/compendium/equipment/items/doubling-rings.md +++ b/compendium/equipment/items/doubling-rings.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -12,11 +12,26 @@ aliases: ["Doubling Rings"] # Doubling Rings *Item 3+* [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed. The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn't apply to thrown attacks or if you're holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield). +--- +### Variants + +#### doubling rings *Item 3* + +- **Price**: 50 gp + +#### greater doubling rings *Item 11* + +- **Price**: 1300 gp + +The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed. + +When you invest the rings, you can elect for the rings to transfer only fundamental runes, in which case they function as standard doubling rings. + +--- *Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/draconic-toxin-bottle-tv.md b/compendium/equipment/items/draconic-toxin-bottle-tv.md index dd14541a2..cf25a81a9 100644 --- a/compendium/equipment/items/draconic-toxin-bottle-tv.md +++ b/compendium/equipment/items/draconic-toxin-bottle-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/air - trait/conjuration - trait/consumable @@ -15,15 +15,17 @@ aliases: ["Draconic Toxin Bottle"] # Draconic Toxin Bottle *Item 7* [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This glass bottle appears to be a dragon's breath potion of a specific dragon type (usually red) but has been polluted, making it toxic to use. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure) and immediately vomit the potion directly onto yourself, taking damage as though you had failed a save against a standard dragon's breath potion (Core Rulebook 562). If you succeed at your Fortitude save, you become [sickened](rules/conditions.md#Sickened) but otherwise are able to unleash a breath weapon as normal for a dragon's breath potion of the appropriate type. ``` + +--- *Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/draft-of-stellar-radiance-gw1.md b/compendium/equipment/items/draft-of-stellar-radiance-gw1.md new file mode 100644 index 000000000..5730ef36f --- /dev/null +++ b/compendium/equipment/items/draft-of-stellar-radiance-gw1.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw1 +- item/category/potion/ +- trait/consumable +- trait/evocation +- trait/light +- trait/magical +- trait/potion +- trait/rare +aliases: ["Draft of Stellar Radiance"] +--- +# Draft of Stellar Radiance *Item 3* +[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") + +- **Price** 12 gp +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md) + +This potion's bottle glows softly with shimmering silver light. Upon drinking this potion, you're surrounded by a nimbus of blazing starlight that lasts for 1 minute. You emanate a field of bright light with a 20-foot radius (and dim light for another 20 feet, like a torch). You take a –20 penalty to [Stealth](compendium/skills.md#Stealth) checks. Any creature that targets you with an attack or an ability must succeed at a DC 17 Fortitude save or be [dazzled](rules/conditions.md#Dazzled) for 1 round. A creature who succeeds at this save is immune to the effect for 24 hours. + + +--- +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-bile.md b/compendium/equipment/items/dragon-bile.md index 5035479f8..287b8dacc 100644 --- a/compendium/equipment/items/dragon-bile.md +++ b/compendium/equipment/items/dragon-bile.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -14,9 +14,8 @@ aliases: ["Dragon Bile"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 925 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within. @@ -35,4 +34,6 @@ title: Saving Throw: DC 37 Fortitude **Stage 3** `9d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-handwraps-tv.md b/compendium/equipment/items/dragon-handwraps-tv.md index e1e4bf74f..332560bc6 100644 --- a/compendium/equipment/items/dragon-handwraps-tv.md +++ b/compendium/equipment/items/dragon-handwraps-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,23 +14,27 @@ aliases: ["Dragon Handwraps"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 80000 gp -- **Usage** worn gloves; **Bulk** — -- **Category** Apex +- **Bulk** —; **Usage** worn gloves These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major striking greater flaming handwraps of mighty blows. You also gain a +4 item bonus to [Athletics](compendium/skills.md#Athletics) checks made to [Grapple](rules/actions/grapple.md) or [Shove](rules/actions/shove.md). When you invest the handwraps, you either increase your Strength score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You slap the bottom of your palms with hands splayed outward, casting a 7th-level [burning hands](compendium/spells/burning-hands.md) spell (DC 41). +- **Frequency**: once per day + +**Effect** You slap the bottom of your palms with hands splayed outward, casting a 7th-level [burning hands](compendium/spells/burning-hands.md) spell (DC 41). ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per hour - **Trigger**: You succeed or critically succeed with a [Grapple](rules/actions/grapple.md) **Effect** You gain a +2 status bonus to your [Athletics](compendium/skills.md#Athletics) DC against any checks made to [Escape](rules/actions/escape.md) your grapple until the end of your next turn. ``` + +--- *Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-mouth-pistol-g-g.md b/compendium/equipment/items/dragon-mouth-pistol-g-g.md index 4e507e873..dfbb7387b 100644 --- a/compendium/equipment/items/dragon-mouth-pistol-g-g.md +++ b/compendium/equipment/items/dragon-mouth-pistol-g-g.md @@ -15,11 +15,13 @@ aliases: ["Dragon Mouth Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 9 gp - **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 20 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 20 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm Similar to the blunderbuss, a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragon-mouth pistol is appreciated for its portability and one-handed design. Though the name was coined because of the destructive belch of this handheld scatter weapon, many gunsmiths craft dragon-mouth pistols with elaborate embellishments that resemble a stylized dragon's maw framing the barrel. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-rune-bracelet-sot3.md b/compendium/equipment/items/dragon-rune-bracelet-sot3.md index f8afbb47a..e3d1ca99b 100644 --- a/compendium/equipment/items/dragon-rune-bracelet-sot3.md +++ b/compendium/equipment/items/dragon-rune-bracelet-sot3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot3 -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/focused - trait/invested @@ -15,19 +15,21 @@ aliases: ["Dragon Rune Bracelet"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp -- **Usage** worn bracelet; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn bracelet This polished golden bracelet is formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words—always in Draconic—that indicate kinship with dragons. As many types of dragon rune bracelets exist as there are types of dragons, though dragon rune bracelets associated with Uncommon or Rare dragons are Rare. While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the pendant's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects from any kind of dragon. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Requirements**: You can cast bloodline spells from the draconic bloodline, such as from the sorcerer class or sorcerer multiclass archetype **Effect** You regain 1 Focus Point, which you can spend only to cast a sorcerer bloodline spell. If you don't spend this Focus Point by the end of your turn, it is lost. ``` + +--- *Source: Strength of Thousands #3: Hurricane's Howl p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-rune-bracelet-tv.md b/compendium/equipment/items/dragon-rune-bracelet-tv.md index 3196801dd..014dccb83 100644 --- a/compendium/equipment/items/dragon-rune-bracelet-tv.md +++ b/compendium/equipment/items/dragon-rune-bracelet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/focused - trait/invested @@ -14,17 +14,21 @@ aliases: ["Dragon Rune Bracelet"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Craft Requirements** You are a sorcerer of a draconic bloodline. +- **Bulk** —; **Usage** worn A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon. While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks while interacting with dragons of the same type as the bracelet's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects from any kind of dragon. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost. ``` + +--- *Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-throat-scale-tv.md b/compendium/equipment/items/dragon-throat-scale-tv.md index 87d28a7fb..420591d85 100644 --- a/compendium/equipment/items/dragon-throat-scale-tv.md +++ b/compendium/equipment/items/dragon-throat-scale-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,9 +13,8 @@ aliases: ["Dragon Throat Scale"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable Dragon scales of all sorts can be powerful magical reagents, infusing magic with the might of their breath. When used to cast [magic missile](compendium/spells/magic-missile.md), a scale from a dragon's throat causes the spell to lose the [force](rules/traits/force.md "Force Energy & Element Trait") trait and damage type. Instead, the spell has the damage type of the breath weapon belonging to the dragon the scale came from, along with that trait. @@ -23,4 +22,6 @@ Damage types are associated with the following dragons, with uncommon dragons no Acid: Black, brine*, copper Cold: Silver, white Electricity: Blue, bronze, cloud*, sky* Fire: Brass, gold, magma*, red, underworld* Mental: Sovereign* Negative: Umbral* Poison: Green + +--- *Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-turtle-plate-tv.md b/compendium/equipment/items/dragon-turtle-plate-tv.md index db3ca1d16..a82f0be9d 100644 --- a/compendium/equipment/items/dragon-turtle-plate-tv.md +++ b/compendium/equipment/items/dragon-turtle-plate-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -13,17 +13,19 @@ aliases: ["Dragon Turtle Plate"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 700 gp -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include the shell of a dragon turtle (Bestiary 128). +- **Bulk** 3; **Usage** worn armor This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the [aquadynamic](rules/traits/aquadynamic-tv.md "Aquadynamic Armor Trait") trait (page 8). Fashioned from organic material, the suit is one of the few heavy armors not anathema to druids. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: A creature adjacent to you targets you with a melee attack **Effect** You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack. ``` + +--- *Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-turtle-scale.md b/compendium/equipment/items/dragon-turtle-scale.md index 0ddc3698f..ef9179d70 100644 --- a/compendium/equipment/items/dragon-turtle-scale.md +++ b/compendium/equipment/items/dragon-turtle-scale.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Dragon Turtle Scale"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 13 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Requirements** You're an expert in [Athletics](compendium/skills.md#Athletics). -- **Category** Talisman This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/dragonbone-arrowhead-som.md b/compendium/equipment/items/dragonbone-arrowhead-som.md index 731a3f4c8..7358708eb 100644 --- a/compendium/equipment/items/dragonbone-arrowhead-som.md +++ b/compendium/equipment/items/dragonbone-arrowhead-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -16,8 +16,9 @@ aliases: ["Dragonbone Arrowhead"] - **Price** 20 gp - **Usage** affixed to a melee weapon or a ranged weapon - **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert with the affixed weapon. -- **Category** Talisman This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown <20 feet> weapon trait, and when you make a thrown [Strike](rules/actions/strike.md) with it, it flies back to your hand after the [Strike](rules/actions/strike.md) completes. If your hands are full when the weapon returns, it falls to the ground in your space. + +--- *Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/dragonclaw-scutcheon-tv.md b/compendium/equipment/items/dragonclaw-scutcheon-tv.md index 147cb5516..5c33bb672 100644 --- a/compendium/equipment/items/dragonclaw-scutcheon-tv.md +++ b/compendium/equipment/items/dragonclaw-scutcheon-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,9 +14,9 @@ aliases: ["Dragonclaw Scutcheon"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 1600 gp -- **Usage** affixed to a shield; **Bulk** — +- **Craft Requirements** Supply one claw from an adult or older dragon. +- **Bulk** —; **Usage** affixed to a shield - **Activate** envision; **Trigger** You would take damage of a type depending on the talisman's dragon type: acid, cold, electricity, fire, or poison damage -- **Category** Talisman This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage type depending on the type of dragon the claw came from (see the sidebar). When you Activate the scutcheon you and all of your carried wielded, or worn items gain immunity to all damage of that type until the end of your next turn. @@ -24,4 +24,6 @@ If you have a dragonclaw scutcheon, dragonscale cameo, and dragontooth trophy at Because each talisman disintegrates when used, you can't get this benefit again until you've attached a replacement. + +--- *Source: Treasure Vault p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/dragonfly-fulu-tv.md b/compendium/equipment/items/dragonfly-fulu-tv.md index 535effb88..f1ee6f20f 100644 --- a/compendium/equipment/items/dragonfly-fulu-tv.md +++ b/compendium/equipment/items/dragonfly-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/fulu - trait/magical @@ -15,10 +15,11 @@ aliases: ["Dragonfly Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 60 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You take the [Leap](rules/actions/leap.md) action. -- **Category** Talisman Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) for 1 minute. During this time, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action without the [Stride](rules/actions/stride.md) requirement. You can also [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump. + +--- *Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/dragonfly-potion-lotgb.md b/compendium/equipment/items/dragonfly-potion-lotgb.md index b89557ce3..08d338567 100644 --- a/compendium/equipment/items/dragonfly-potion-lotgb.md +++ b/compendium/equipment/items/dragonfly-potion-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/morph @@ -16,12 +16,13 @@ aliases: ["Dragonfly Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 310 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, insectile wings grow from your upper back. You gain a fly Speed equal to your land Speed. Additionally, you gain low-light vision and a +2 item bonus to visual [Perception](compendium/skills.md#Perception) checks, and you can't be flanked except by creatures higher level than you are (though lower-level creatures can still help their higher-level allies flank). These effects last for 1 minute. + +--- *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/dragonhide-armor.md b/compendium/equipment/items/dragonhide-armor.md index 0f4d52063..c4e46df8f 100644 --- a/compendium/equipment/items/dragonhide-armor.md +++ b/compendium/equipment/items/dragonhide-armor.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Dragonhide Armor"] --- # Dragonhide Armor *Item 12+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table on page 579). Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type. +--- +### Variants + +#### standard-grade dragonhide armor *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: The initial raw materials must include dragonhide worth at least 200 gp + 20 gp per Bulk. + +#### high-grade dragonhide armor *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: The initial raw materials must include dragonhide worth at least 16,000 gp + 1,600 gp per Bulk. + +--- *Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/compendium/equipment/items/dragonhide-shield.md b/compendium/equipment/items/dragonhide-shield.md index 6368f1157..d8fbcf0c3 100644 --- a/compendium/equipment/items/dragonhide-shield.md +++ b/compendium/equipment/items/dragonhide-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/uncommon aliases: ["Dragonhide Shield"] --- @@ -11,8 +11,32 @@ aliases: ["Dragonhide Shield"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Group** Shield Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide on page 579). +--- +### Variants + +#### standard-grade dragonhide buckler *Item 8* + +- **Price**: 400 gp +- **Craft Requirements**: dragonhide worth at least 50 gp The shield has Hardness 2, HP 8, and BT 4. + +#### standard-grade dragonhide shield *Item 8* + +- **Price**: 440 gp +- **Craft Requirements**: dragonhide worth at least 55 gp The shield has Hardness 4, HP 16, and BT 8. + +#### high-grade dragonhide buckler *Item 16* + +- **Price**: 8000 gp +- **Craft Requirements**: dragonhide worth at least 4,000 gp The shield has Hardness 5, HP 20, and BT 10. + +#### high-grade dragonhide shield *Item 16* + +- **Price**: 8800 gp +- **Craft Requirements**: dragonhide worth at least 4,400 gp The shield has Hardness 7, HP 28, and BT 14. + +--- *Source: Core Rulebook p. 586* \ No newline at end of file diff --git a/compendium/equipment/items/dragonhide.md b/compendium/equipment/items/dragonhide.md index 3858038b4..286b8666e 100644 --- a/compendium/equipment/items/dragonhide.md +++ b/compendium/equipment/items/dragonhide.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/precious - trait/uncommon aliases: ["Dragonhide"] @@ -11,7 +11,6 @@ aliases: ["Dragonhide"] # Dragonhide *Item 8+* [precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Category** Material The hide and scales of a dragon can be used to [Craft](rules/actions/craft.md) any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to [Craft](rules/actions/craft.md) armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below). @@ -33,4 +32,16 @@ The hide and scales of a dragon can be used to [Craft](rules/actions/craft.md) a | multiRow | | +--- +### Variants + +#### standard-grade dragonhide object *Item 8* + +- **Price**: 350 gp + +#### high-grade dragonhide object *Item 16* + +- **Price**: 6000 gp + +--- *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/dragonplate.md b/compendium/equipment/items/dragonplate.md index e884a20cc..a76cda453 100644 --- a/compendium/equipment/items/dragonplate.md +++ b/compendium/equipment/items/dragonplate.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/evocation - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Dragonplate"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10000 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor +- **Bulk** 4; **Usage** worn armor This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in 10 varieties corresponding to the 10 common dragon types, though other varieties undoubtedly exist. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals `14d6` damage; each creature in the area must attempt a DC 36 basic saving throw. +- **Frequency**: once per day + +**Effect** You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals `14d6` damage; each creature in the area must attempt a DC 36 basic saving throw. ``` + +--- *Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-blood-pudding-lotgb.md b/compendium/equipment/items/dragons-blood-pudding-lotgb.md index 57250573c..89094fa26 100644 --- a/compendium/equipment/items/dragons-blood-pudding-lotgb.md +++ b/compendium/equipment/items/dragons-blood-pudding-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,10 +12,37 @@ aliases: ["Dragon's Blood Pudding"] # Dragon's Blood Pudding *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the [slowed](rules/conditions.md#Slowed) condition from a single source, using the source of that condition to determine the counteract level and DC. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 5 gp + +The pudding has a +6 counteract modifier. + +#### moderate *Item 5* + +- **Price**: 25 gp + +The pudding has a +9 counteract modifier. You also become [quickened](rules/conditions.md#Quickened) for 1 round. While taking the additional action from being [quickened](rules/conditions.md#Quickened), you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), [Strike](rules/actions/strike.md), or [Demoralize](rules/actions/demoralize.md). If you choose to [Demoralize](rules/actions/demoralize.md), you gain a +2 item bonus to the [Intimidation](compendium/skills.md#Intimidation) check. + +#### greater *Item 13* + +- **Price**: 425 gp + +The pudding has a +20 counteract modifier. You become [quickened](rules/conditions.md#Quickened) as per the 5th-level version, except you gain a +3 item bonus to the [Intimidation](compendium/skills.md#Intimidation) check. + +#### major *Item 19* + +- **Price**: 5500 gp + +The pudding has a +31 counteract modifier. You become [quickened](rules/conditions.md#Quickened) as per the 5th-level version, except the effect lasts for 2 rounds and you gain a +4 item bonus to the [Intimidation](compendium/skills.md#Intimidation) check. + +--- *Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-breath-lotgb.md b/compendium/equipment/items/dragons-breath-lotgb.md index 36a25eb14..7ae45ad94 100644 --- a/compendium/equipment/items/dragons-breath-lotgb.md +++ b/compendium/equipment/items/dragons-breath-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,16 +13,58 @@ aliases: ["Dragon's Breath"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** applied to dueling cape or shield -- **Category** Rune This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([metamagic](rules/traits/metamagic.md)) - **Requirements**: You're receiving a bonus to AC from your dragon's breath cape or shield -**Effect** If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune. +**Effect** If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune. +%% + #trait/metamagic +%% ``` +--- +### Variants + +#### 1st-level spell *Item 4* + +- **Price**: 100 gp + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-breath-potion.md b/compendium/equipment/items/dragons-breath-potion.md index 58acf7eb3..b11df4e5d 100644 --- a/compendium/equipment/items/dragons-breath-potion.md +++ b/compendium/equipment/items/dragons-breath-potion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/evocation - trait/magical @@ -13,9 +13,8 @@ aliases: ["Dragon's Breath Potion"] # Dragon's Breath Potion *Item 7+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion. @@ -27,4 +26,24 @@ Regardless of the dragon type, the breath weapon deals `4d6` damage, and each cr After you use the breath weapon, you can't do so again for `1d4` rounds. +--- +### Variants + +#### young *Item 7* + +- **Price**: 70 gp + +#### adult *Item 12* + +- **Price**: 400 gp + +The damage is `6d6` and the save DC is 29. + +#### wyrm *Item 17* + +- **Price**: 3000 gp + +The damage is `10d6` and the save DC is 37. + +--- *Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-crest-lotgb.md b/compendium/equipment/items/dragons-crest-lotgb.md index 08912ae65..a197e8677 100644 --- a/compendium/equipment/items/dragons-crest-lotgb.md +++ b/compendium/equipment/items/dragons-crest-lotgb.md @@ -21,4 +21,6 @@ You can use an [Interact](rules/actions/interact.md) action to wedge an alchemic When you successfully [Strike](rules/actions/strike.md) a creature with the shield, the vessel shatters, exposing the creature you hit—and yourself— to the substance within. This counts as a successful hit with the bomb against the creature if it's adjacent to you or a successful hit against the appropriate adjacent square if it's not. The bomb deals splash damage as normal to surrounding creatures, including you. In addition, the bomb deals full damage to the attached shield. + +--- *Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/dragons-eye-charm-aoa2.md b/compendium/equipment/items/dragons-eye-charm-aoa2.md index 12a34925a..c7a9bdbe7 100644 --- a/compendium/equipment/items/dragons-eye-charm-aoa2.md +++ b/compendium/equipment/items/dragons-eye-charm-aoa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa2 -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/uncommon @@ -13,33 +13,42 @@ aliases: ["Dragon's Eye Charm"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be held in one hand to be used (pressing the palm of one's hand to the charm also works, provided that your hand is otherwise empty). It has four distinct powers. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -The _dragon's eye charm_ manifests fire for you to wield against your foe. You cast a 5th-level [produce flame](compendium/spells/produce-flame.md) spell with a spell attack roll of +13. +- **Frequency**: once per day + +**Effect** The _dragon's eye charm_ manifests fire for you to wield against your foe. You cast a 5th-level [produce flame](compendium/spells/produce-flame.md) spell with a spell attack roll of +13. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -The charm's pupil becomes plainly visible. You can look through the charm to gain [darkvision](rules/abilities/darkvision.md) for as long as you [Sustain the Activation](rules/actions/sustain-an-activation.md), to a maximum of 10 minutes. +**Effect** The charm's pupil becomes plainly visible. You can look through the charm to gain [darkvision](rules/abilities/darkvision.md) for as long as you [Sustain the Activation](rules/actions/sustain-an-activation.md), to a maximum of 10 minutes. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -The _dragon's eye charm_ shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes. +**Effect** The _dragon's eye charm_ shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You can speak and understand Draconic as long as you [Sustain the Activation](rules/actions/sustain-an-activation.md), to a maximum of 10 minutes. +- **Frequency**: once per day + +**Effect** You can speak and understand Draconic as long as you [Sustain the Activation](rules/actions/sustain-an-activation.md), to a maximum of 10 minutes. ``` + +--- *Source: Age of Ashes #2: Cult of Cinders p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/dragonscale-amulet-aoa4.md b/compendium/equipment/items/dragonscale-amulet-aoa4.md index 398c7ff02..1a097818d 100644 --- a/compendium/equipment/items/dragonscale-amulet-aoa4.md +++ b/compendium/equipment/items/dragonscale-amulet-aoa4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa4 -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Dragonscale Amulet"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5800 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon's Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon's frightful presence, you can roll your saving throw twice and use the higher result to determine the aura's effects. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You exude an aura that terrifies all foes in a 60-foot radius, as the [frightful presence](rules/abilities/frightful-presence.md) ability with a DC 34 Will save. +- **Frequency**: once per day + +**Effect** You exude an aura that terrifies all foes in a 60-foot radius, as the [frightful presence](rules/abilities/frightful-presence.md) ability with a DC 34 Will save. ``` + +--- *Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/dragonscale-cameo-tv.md b/compendium/equipment/items/dragonscale-cameo-tv.md index bf830b5f1..008779d3a 100644 --- a/compendium/equipment/items/dragonscale-cameo-tv.md +++ b/compendium/equipment/items/dragonscale-cameo-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/morph @@ -15,10 +15,12 @@ aliases: ["Dragonscale Cameo"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 400 gp -- **Usage** affixed to armor; **Bulk** — +- **Craft Requirements** Supply one scale from an adult or older dragon. +- **Bulk** —; **Usage** affixed to armor - **Activate** envision -- **Category** Talisman This ornamental pin, consisting of a single preserved dragon scale from a chromatic or metallic dragon mounted in a setting of precious metal, is typically affixed between the shoulder blades. When you Activate the pin, a pair of draconic wings matching the color of the scale unfurl from your shoulders, granting you a fly Speed of 50 feet for 5 minutes. + +--- *Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/dragonscale-staff-tv.md b/compendium/equipment/items/dragonscale-staff-tv.md index d0f85c02f..954a3c4f3 100644 --- a/compendium/equipment/items/dragonscale-staff-tv.md +++ b/compendium/equipment/items/dragonscale-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/magical - trait/staff - trait/transmutation @@ -12,17 +12,42 @@ aliases: ["Dragonscale Staff"] # Dragonscale Staff *Item 14+* [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A multi-hued array of scales covers a dragonscale staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem. While wielding a dragonscale staff you seem fiercer, gaining a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### dragonscale staff *Item 14* + +- **Price**: 4500 gp + +- Cantrip gouging claw , puff of poison +- 1st burning hands, fear +- 2nd acid arrow, resist energy +- 3rd fear, lightning bolt +- 4th fly, reflective scales +- 5th cone of cold, summon dragon +- 6th dragon form, reflective scales, summon dragon + +#### greater dragonscale staff *Item 20* + +- **Price**: 68000 gp + +- 7th summon dragon +- 8th dragon form, summon dragon +- 9th summon draconic legion , summon dragon + +--- *Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/dragonslayers-shield.md b/compendium/equipment/items/dragonslayers-shield.md index 28f457504..840a9b86a 100644 --- a/compendium/equipment/items/dragonslayers-shield.md +++ b/compendium/equipment/items/dragonslayers-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,11 +13,14 @@ aliases: ["Dragonslayer's Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 670 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Craft Requirements** The initial raw materials must include at least 30 gp of dragonhide. +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield A dragonslayer's shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal) While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation (see dragonhide on page 579); this applies after reducing the damage for Hardness, so when you use [Shield Block](compendium/feats/shield-block.md), the dragonslayer's shield takes 18 less damage from attacks of that damage type. You can use [Shield Block](compendium/feats/shield-block.md) against attacks that deal damage of that type. + +--- *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/dragontooth-club-tv.md b/compendium/equipment/items/dragontooth-club-tv.md index 2ce20d213..d41b3fa53 100644 --- a/compendium/equipment/items/dragontooth-club-tv.md +++ b/compendium/equipment/items/dragontooth-club-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/magical aliases: ["Dragontooth Club"] @@ -12,17 +12,22 @@ aliases: ["Dragontooth Club"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1800 gp -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Held +- **Craft Requirements** The initial raw materials must include teeth from a dragon with a breath weapon that deals acid, cold, electricity, fire, or poison damage. +- **Bulk** 2; **Usage** held in 1 hand -Dragon teeth line the edges of this +2 greater striking leiomano (page 25). The leiomano also has a flaming, frost, shock, or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated [energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") trait (for instance, fire for a club made with teeth taken from a red dragon). +Dragon teeth line the edges of this +2 greater striking [leiomano](compendium/equipment/items/leiomano-tv.md). The leiomano also has a flaming, frost, shock, or corrosive rune, as appropriate for the dragon from which the teeth were taken, which also grants the weapon the associated [energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") trait (for instance, fire for a club made with teeth taken from a red dragon). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) + +- **Frequency**: once per minute -You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal `3d6` piercing damage and `3d6` damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2. -%% #trait/evocation #trait/magical %% +**Effect** You swing the leiomano, sending several of the dragon teeth shooting through the air on jets of energy. The dragon teeth deal `3d6` piercing damage and `3d6` damage of the energy type corresponding to the weapon in a 15-foot cone (DC 29 basic Reflex save). The teeth hunt down their targets, correcting their flight in midair, which reduces any circumstance bonus from cover by 2. +%% + #trait/evocation #trait/magical +%% ``` + +--- *Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/dragontooth-trophy-tv.md b/compendium/equipment/items/dragontooth-trophy-tv.md index f2e4c7880..c599ec722 100644 --- a/compendium/equipment/items/dragontooth-trophy-tv.md +++ b/compendium/equipment/items/dragontooth-trophy-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,12 @@ aliases: ["Dragontooth Trophy"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 800 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Craft Requirements** Supply one tooth from an adult or older dragon. +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You succeed at a [Strike](rules/actions/strike.md) with the affixed weapon. -- **Category** Talisman This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering [Strike](rules/actions/strike.md) and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the [versatile](rules/traits/versatile.md "Versatile Weapon Trait") trait and similar abilities. + +--- *Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/drake-rifle-g-g.md b/compendium/equipment/items/drake-rifle-g-g.md index 16f504243..d1225e5d1 100644 --- a/compendium/equipment/items/drake-rifle-g-g.md +++ b/compendium/equipment/items/drake-rifle-g-g.md @@ -13,16 +13,18 @@ aliases: ["Drake Rifle"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp -- **Usage** held in 2 hands; **Bulk** 2 +- **Craft Requirements** The initial raw materials must include the saliva glands of a ritually hunted drake with a breath weapon that deals the appropriate damage type for the drake rifle. +- **Bulk** 2; **Usage** held in 2 hands - **Category** Beast Gun A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle is a +1 weapon. It's a distinct type of martial firearm that deals `1d10` damage with a range increment of 150 feet and reload <1>. It deals acid, cold, electricity, fire, or poison damage, depending on the drake from which it was made. On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to `1d4` + the number of weapon damage dice. A drake rifle does not add critical specialization effects. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) ([evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) -You fire a large, specialized burst designed to hamper your foes. Make a ranged [Strike](rules/actions/strike.md) with the drake rifle. As long as the [Strike](rules/actions/strike.md) isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. +- **Frequency**: once per day + +**Effect** You fire a large, specialized burst designed to hamper your foes. Make a ranged [Strike](rules/actions/strike.md) with the drake rifle. As long as the [Strike](rules/actions/strike.md) isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. On a hit, the drake rifle provides one of the following additional effects based on its damage type: @@ -31,7 +33,11 @@ On a hit, the drake rifle provides one of the following additional effects based - **Electricity** Small bursts of electricity continue to spark and jolt the target. The target becomes [dazzled](rules/conditions.md#Dazzled) and [flat-footed](rules/conditions.md#Flat-footed) for `1d4` rounds. - **Fire** A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls [prone](rules/conditions.md#Prone). - **Poison** Noxious vapors fill the target's lungs. The target becomes [enfeebled](rules/conditions.md#Enfeebled) and [clumsy](rules/conditions.md#Clumsy) for 1 minute. -%% #trait/evocation #trait/magical %% +%% + #trait/evocation #trait/magical +%% ``` + +--- *Source: Guns & Gears p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/drakeheart-mutagen-apg.md b/compendium/equipment/items/drakeheart-mutagen-apg.md index ae21aa7f1..5498e8baa 100644 --- a/compendium/equipment/items/drakeheart-mutagen-apg.md +++ b/compendium/equipment/items/drakeheart-mutagen-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Drakeheart Mutagen"] # Drakeheart Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow. @@ -25,11 +24,40 @@ Your skin grows tough scales like a drake, your eyesight become sharp and your p You also gain the Final Surge action. ```ad-embed-ability -title: Final Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Final Surge** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + You [Stride](rules/actions/stride.md) twice. The drakeheart mutagen's duration ends. ``` **Drawback** You take a –1 penalty to Will saves, Reflex saves, and all skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md). +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The item bonus to AC is +4, the item bonus to [Perception](compendium/skills.md#Perception) is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The item bonus to AC is +5, the item bonus to [Perception](compendium/skills.md#Perception) is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first. + +#### greater *Item 11* + +- **Price**: 300 gp + +The item bonus to AC is +6, the item bonus to [Perception](compendium/skills.md#Perception) is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first. + +#### major *Item 17* + +- **Price**: 3000 gp + +The item bonus to AC is +7, the item bonus to [Perception](compendium/skills.md#Perception) is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first. + +--- *Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/draxies-recipe-book-tv.md b/compendium/equipment/items/draxies-recipe-book-tv.md index 1128f84f0..794cac461 100644 --- a/compendium/equipment/items/draxies-recipe-book-tv.md +++ b/compendium/equipment/items/draxies-recipe-book-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/magical - trait/transmutation @@ -14,16 +14,19 @@ aliases: ["Draxie's Recipe Book"] - **Price** 90 gp - **Bulk** L -- **Category** Grimoire This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages are blank and ready to receive spells, the first four pages are taken up by a complex seasoning recipe that requires a casting of glitterdust. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -If your next action is to cast a [glitterdust](compendium/spells/glitterdust.md) spell, all creatures within the spell's area who don't critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target's extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. +- **Frequency**: once per day + +**Effect** If your next action is to cast a [glitterdust](compendium/spells/glitterdust.md) spell, all creatures within the spell's area who don't critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target's extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. This ability can also be used to properly season up to 100 pounds of prepared food within the area of the [glitterdust](compendium/spells/glitterdust.md) spell instantaneously. ``` + +--- *Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/dread-ampoule-apg.md b/compendium/equipment/items/dread-ampoule-apg.md index 57bb2a820..64d5ff0d5 100644 --- a/compendium/equipment/items/dread-ampoule-apg.md +++ b/compendium/equipment/items/dread-ampoule-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -17,12 +17,39 @@ aliases: ["Dread Ampoule"] # Dread Ampoule *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) on a critical hit. Many types also grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d6` mental damage and 1 mental splash damage. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d6` mental damage and 2 mental splash damage. + +#### greater *Item 11* + +- **Price**: 300 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d6` mental damage and 3 mental splash damage. + +#### major *Item 17* + +- **Price**: 3000 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d6` mental damage and 4 mental splash damage. + +--- *Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/dread-blindfold.md b/compendium/equipment/items/dread-blindfold.md index be387d78e..55ad782cc 100644 --- a/compendium/equipment/items/dread-blindfold.md +++ b/compendium/equipment/items/dread-blindfold.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/emotion - trait/enchantment - trait/fear @@ -16,19 +16,21 @@ aliases: ["Dread Blindfold"] [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 15000 gp -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks and [darkvision](rules/abilities/darkvision.md). You can see through the blindfold, but only using [darkvision](rules/abilities/darkvision.md). The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be [frightened](rules/conditions.md#Frightened). This is an emotion, [fear](rules/traits/fear.md "Fear Effect Trait"), and [mental](rules/traits/mental.md "Mental Effect Trait") effect, and your allies become immune to it after about a week. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command +- **Frequency**: once per minute - **Trigger**: You damage a creature with a [Strike](rules/actions/strike.md) **Effect** Your target is gripped by intense fear. This has the effect of a DC 37 [phantasmal killer](compendium/spells/phantasmal-killer.md) spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours. ``` + +--- *Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/dread-helm-tv.md b/compendium/equipment/items/dread-helm-tv.md index 0259e4901..142e24068 100644 --- a/compendium/equipment/items/dread-helm-tv.md +++ b/compendium/equipment/items/dread-helm-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/alchemical - trait/aura - trait/emotion @@ -15,12 +15,13 @@ aliases: ["Dread Helm"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 100 gp -- **Usage** worn; **Bulk** L +- **Bulk** L; **Usage** worn - **Activate** [Interact](rules/actions/interact.md) -- **Category** Worn The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Cleverly [concealed](rules/conditions.md#Concealed) within is a reservoir that can hold a single dread ampoule (Advanced Player's Guide 253), which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded dread helm can be activated to atomize the dread ampoule, creating a fear-inducing mist that hangs around your face. The mist grants an item bonus to [Intimidation](compendium/skills.md#Intimidation) checks equal to the dread ampoule's item bonus. The mist also deals mental damage equal to the dread ampoule's splash damage to all creatures within a 5-foot emanation other than you. The effects last for 3 rounds, consuming the dread ampoule, and once the atomization process has begun it can't be deactivated. + +--- *Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/dread-lotgb.md b/compendium/equipment/items/dread-lotgb.md index 53ea47f50..2df412c47 100644 --- a/compendium/equipment/items/dread-lotgb.md +++ b/compendium/equipment/items/dread-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/emotion - trait/enchantment - trait/fear @@ -17,8 +17,27 @@ aliases: ["Dread"] [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Usage** etched onto armor -- **Category** Rune Eerie symbols cover your armor, inspiring terror in your foes. [Frightened](rules/conditions.md#Frightened) enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their [frightened](rules/conditions.md#Frightened) condition doesn't decrease below 1 that turn. +--- +### Variants + +#### lesser dread *Item 6* + +- **Price**: 225 gp + +#### moderate dread *Item 12* + +- **Price**: 1800 gp + +The DC is 29, and the value of affected enemies' [frightened](rules/conditions.md#Frightened) condition doesn't decrease below 2. + +#### greater dread *Item 18* + +- **Price**: 21000 gp + +The DC is 38, and the value of affected enemies' [frightened](rules/conditions.md#Frightened) condition doesn't decrease, no matter the value. + +--- *Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/dreadsmoke-thurible-logm.md b/compendium/equipment/items/dreadsmoke-thurible-logm.md index 260457dae..787fe3336 100644 --- a/compendium/equipment/items/dreadsmoke-thurible-logm.md +++ b/compendium/equipment/items/dreadsmoke-thurible-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/uncommon @@ -14,17 +14,19 @@ aliases: ["Dreadsmoke Thurible"] - **Access** follower of [Urgathoa](compendium/setting/deities/urgathoa.md) - **Price** 600 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with incense as an action. A long, thin chain is connected to the top of the thurible. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist. Undead creatures can see through the smoke as if it didn't exist. Negative energy also disrupts the magic of the smoke; anyone who uses a [negative](rules/traits/negative.md "Negative Energy & Element Trait") effect, along with creatures affected by a [negative](rules/traits/negative.md "Negative Energy & Element Trait") effect, can see through the smoke for 1 round. ``` + +--- *Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/dreaming-round-g-g.md b/compendium/equipment/items/dreaming-round-g-g.md index c0a1c1f8c..8881af740 100644 --- a/compendium/equipment/items/dreaming-round-g-g.md +++ b/compendium/equipment/items/dreaming-round-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/enchantment - trait/incapacitation @@ -19,7 +19,6 @@ aliases: ["Dreaming Round"] - **Price** 900 gp - **Ammunition** round - **Activate** command -- **Category** Consumable The night sky seems contained in this glass projectile. @@ -31,4 +30,6 @@ When an activated dreaming round damages a creature, it induces drowsiness. The > - **Failure** The creature becomes [fatigued](rules/conditions.md#Fatigued) and [slowed](rules/conditions.md#Slowed), and must attempt another Fortitude save at the end of each of its turns. If it fails, its [slowed](rules/conditions.md#Slowed) condition increases by 1. A successful save reduces the [slowed](rules/conditions.md#Slowed) condition by 1. If the [slowed](rules/conditions.md#Slowed) condition is removed or reduced to 0, the effect and the [fatigued](rules/conditions.md#Fatigued) condition end. If the target's actions are reduced to 0 by this effect, it immediately falls into a deep sleep and is [unconscious](rules/conditions.md#Unconscious), during which it no longer attempts a save at the end of its turn. It wakes up automatically after 1 hour or if it takes damage, but not due to non-painful stimuli (such as noise or being nudged). When it wakes up, its [slowed](rules/conditions.md#Slowed) condition decreases by 1, though it must once again save at the end of each of its turns and might risk falling asleep again. > - **Critical Failure** As failure, except the target is initially [slowed](rules/conditions.md#Slowed). + +--- *Source: Guns & Gears p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/dreamstone-aoa3.md b/compendium/equipment/items/dreamstone-aoa3.md index 4337c3ba1..b082a84f0 100644 --- a/compendium/equipment/items/dreamstone-aoa3.md +++ b/compendium/equipment/items/dreamstone-aoa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa3 -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -13,17 +13,21 @@ aliases: ["Dreamstone"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A _dreamstone_ is a disc-shaped object carved with imagery or words sacred to [Desna](compendium/setting/deities/desna.md)—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a _dreamstone_, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the _dreamstone_ for at least 24 hours prior to resting. As long as you carry a _dreamstone_, you gain a +2 item bonus to saving throws against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([metamagic](rules/traits/metamagic.md)) -If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has the [sleep](rules/traits/sleep.md "Sleep Effect Trait") trait or is associated with dreams, the spell slot is not expended. -%% #trait/metamagic %% +- **Frequency**: once per day + +**Effect** If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 4th level or lower that has the [sleep](rules/traits/sleep.md "Sleep Effect Trait") trait or is associated with dreams, the spell slot is not expended. +%% + #trait/metamagic +%% ``` + +--- *Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/dreamstone-cursed-aoa3.md b/compendium/equipment/items/dreamstone-cursed-aoa3.md index 10d93cfa8..144ef8882 100644 --- a/compendium/equipment/items/dreamstone-cursed-aoa3.md +++ b/compendium/equipment/items/dreamstone-cursed-aoa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa3 -- item/category/held +- item/category/held/ - trait/cursed - trait/enchantment - trait/magical @@ -13,8 +13,7 @@ aliases: ["Dreamstone, Cursed"] # Dreamstone, Cursed *Item 9* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A _dreamstone_ can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed _dreamstone_ seems to function as a normal _dreamstone_ until the bearer falls asleep or is forced to attempt a saving throw against a [sleep](rules/traits/sleep.md "Sleep Effect Trait") effect. At this point, the person carrying the _cursed dreamstone_ must attempt a DC 26 Will save to resist the curse's effects. @@ -24,4 +23,6 @@ A _dreamstone_ can become cursed if left exposed to creatures that corrupt sleep > - **Failure** As long as the cursed character possesses the stone, they are [fatigued](rules/conditions.md#Fatigued) whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against [sleep](rules/traits/sleep.md "Sleep Effect Trait") effects instead of gaining the normal bonus from a _dreamstone_. > - **Critical Failure** As failure, and whenever the bearer attempts a saving throw against a [sleep](rules/traits/sleep.md "Sleep Effect Trait") effect, they get the outcome that is one degree worse than the result of their saving throw. + +--- *Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/dreamtime-tea-gmg.md b/compendium/equipment/items/dreamtime-tea-gmg.md index bc1556075..ab834b300 100644 --- a/compendium/equipment/items/dreamtime-tea-gmg.md +++ b/compendium/equipment/items/dreamtime-tea-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -15,9 +15,8 @@ aliases: ["Dreamtime Tea"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 13 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This lemony tea blended from rare Vudrani herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. The saving throw for addiction to dreamtime tea is DC 19. @@ -33,4 +32,6 @@ title: Saving Throw: DC 21 Fortitude **Stage 2** [unconscious](rules/conditions.md#Unconscious) and can ask a question with the effects of [augury](compendium/spells/augury.md) except the flat check DC is 10 (10 minutes) ``` + +--- *Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/dreary-gmg.md b/compendium/equipment/items/dreary-gmg.md index cfc72256d..9561ef08b 100644 --- a/compendium/equipment/items/dreary-gmg.md +++ b/compendium/equipment/items/dreary-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/conjuration - trait/cursed - trait/magical @@ -14,8 +14,9 @@ aliases: ["Dreary"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses armor -- **Category** Curse When you invest this armor, a personal-sized cloud appears over your head and begins to rain on you, and the armor fuses to you. This extinguishes uncovered flames and soaks other objects you are carrying or holding, potentially ruining them. 10 are one step worse under the cloud, and at the GM's discretion it might cause other problems, such as interfering with sleep. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/drovers-band-av2.md b/compendium/equipment/items/drovers-band-av2.md index d15c9b466..b824bf8ab 100644 --- a/compendium/equipment/items/drovers-band-av2.md +++ b/compendium/equipment/items/drovers-band-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/incapacitation - trait/invested @@ -15,15 +15,16 @@ aliases: ["Drover's Band"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 675 gp -- **Usage** worn bracers; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn bracers This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the gem. Your words become harsh and clipped when you have this magic item invested. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command -You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw. +- **Frequency**: once per day + +**Effect** You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw. > [!success-degree] > - **Critical Success** The target creature is unaffected. @@ -32,4 +33,6 @@ You exert your will over a mindless creature within 30 feet. If the target is a > - **Critical Failure** As failure, but the duration is 1 day. ``` + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md b/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md index cf23908b0..9d48a2764 100644 --- a/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md +++ b/compendium/equipment/items/drowsy-sun-eye-drops-lotg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/plant +- item/category/plant/ - trait/alchemical - trait/consumable aliases: ["Drowsy Sun Eye Drops"] @@ -12,10 +12,11 @@ aliases: ["Drowsy Sun Eye Drops"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 9 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Seek](rules/actions/seek.md) -- **Category** Plant These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md), you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you [darkvision](rules/abilities/darkvision.md) to a range of 30 feet for 1 round. If you do, your [Seek](rules/actions/seek.md) action gains the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, due to drawing and applying the eye drops. + +--- *Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/druids-crown-tv.md b/compendium/equipment/items/druids-crown-tv.md index ed7879a75..07d9b50b9 100644 --- a/compendium/equipment/items/druids-crown-tv.md +++ b/compendium/equipment/items/druids-crown-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/primal - trait/transmutation @@ -13,15 +13,17 @@ aliases: ["Druid's Crown"] [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 220 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a druid. +- **Bulk** L; **Usage** worn headwear Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear [druid's vestments](compendium/equipment/items/druids-vestments.md) along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27. You can invest this item only if you're a druid. When you do, as a 10-minute activity that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, you can disassemble and rebuild the crown with different materials, changing its item bonus and spell accordingly. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -The crown casts its spell at 2nd level (DC 20). +- **Frequency**: once per day + +**Effect** The crown casts its spell at 2nd level (DC 20). ``` | Material | Item Bonus | Spell | @@ -31,4 +33,6 @@ The crown casts its spell at 2nd level (DC 20). | Leaves | [Stealth](compendium/skills.md#Stealth) | [Tree shape](compendium/spells/tree-shape.md) | + +--- *Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/druids-vestments.md b/compendium/equipment/items/druids-vestments.md index 125ff615b..583e876c3 100644 --- a/compendium/equipment/items/druids-vestments.md +++ b/compendium/equipment/items/druids-vestments.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/focused - trait/invested - trait/primal @@ -14,15 +14,19 @@ aliases: ["Druid's Vestments"] [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1000 gp -- **Usage** worn garment; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a druid. +- **Bulk** L; **Usage** worn garment This brown-and-green tunic is embroidered with patterns that resemble interlocking elk antlers. You gain a +2 item bonus to [Nature](compendium/skills.md#Nature) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost. ``` + +--- *Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/drum-of-upheaval-lotgb.md b/compendium/equipment/items/drum-of-upheaval-lotgb.md index de90ed614..a364c6092 100644 --- a/compendium/equipment/items/drum-of-upheaval-lotgb.md +++ b/compendium/equipment/items/drum-of-upheaval-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/conjuration - trait/earth - trait/magical @@ -14,23 +14,29 @@ aliases: ["Drum Of Upheaval"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60000 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Craft Requirements** You are a centaur. +- **Bulk** 1; **Usage** held in 2 hands This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on [Performance](compendium/skills.md#Performance) checks you make using the drum. Additionally, it imparts the rhythms of two songs upon your mind as soon as you touch it. One is a fast marching cadence; the other is a frenetic ritual dance. Each song has a different activation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals `7d10` force damage (DC 43 basic Reflex save). +- **Frequency**: once per minute + +**Effect** Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals `7d10` force damage (DC 43 basic Reflex save). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -The drum casts a DC 43 [earthquake](compendium/spells/earthquake.md) spell. +**Effect** The drum casts a DC 43 [earthquake](compendium/spells/earthquake.md) spell. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/drums-of-war-tv.md b/compendium/equipment/items/drums-of-war-tv.md index 958663328..55da1542e 100644 --- a/compendium/equipment/items/drums-of-war-tv.md +++ b/compendium/equipment/items/drums-of-war-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/coda +- item/category/coda/ - trait/coda - trait/evocation - trait/occult @@ -13,15 +13,43 @@ aliases: ["Drums of War"] # Drums of War *Item 4+* [coda](rules/traits/coda-tv.md "Coda Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Coda +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 2 hands This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to [Performance](compendium/skills.md#Performance) checks and a +5-foot status bonus to your Speed. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from this instrument to cast a spell from its list. ``` +--- +### Variants + +#### drums of war *Item 4* + +- **Price**: 90 gp + +- Cantrip shield +- 1st mage armor, magic missile, true strike + +#### greater drums of war *Item 8* + +- **Price**: 460 gp + +- 2nd false life, sound burst, spiritual weapon +- 3rd haste, heroism + +#### major drums of war *Item 12* + +- **Price**: 1900 gp + +The item bonus to [Performance](compendium/skills.md#Performance) checks is +2. + +- 4th spell immunity, tortoise and the hare +- 5th death ward, quicken time DA, spell immunity + +--- *Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/duchy-defender-g-g.md b/compendium/equipment/items/duchy-defender-g-g.md index 5cda23f08..666e3683b 100644 --- a/compendium/equipment/items/duchy-defender-g-g.md +++ b/compendium/equipment/items/duchy-defender-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/conjuration - trait/intelligent - trait/lg @@ -14,8 +14,7 @@ aliases: ["Duchy Defender"] # Duchy Defender *Item 13* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [lg](rules/traits/lg-b1.md "Lawful Good Alignment Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands Patriotic to the extreme, this flintlock musket was among the first firearms forged in the Gunworks and was wielded by Ancil Alkenstar, founder of the Grand Duchy of Alkenstar. In Alkenstar's hands, the musket was used to defend the burgeoning Grand Duchy from outside threats, including mutants of the Mana Wastes, Nexian constructs, and undead from Geb. After Ancil's death, the weapon was passed down, per his own decree, not to his heirs but to the greatest defender of Alkenstar, as determined by the weapon's previous owner. Over time, the devotion and heroism of each successive wielder left a psychic imprint on the weapon, until it developed an intellect and drive of its own. @@ -26,17 +25,23 @@ If you break the laws of Alkenstar, a duchy defender goes out of its way to call If the weapon is removed from the Grand Duchy of Alkenstar without a reason that directly benefits the duchy, the duchy defender transports itself away, reappearing in the hands of a previous worthy owner, or elsewhere in Alkenstar if no such previous owner lives. In the hands of a worthy owner, a duchy defender is nearly impossible to steal, since it transports itself back to you at the first opportunity after someone takes it, and it grants you a +2 circumstance bonus to their Reflex DC to resist being disarmed of it. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar's borders. The next time the duchy defender damages this target, it deals an additional `2d8` precision damage. +- **Frequency**: once per round + +**Effect** The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar's borders. The next time the duchy defender damages this target, it deals an additional `2d8` precision damage. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command ([conjuration](rules/traits/conjuration.md), [magical](rules/traits/magical.md), [teleportation](rules/traits/teleportation.md)) + The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner's hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Alkenstar. Traveling to an unknown location is draining; after doing so, the duchy defender can't transport itself anywhere for `1d4` days. -%% #trait/conjuration #trait/magical #trait/teleportation %% +%% + #trait/conjuration #trait/magical #trait/teleportation +%% ``` + +--- *Source: Guns & Gears p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/duck-lotg.md b/compendium/equipment/items/duck-lotg.md index 4139fb10b..d530572fb 100644 --- a/compendium/equipment/items/duck-lotg.md +++ b/compendium/equipment/items/duck-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Duck"] --- # Duck *Item 0* - **Price** 5 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/dueling-cape-apg.md b/compendium/equipment/items/dueling-cape-apg.md index 176d1ff3c..699df05ce 100644 --- a/compendium/equipment/items/dueling-cape-apg.md +++ b/compendium/equipment/items/dueling-cape-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Dueling Cape"] --- # Dueling Cape *Item 0* @@ -11,8 +11,9 @@ aliases: ["Dueling Cape"] - **Price** 5 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an [Interact](rules/actions/interact.md) action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) until the start of your next turn. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/dueling-pistol-g-g.md b/compendium/equipment/items/dueling-pistol-g-g.md index ddb06981b..ad7b116ee 100644 --- a/compendium/equipment/items/dueling-pistol-g-g.md +++ b/compendium/equipment/items/dueling-pistol-g-g.md @@ -16,11 +16,13 @@ aliases: ["Dueling Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 12 gp - **Bulk** L -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket. Noble and wealthy merchants in both Alkenstar and Dongun Hold often own matching pairs of dueling pistols in case they're called upon to address a challenge—though this practice has become increasingly rare in the modern age. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/dueling-spear-lotgb.md b/compendium/equipment/items/dueling-spear-lotgb.md index 1f6477e29..d5d0babec 100644 --- a/compendium/equipment/items/dueling-spear-lotgb.md +++ b/compendium/equipment/items/dueling-spear-lotgb.md @@ -15,10 +15,12 @@ aliases: ["Dueling Spear"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d8` P + - **Damage**: `1d8` P - **Hands** 2 - **Category** Martial; **Group** Spear This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/duelists-beacon-lotgb.md b/compendium/equipment/items/duelists-beacon-lotgb.md index 68afb032e..adc7e7f93 100644 --- a/compendium/equipment/items/duelists-beacon-lotgb.md +++ b/compendium/equipment/items/duelists-beacon-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/evocation - trait/light - trait/magical @@ -14,15 +14,18 @@ aliases: ["Duelist's Beacon"] [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in one hand A spiked glove is attached to the front of this buckler (Hardness 6, HP 24, BT 12), functioning as +1 striking shield spikes. Perforations and slits line the defensive side, shining bright light through them when the item's magic is activated. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -You activate the shield's inner light. Attempt a melee [Strike](rules/actions/strike.md) with the duelist's beacon. On a hit, the target must succeed at a DC 22 Fortitude save or be [blinded](rules/conditions.md#Blinded) for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save. +- **Frequency**: once per hour + +**Effect** You activate the shield's inner light. Attempt a melee [Strike](rules/actions/strike.md) with the duelist's beacon. On a hit, the target must succeed at a DC 22 Fortitude save or be [blinded](rules/conditions.md#Blinded) for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/dullahan-codex-tv.md b/compendium/equipment/items/dullahan-codex-tv.md index 563011ed5..460bed2c2 100644 --- a/compendium/equipment/items/dullahan-codex-tv.md +++ b/compendium/equipment/items/dullahan-codex-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/cursed - trait/grimoire - trait/magical @@ -15,7 +15,6 @@ aliases: ["Dullahan Codex"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Bulk** L -- **Category** Grimoire The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the Grim Reaper. Others attribute its creation to a powerful necromancer whose name has been lost to time. Whatever the truth, the grimoire has passed down through the ages, sometimes via mortal hands and other times mysteriously appearing among the possessions of its next target. It deserves its reputation for dooming those who possess it to die, but scholars debate whether the codex causes this fate or merely acts as its harbinger. @@ -31,4 +30,6 @@ If your name is on the list and you touch the volume or read from its pages, you > > If you attempt to get rid of the codex while it's fused to you, it returns to your possession within an hour. Each day the codex is fused to you, you must attempt another Will saving throw, but a critical success does nothing. The [doomed](rules/conditions.md#Doomed) value from the codex can decrease only after it's no longer fused to you; once it's fused to you, you remain its intended victim unless you complete a freedom ritual aimed at ending this 10th-level effect. (On a critical failure with this ritual, the codex adds all casters to its list.) You can redirect the curse by inscribing another person's name in the grimoire and succeeding at a DC 40 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) check. Doing so is an evil act. If the curse is ritually ended or redirected, or the chosen victim dies, the codex moves on to a new victim. + +--- *Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/dupes-gold-nugget-ooa2.md b/compendium/equipment/items/dupes-gold-nugget-ooa2.md index 9ad33ec45..a2adac241 100644 --- a/compendium/equipment/items/dupes-gold-nugget-ooa2.md +++ b/compendium/equipment/items/dupes-gold-nugget-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -15,10 +15,11 @@ aliases: ["Dupe's Gold Nugget"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** affixed to a ranged weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a ranged weapon - **Activate** envision; **Trigger** You hit with a ranged [Strike](rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert with the affixed weapon. -- **Category** Talisman This nugget of gold and lead amalgam is attached to the weapon by thick, twisted wire or chain. When activated, the target's limbs become like lead weights. For 2 rounds, each time the target Strides it must attempt a DC 23 Fortitude save. On a failure, it takes a –10-foot status penalty to its Speed for that [Stride](rules/actions/stride.md) (to a minimum Speed of 5 feet). On a critical success, the dupe's gold nugget effect ends early. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/dust-of-appearance.md b/compendium/equipment/items/dust-of-appearance.md index 99bdc298e..474b44998 100644 --- a/compendium/equipment/items/dust-of-appearance.md +++ b/compendium/equipment/items/dust-of-appearance.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -13,10 +13,11 @@ aliases: ["Dust of Appearance"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can't be [concealed](rules/conditions.md#Concealed) or [invisible](rules/conditions.md#Invisible), nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect. + +--- *Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/dust-of-corpse-animation-apg.md b/compendium/equipment/items/dust-of-corpse-animation-apg.md index 5727ab2c1..4223c7615 100644 --- a/compendium/equipment/items/dust-of-corpse-animation-apg.md +++ b/compendium/equipment/items/dust-of-corpse-animation-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/necromancy @@ -15,7 +15,6 @@ aliases: ["Dust Of Corpse Animation"] - **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This black pouch contains what appears to be fine bone dust. @@ -25,4 +24,18 @@ The animated undead has the [minion](rules/traits/minion.md "Minion Creature Tra The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control. +--- +### Variants + +#### dust of corpse animation *Item 8* + +- **Price**: 100 gp + +#### greater dust of corpse animation *Item 16* + +- **Price**: 1500 gp + +You can animate an undead with a level of 11 or lower. + +--- *Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/dust-of-disappearance.md b/compendium/equipment/items/dust-of-disappearance.md index 6358eba29..36c35eec7 100644 --- a/compendium/equipment/items/dust-of-disappearance.md +++ b/compendium/equipment/items/dust-of-disappearance.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/illusion - trait/magical @@ -14,12 +14,13 @@ aliases: ["Dust of Disappearance"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 135 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This powder shimmers like a thousand tiny motes of light. Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level [invisibility](compendium/spells/invisibility.md) spell with a duration of 1 minute on that creature. This invisibility can't be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower. + +--- *Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/dust-pods-ec1.md b/compendium/equipment/items/dust-pods-ec1.md index 1ef27b78f..a829e86e5 100644 --- a/compendium/equipment/items/dust-pods-ec1.md +++ b/compendium/equipment/items/dust-pods-ec1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec1 -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Dust Pods"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp -- **Category** Snare You hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare's square. The creature must attempt a DC 17 Reflex saving throw. A creature [dazzled](rules/conditions.md#Dazzled) by the pollen can use an [Interact](rules/actions/interact.md) action to attempt a DC 5 flat check to remove the condition. @@ -25,4 +24,6 @@ You hide fragile pods of pollen or other clinging powder that get in the eyes of > - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) for 10 minutes. > - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 10 minutes after. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/dwarven-dorn-dergar-tv.md b/compendium/equipment/items/dwarven-dorn-dergar-tv.md index 714e9f34e..17ffe3985 100644 --- a/compendium/equipment/items/dwarven-dorn-dergar-tv.md +++ b/compendium/equipment/items/dwarven-dorn-dergar-tv.md @@ -15,10 +15,12 @@ aliases: ["Dwarven Dorn-dergar"] - **Price** 8 gp - **Bulk** 2 -- **Damage** `1d10` B + - **Damage**: `1d10` B - **Hands** 2 - **Category** Advanced; **Group** Flail A heavy, weighted cube of metal at the end of a long chain, the dorn-dergar is used by dwarven berserkers and sappers who specialize in breaking through lines of shielded opponents or disabling enemy siege weapons. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/dwarven-scattergun-g-g.md b/compendium/equipment/items/dwarven-scattergun-g-g.md index 44ad8374d..3a367a5f5 100644 --- a/compendium/equipment/items/dwarven-scattergun-g-g.md +++ b/compendium/equipment/items/dwarven-scattergun-g-g.md @@ -17,11 +17,13 @@ aliases: ["Dwarven Scattergun"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 10 gp - **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** rounds; **Range** 50 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** rounds; **Range** 50 ft.; **Reload** 1 - **Hands** 2 - **Category** Advanced; **Group** Firearm A favored weapon of dwarf scouts from Dongun Hold, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy frame. A dwarven scattergun fires a large paper cartridge stuffed with black powder and knuckle-sized lumps of metal, creating a devastating burst so destructive that a foolish dwarf might find themself catching painful ricochets when firing at a too-close target. Some scatterguns are crafted with a clockwork firing tray that can quickly sort and load black powder and shot without needing a prepackaged cartridge, though this is largely an aesthetic feature with no real mechanical benefit. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/dwarven-thrower.md b/compendium/equipment/items/dwarven-thrower.md index 43159da87..b00fe3495 100644 --- a/compendium/equipment/items/dwarven-thrower.md +++ b/compendium/equipment/items/dwarven-thrower.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/magical aliases: ["Dwarven Thrower"] @@ -12,9 +12,10 @@ aliases: ["Dwarven Thrower"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2750 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon +- **Bulk** 1; **Usage** held in 1 hand This +2 striking warhammer is inlaid with precious metals and decorated with geometric patterns in a dwarven style. If you're a dwarf, a dwarven thrower functions for you as a +2 greater striking returning warhammer with the thrown <30 feet> trait, and your attacks with the hammer deal `1d8` additional damage against giants. + +--- *Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/dwarven-war-axe.md b/compendium/equipment/items/dwarven-war-axe.md index d7e7593f0..2daba061e 100644 --- a/compendium/equipment/items/dwarven-war-axe.md +++ b/compendium/equipment/items/dwarven-war-axe.md @@ -15,10 +15,12 @@ aliases: ["Dwarven War Axe"] - **Price** 3 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Advanced; **Group** Axe This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/dweomerweave-robe-lotgb.md b/compendium/equipment/items/dweomerweave-robe-lotgb.md index 332bbb3ad..0ae3966fa 100644 --- a/compendium/equipment/items/dweomerweave-robe-lotgb.md +++ b/compendium/equipment/items/dweomerweave-robe-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -14,17 +14,20 @@ aliases: ["Dweomerweave Robe"] [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Usage** worn clothing; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn clothing This robe is made from dweomerweave, a magical fabric created by spinning minor illusions into the threads of ether spider silk. Dweomerweave is naturally hazy and translucent. It can take on the illusory appearances of other fabrics and garments, and dweomerweave robes are coveted by adventurers who want to travel light without compromising on fashion. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) -You gain the effects of a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) except that the illusion only alters the appearance of the dweomerweave robe, changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can [Dismiss](rules/actions/dismiss.md) the activation. +- **Frequency**: once per day + +**Effect** You gain the effects of a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) except that the illusion only alters the appearance of the dweomerweave robe, changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can [Dismiss](rules/actions/dismiss.md) the activation. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/eagle-eye-elixir.md b/compendium/equipment/items/eagle-eye-elixir.md index 81a3a39ea..8a833b1c9 100644 --- a/compendium/equipment/items/eagle-eye-elixir.md +++ b/compendium/equipment/items/eagle-eye-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,37 @@ aliases: ["Eagle-eye Elixir"] # Eagle-eye Elixir *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to [Perception](compendium/skills.md#Perception) checks that is greater when attempting to find secret doors and traps. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bonus is +1, or +2 to find secret doors and traps. + +#### moderate *Item 5* + +- **Price**: 27 gp + +The bonus is +2, or +3 to find secret doors and traps. + +#### greater *Item 10* + +- **Price**: 200 gp + +The bonus is +3, or +4 to find secret doors and traps. + +#### major *Item 16* + +- **Price**: 2000 gp + +The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it. + +--- *Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/earplugs-g-g.md b/compendium/equipment/items/earplugs-g-g.md index 1bdefe1ca..1591777aa 100644 --- a/compendium/equipment/items/earplugs-g-g.md +++ b/compendium/equipment/items/earplugs-g-g.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Earplugs"] --- # Earplugs *Item 0* - **Price** 1 sp - **Hands** 1 -- **Category** Adventuring Gear These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature's ears with a single [Interact](rules/actions/interact.md) action using one hand. They take a –2 circumstance penalty to all [auditory](rules/traits/auditory.md "Auditory Effect Trait") [Perception](compendium/skills.md#Perception) checks but also gain a +2 circumstance bonus to saving throws against [auditory](rules/traits/auditory.md "Auditory Effect Trait") effects. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/earplugs-lopsg.md b/compendium/equipment/items/earplugs-lopsg.md index 0a8f69023..315990d3a 100644 --- a/compendium/equipment/items/earplugs-lopsg.md +++ b/compendium/equipment/items/earplugs-lopsg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Earplugs"] --- # Earplugs *Item 0* - **Price** 1 cp -- **Category** Adventuring Gear Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. The earplugs make it difficult to hear, however, imposing a –2 item penalty on [Perception](compendium/skills.md#Perception) checks involving sound. Inserting or removing the earplugs requires an [Interact](rules/actions/interact.md) action. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/earthbinding-tv.md b/compendium/equipment/items/earthbinding-tv.md index 6e278174a..6798501b2 100644 --- a/compendium/equipment/items/earthbinding-tv.md +++ b/compendium/equipment/items/earthbinding-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Earthbinding"] @@ -13,16 +13,18 @@ aliases: ["Earthbinding"] - **Price** 125 gp - **Usage** etched onto a weapon -- **Category** Rune A weapon with this rune hums when touched to the ground. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per hour - **Requirements**: You critically hit a flying creature with the etched weapon **Effect** The rune casts a DC 20 [earthbind](compendium/spells/earthbind.md) spell on the flying creature. ``` + +--- *Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/earthbreaker-tv.md b/compendium/equipment/items/earthbreaker-tv.md index c60086078..6151d5bc4 100644 --- a/compendium/equipment/items/earthbreaker-tv.md +++ b/compendium/equipment/items/earthbreaker-tv.md @@ -15,10 +15,12 @@ aliases: ["Earthbreaker"] - **Price** 4 gp - **Bulk** 2 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Hammer This massive hammer's metal head is shaped or molded with heavy metal wedges along its primary striking surface, enabling it to tear through shields and armor with ease. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/earthglide-cloak-apg.md b/compendium/equipment/items/earthglide-cloak-apg.md index 7fc32c518..911f1904c 100644 --- a/compendium/equipment/items/earthglide-cloak-apg.md +++ b/compendium/equipment/items/earthglide-cloak-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/worn +- item/category/worn/ - trait/earth - trait/invested - trait/magical @@ -15,14 +15,17 @@ aliases: ["Earthglide Cloak"] - **Price** 6500 gp - **Usage** worn cloak -- **Category** Worn This brown-and-gold robe covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You [Burrow](rules/actions/burrow.md) through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking `1d6` bludgeoning damage for every 5 feet between the end of your movement and the open area. +- **Frequency**: once per hour + +**Effect** You [Burrow](rules/actions/burrow.md) through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking `1d6` bludgeoning damage for every 5 feet between the end of your movement and the open area. ``` + +--- *Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/earthsight-box-apg.md b/compendium/equipment/items/earthsight-box-apg.md index f3f13fbe2..e1e1af5c2 100644 --- a/compendium/equipment/items/earthsight-box-apg.md +++ b/compendium/equipment/items/earthsight-box-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/scrying @@ -14,19 +14,22 @@ aliases: ["Earthsight Box"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 575 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of forged iron. The box contains a few handfuls of fine sand. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) -You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth. +- **Frequency**: once per day + +**Effect** You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth. If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box. ``` + +--- *Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/ebon-fulcrum-lens-av3.md b/compendium/equipment/items/ebon-fulcrum-lens-av3.md index 4d4609e42..19dcc218d 100644 --- a/compendium/equipment/items/ebon-fulcrum-lens-av3.md +++ b/compendium/equipment/items/ebon-fulcrum-lens-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/other +- item/category/other/ - trait/invested - trait/necromancy - trait/occult @@ -15,13 +15,13 @@ aliases: ["Ebon Fulcrum Lens"] - **Price** 2000 gp - **Bulk** L -- **Category** Other This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens. While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") trait, and are [drained](rules/conditions.md#Drained). Your [drained](rules/conditions.md#Drained) condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s power). ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: you would be destroyed and are able to rejuvenate - **Requirements**: At least one glimmer remains in the Ebon Fulcrum Lens @@ -29,11 +29,14 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: At least one glimmer remains in the Ebon Fulcrum Lens **Effect** You draw upon a glimmer of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s essence for power; reduce the number of glimmers remaining in the lens by 1. You're [quickened](rules/conditions.md#Quickened) for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md), or for an action in a special ghost ability you have. ``` + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/eclipse-aoa2.md b/compendium/equipment/items/eclipse-aoa2.md index 6aabce9c5..1fd5cf759 100644 --- a/compendium/equipment/items/eclipse-aoa2.md +++ b/compendium/equipment/items/eclipse-aoa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa2 -- item/category/held +- item/category/held/ - trait/evocation - trait/light - trait/magical @@ -14,25 +14,29 @@ aliases: ["Eclipse"] [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which wrap over and around the handle in knots to support the weapon's four cold iron blades. While the handle is polished to a mirrorlike shine, the blades of _Eclipse_ are a flat black and entirely unreflective. _Eclipse_ is also the portal key required to activate Dreamgate at [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. Whenever you score a critical hit with _Eclipse_, the target creature's eyes are plunged into darkness; if that creature doesn't have [darkvision](rules/abilities/darkvision.md), it is [blinded](rules/conditions.md#Blinded) for 1 round. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -_Eclipse's_ blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. +- **Frequency**: once per day + +**Effect** _Eclipse's_ blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: three per day - **Trigger**: You attempt a [Stealth](compendium/skills.md#Stealth) check to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), but you haven't rolled yet **Effect** You absorb light, gaining a +2 status bonus to the [Stealth](compendium/skills.md#Stealth) check. ``` + +--- *Source: Age of Ashes #2: Cult of Cinders p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/ectoplasmic-tracer-botd.md b/compendium/equipment/items/ectoplasmic-tracer-botd.md index 6e1de7235..0cab0bde9 100644 --- a/compendium/equipment/items/ectoplasmic-tracer-botd.md +++ b/compendium/equipment/items/ectoplasmic-tracer-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Ectoplasmic Tracer"] @@ -12,12 +12,13 @@ aliases: ["Ectoplasmic Tracer"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This sticky, fluorescing substance, stored in an atomizing nozzle, sprays all creatures within a 15-foot cone when released. This marks any incorporeal creatures in the cone for `1d4` days. Anyone attempting to [Track](rules/actions/track.md) a marked creature gains a +2 item bonus to the check. The tracer has no effect on corporeal creatures, nor incorporeal creatures not formed of spiritual essence, such as animate dreams that are purely mental in nature. A marked creature that's aware of the tracer can attempt to remove it, but the process is lengthy and unpleasant. It takes 10 minutes of scraping through its incorporeal form to remove the tracer's effects. + +--- *Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/effervescent-ampoule.md b/compendium/equipment/items/effervescent-ampoule.md index ea5eef67e..5ebc6184f 100644 --- a/compendium/equipment/items/effervescent-ampoule.md +++ b/compendium/equipment/items/effervescent-ampoule.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Effervescent Ampoule"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert in [Acrobatics](compendium/skills.md#Acrobatics). -- **Category** Talisman Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the armor lets you move across water and other liquids as if they were solid ground. If you [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md) over a weight-sensitive pressure plate, you don't cause the plate to depress, which prevents you from triggering any device or hazard attached to the pressure plate. When the ampoule's effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/effervescent-decoction-ooa3.md b/compendium/equipment/items/effervescent-decoction-ooa3.md index f543af961..d4ab1d79f 100644 --- a/compendium/equipment/items/effervescent-decoction-ooa3.md +++ b/compendium/equipment/items/effervescent-decoction-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/potion +- item/category/potion/ - trait/air - trait/consumable - trait/evocation @@ -16,12 +16,13 @@ aliases: ["Effervescent Decoction"] [air](rules/traits/air.md "Air Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This bubbly potion is purportedly made from winds gathered from the Mana Wastes and distilled into a liquor. For 1 hour after you imbibe the decoction, you can belch fizzy foam around willing creatures or unattended objects, surrounding them with a pink bubble. Once per minute, you can belch a bubble by using two [Interact](rules/actions/interact.md) actions. This has effects similar to a [levitate](compendium/spells/levitate.md) spell, except you can't control the bubbles; they rise 10 feet per round on their own. The bubble is sturdy enough to resist minor bumps or heavy winds, but if the item or creature takes any damage, the bubble pops, causing the levitation effect to end. If the creature surrounded by the bubble uses a move action rather than just ride within the bubble, the bubble also pops. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/egg-cream-fizz-tv.md b/compendium/equipment/items/egg-cream-fizz-tv.md index 9b48f817f..d90e37558 100644 --- a/compendium/equipment/items/egg-cream-fizz-tv.md +++ b/compendium/equipment/items/egg-cream-fizz-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,9 +13,8 @@ aliases: ["Egg Cream Fizz"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 27 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon drinking, you feel lighter and more buoyant, gaining a +5-foot item bonus to your Speed for 10 minutes. @@ -25,4 +24,6 @@ During this time, you also gain another effect determined by the drink's syrup, - Strawberry You gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), [Leap](rules/actions/leap.md), and [Swim](rules/actions/swim.md). - Vanilla You can [Step](rules/actions/step.md) into difficult terrain. + +--- *Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/eidetic-potion-tv.md b/compendium/equipment/items/eidetic-potion-tv.md index e5ceffc49..72a987ffe 100644 --- a/compendium/equipment/items/eidetic-potion-tv.md +++ b/compendium/equipment/items/eidetic-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/magical @@ -14,10 +14,11 @@ aliases: ["Eidetic Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 40 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable sunset. When you drink this potion, for 1 round, anything you observe becomes locked into your memory. You can recall the memory perfectly and gain a +2 status bonus to create representations of that memory, whether using [Crafting](compendium/skills.md#Crafting) to create an artistic rendition or [Society](compendium/skills.md#Society) to create a Forgery. The memory remains locked for 1 week or until you benefit from the bonus it imparts for the first time, whichever comes first; afterward, it becomes a normal, fallible memory. You can only have a single memory locked in your mind at a time. Using this potion while you have a locked memory from a previous use makes the previously locked memory fallible but allows you to lock a new memory. + +--- *Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/eidolon-cape-tv.md b/compendium/equipment/items/eidolon-cape-tv.md index 77c677190..82af657a3 100644 --- a/compendium/equipment/items/eidolon-cape-tv.md +++ b/compendium/equipment/items/eidolon-cape-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/focused - trait/invested @@ -14,8 +14,8 @@ aliases: ["Eidolon Cape"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a summoner. +- **Bulk** L; **Usage** worn cloak Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape. @@ -26,9 +26,13 @@ For instance, if your eidolon is a dragon, the cape might depict a stylized drag When you Manifest your Eidolon, the cape transforms into the eidolon, and when the eidolon unmanifests, it turns back into the cape. If the cape is attached to the mantle, it comes free immediately, and the eidolon appears adjacent to you as normal. If not, the eidolon appears in a space adjacent to the cape. With the cape detached, the mantle is still light Bulk, and the whole cloak remains invested. If the cape is out of range (beyond 100 feet, typically) or there's not enough open space for the eidolon to manifest, your attempt to Manifest your Eidolon fails. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost. ``` + +--- *Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/elder-sign-gmg.md b/compendium/equipment/items/elder-sign-gmg.md index 39cdc025b..1a69710e6 100644 --- a/compendium/equipment/items/elder-sign-gmg.md +++ b/compendium/equipment/items/elder-sign-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/abjuration - trait/artifact - trait/occult @@ -13,27 +13,31 @@ aliases: ["Elder Sign"] # Elder Sign *Item 25* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in one hand; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in one hand This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, the universe's doom creeps inexorably closer. Reciting one of three different occult mantras (DC 20 [Occultism](compendium/skills.md#Occultism) check to do so correctly) allows three different activations. All three abilities work only on a creature connected to the Elder Mythos or a cosmic horror, such as a wendigo or gug; the activations refer to them as "eldritch creatures." ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision, [Interact](rules/actions/interact.md) + The elder sign casts a 10th-level [banishment](compendium/spells/banishment.md) spell on an eldritch creature. Even if the creature isn't extraplanar, the elder sign can still banish it, sending it back to the part of the Material Plane from which it originated. If the creature is a Great Old One, the elder sign banishes it automatically (as if it critically failed its save) but is then forever destroyed. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision, [Interact](rules/actions/interact.md) + The elder sign casts [dispel magic](compendium/spells/dispel-magic.md) on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision, [Interact](rules/actions/interact.md) + The elder sign casts [dimensional lock](compendium/spells/dimensional-lock.md), though it wards against travel by only eldritch creatures. Each time the elder sign casts [dimensional lock](compendium/spells/dimensional-lock.md) in this way, the previous [dimensional lock](compendium/spells/dimensional-lock.md) spell ends. ``` + +--- *Source: Gamemastery Guide p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/eldritch-flare-tv.md b/compendium/equipment/items/eldritch-flare-tv.md index a8f95a63e..fcb8b4b19 100644 --- a/compendium/equipment/items/eldritch-flare-tv.md +++ b/compendium/equipment/items/eldritch-flare-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Eldritch Flare"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1100 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds back into the toxin, increasing the DC of the poison by 2 that round. In addition, if the spell deals damage, the poison deals half its damage as one of the types of damage the spell deals (the other half remains poison damage). If the target is immune or has resistance to the spell's damage, the poison deals half its damage as mental damage instead. If the victim casts no spells during a round while affected, the poison still deals its poison damage. @@ -34,4 +33,6 @@ title: Saving Throw: DC 35 Fortitude **Stage 3** `12d6` damage (1 round) ``` + +--- *Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/electric-eelskin.md b/compendium/equipment/items/electric-eelskin.md index 9fc09e785..4570a6f35 100644 --- a/compendium/equipment/items/electric-eelskin.md +++ b/compendium/equipment/items/electric-eelskin.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,19 @@ aliases: ["Electric Eelskin"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 950 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** Supply one casting of shocking grasp. +- **Bulk** 1; **Usage** worn armor Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor. The armor gives you the ability to breathe water and grants you a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md) and [Stealth](compendium/skills.md#Stealth) checks you attempt in the water. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You cast a 2nd-level [shocking grasp](compendium/spells/shocking-grasp.md) with a spell attack modifier of +19. +- **Frequency**: once per hour + +**Effect** You cast a 2nd-level [shocking grasp](compendium/spells/shocking-grasp.md) with a spell attack modifier of +19. ``` + +--- *Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/electrocable-g-g.md b/compendium/equipment/items/electrocable-g-g.md index 278b78aed..202469878 100644 --- a/compendium/equipment/items/electrocable-g-g.md +++ b/compendium/equipment/items/electrocable-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/electricity - trait/fire - trait/rare @@ -13,9 +13,10 @@ aliases: ["Electrocable"] [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 45 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as a single action. While on, the coils electrify the cable, dealing `1d6` electricity and `1d6` fire damage in a thin precise line to anything the cable touches, though the cable is too unwieldy to use as a weapon. Electrocables are typically used to "cut" a thin straight line through metal. They ignore 10 points of a metal object's hardness. + +--- *Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/electromuscular-stimulator-g-g.md b/compendium/equipment/items/electromuscular-stimulator-g-g.md index f17f66f10..ca94c9448 100644 --- a/compendium/equipment/items/electromuscular-stimulator-g-g.md +++ b/compendium/equipment/items/electromuscular-stimulator-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/rare @@ -13,9 +13,8 @@ aliases: ["Electromuscular Stimulator"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 30 gp -- **Usage** worn; **Bulk** 1 +- **Bulk** 1; **Usage** worn - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you [Activate](rules/actions/activate-an-item.md) an attached electromuscular stimulator, roll a [Crafting](compendium/skills.md#Crafting) check, using the [Crafting](compendium/skills.md#Crafting) modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the [Crafting](compendium/skills.md#Crafting) check. @@ -25,4 +24,6 @@ This rare gadget uses Stasian technology to grant someone a burst of activity, t > - **Failure** You gain the [quickened](rules/conditions.md#Quickened) condition for 2 rounds and can use the extra action each round only to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). You take 3 persistent electrical damage. > - **Critical Failure** You take `2d6` electrical damage and 3 persistent electrical damage. + +--- *Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/elemental-ammunition-tv.md b/compendium/equipment/items/elemental-ammunition-tv.md index b53b766bd..6e038abc4 100644 --- a/compendium/equipment/items/elemental-ammunition-tv.md +++ b/compendium/equipment/items/elemental-ammunition-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/splash @@ -14,8 +14,29 @@ aliases: ["Elemental Ammunition"] - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing [persistent acid](rules/conditions.md#Persistent%20Damage), cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The ammunition deals 1 [persistent damage](rules/conditions.md#Persistent%20Damage) and 1 splash damage. + +#### moderate *Item 5* + +- **Price**: 21 gp + +The ammunition deals `2d4` [persistent damage](rules/conditions.md#Persistent%20Damage) and 2 splash damage. + +#### greater *Item 11* + +- **Price**: 210 gp + +The ammunition deals `3d4` [persistent damage](rules/conditions.md#Persistent%20Damage) and 3 splash damage. + +--- *Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/elemental-gem.md b/compendium/equipment/items/elemental-gem.md index 838057784..a27532994 100644 --- a/compendium/equipment/items/elemental-gem.md +++ b/compendium/equipment/items/elemental-gem.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -13,12 +13,13 @@ aliases: ["Elemental Gem"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** command, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** —; **Usage** held in 1 hand +- **Activate** command, [Interact](rules/actions/interact.md) You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level [summon elemental](compendium/spells/summon-elemental.md) spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation. This gem comes in four varieties: transparent for a living whirlwind, light brown for a living landslide, reddish orange for a living wildfire, and blue-green for a living waterfall. + +--- *Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/elemental-wayfinder-lopsg.md b/compendium/equipment/items/elemental-wayfinder-lopsg.md index 382b7f54e..292fd41f4 100644 --- a/compendium/equipment/items/elemental-wayfinder-lopsg.md +++ b/compendium/equipment/items/elemental-wayfinder-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -14,14 +14,44 @@ aliases: ["Elemental Wayfinder"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn -- **Category** Worn Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a [wayfinder](compendium/equipment/items/wayfinder.md), these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Each has the trait associated with its element. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command + The wayfinder casts its associated spell. ``` +--- +### Variants + +#### air *Item 9* + +- **Price**: 650 gp + +The wayfinder can cast 4th-level [lightning bolt](compendium/spells/lightning-bolt.md). Additionally, you can cast [feather fall](compendium/spells/feather-fall.md) as a primal innate spell once every 10 minutes. + +#### earth *Item 9* + +- **Price**: 600 gp + +The wayfinder can cast 4th-level [stoneskin](compendium/spells/stoneskin.md). Additionally, you dig twice as quickly as normal. + +#### fire *Item 9* + +- **Price**: 700 gp + +The wayfinder can cast 4th-level [fireball](compendium/spells/fireball.md). Additionally, you gain resistance 5 to fire. + +#### water *Item 10* + +- **Price**: 900 gp + +The wayfinder can cast 4th-level [hydraulic torrent](compendium/spells/hydraulic-torrent.md). + +Additionally, you gain the constant effects of water breathing. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/elixir-of-life.md b/compendium/equipment/items/elixir-of-life.md index f6c4523bb..a3371bddd 100644 --- a/compendium/equipment/items/elixir-of-life.md +++ b/compendium/equipment/items/elixir-of-life.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,49 @@ aliases: ["Elixir of Life"] # Elixir of Life *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. +--- +### Variants + +#### minor *Item 1* + +- **Price**: 3 gp + +The elixir restores `1d6` Hit Points, and the bonus is +1. + +#### lesser *Item 5* + +- **Price**: 30 gp + +The elixir restores `3d6+6` Hit Points and the bonus is +1. + +#### moderate *Item 9* + +- **Price**: 150 gp + +The elixir restores `5d6+12` Hit Points, and the bonus is +2. + +#### greater *Item 13* + +- **Price**: 600 gp + +The elixir restores `7d6+18` Hit Points, and the bonus is +2. + +#### major *Item 15* + +- **Price**: 1300 gp + +The elixir restores `8d6+21` Hit Points, and the bonus is +3. + +#### true *Item 19* + +- **Price**: 3000 gp + +The elixir restores `10d6+27` Hit Points, and the bonus is +4. + +--- *Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/elixir-of-rejuvenation.md b/compendium/equipment/items/elixir-of-rejuvenation.md index 5a05b5a46..052517223 100644 --- a/compendium/equipment/items/elixir-of-rejuvenation.md +++ b/compendium/equipment/items/elixir-of-rejuvenation.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,12 +14,14 @@ aliases: ["Elixir of Rejuvenation"] # Elixir of Rejuvenation *Item 20* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** [philosopher's stone](compendium/equipment/items/philosophers-stone.md), true elixir of life. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you're restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed. You can instead administer this elixir to a creature that has been dead for a week or less. When you do, that creature is instantly brought back to life with 1 Hit Point and no spell slots, Focus Points, or other daily resources. + +--- *Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/elven-absinthe-gmg.md b/compendium/equipment/items/elven-absinthe-gmg.md index d226c0d6a..2495e2eff 100644 --- a/compendium/equipment/items/elven-absinthe-gmg.md +++ b/compendium/equipment/items/elven-absinthe-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -15,9 +15,8 @@ aliases: ["Elven Absinthe"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Specialists in Kyonin prepare this emerald-green beverage. @@ -36,4 +35,6 @@ title: Saving Throw: DC 20 Fortitude **Stage 3** [stupefied](rules/conditions.md#Stupefied) (1 hour) ``` + +--- *Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/elven-branched-spear-lotgb.md b/compendium/equipment/items/elven-branched-spear-lotgb.md index f7a0e0627..48351a18d 100644 --- a/compendium/equipment/items/elven-branched-spear-lotgb.md +++ b/compendium/equipment/items/elven-branched-spear-lotgb.md @@ -16,10 +16,12 @@ aliases: ["Elven Branched Spear"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 2 - **Category** Martial; **Group** Spear Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/elven-chain.md b/compendium/equipment/items/elven-chain.md index 5aa0dcb72..3b0df3d00 100644 --- a/compendium/equipment/items/elven-chain.md +++ b/compendium/equipment/items/elven-chain.md @@ -3,18 +3,31 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/uncommon aliases: ["Elven Chain"] --- # Elven Chain *Item 13+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn armor; **Bulk** L -- **Category** Armor +- **Bulk** L; **Usage** worn armor Elven chain is a chain shirt made of [mithral](compendium/equipment/items/mithral.md) that glitters in even the faintest light. It has no check penalty. Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. This suit of armor can be etched with runes like any other mithral chain shirt. +--- +### Variants + +#### standard-grade elven chain *Item 13* + +- **Price**: 2500 gp +- **Craft Requirements**: The initial raw materials must include mithral worth at least 3,125 sp. + +#### high-grade elven chain *Item 20* + +- **Price**: 52000 gp +- **Craft Requirements**: The initial raw materials must include mithral worth at least 26,000 gp. + +--- *Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/compendium/equipment/items/elven-curve-blade.md b/compendium/equipment/items/elven-curve-blade.md index 58e23be2b..88c6499c6 100644 --- a/compendium/equipment/items/elven-curve-blade.md +++ b/compendium/equipment/items/elven-curve-blade.md @@ -15,10 +15,12 @@ aliases: ["Elven Curve Blade"] - **Price** 4 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Sword Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/elysian-dew-tv.md b/compendium/equipment/items/elysian-dew-tv.md index f04b38f1c..abb81f5ca 100644 --- a/compendium/equipment/items/elysian-dew-tv.md +++ b/compendium/equipment/items/elysian-dew-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/enchantment - trait/magical @@ -15,12 +15,13 @@ aliases: ["Elysian Dew"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 375 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion When you drink sweet, sky-blue Elysian dew, for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium, causing nearby objects to seem more colorful and plants to stand taller. You and any ally that starts its turn in the emanation gain 5 temporary Hit Points, a +1 item bonus to saving throws, and a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) and [Athletics](compendium/skills.md#Athletics) checks until the start of your or the ally's next turn. If you're evil and drink this potion, it fails to work, and you must succeed at a DC 30 Fortitude save or the potion renders you [drained](rules/conditions.md#Drained). + +--- *Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/emberheart-som.md b/compendium/equipment/items/emberheart-som.md index d0e5eb4a2..58ffe4758 100644 --- a/compendium/equipment/items/emberheart-som.md +++ b/compendium/equipment/items/emberheart-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -15,18 +15,22 @@ aliases: ["Emberheart"] - **Price** 24000 gp - **Usage** worn -- **Category** Apex This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath ashes. When worn, the amulet gives off a gentle warmth, akin to being near a fireplace. You gain poison resistance 15 when wearing this amulet. When you invest the amulet, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([healing](rules/traits/healing.md), [magical](rules/traits/magical.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) -You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn. -%% #trait/healing #trait/magical #trait/necromancy #trait/positive %% +- **Frequency**: once per day + +**Effect** You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn. +%% + #trait/healing #trait/magical #trait/necromancy #trait/positive +%% ``` + +--- *Source: Secrets of Magic p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/emerald-fulcrum-lens-av3.md b/compendium/equipment/items/emerald-fulcrum-lens-av3.md index 8b9276820..6ba35d619 100644 --- a/compendium/equipment/items/emerald-fulcrum-lens-av3.md +++ b/compendium/equipment/items/emerald-fulcrum-lens-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/other +- item/category/other/ - trait/invested - trait/necromancy - trait/negative @@ -16,26 +16,32 @@ aliases: ["Emerald Fulcrum Lens"] - **Price** 1000 gp - **Bulk** 3 -- **Category** Other This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and [harm](compendium/spells/harm.md) spells gain a +4 status bonus to the Hit Points they restore to you. You can also activate the lens in the following ways. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[healing](rules/traits/healing.md "Healing Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([healing](rules/traits/healing.md)) -You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. -%% #trait/healing %% +- **Frequency**: once per day + +**Effect** You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. +%% + #trait/healing +%% ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](rules/traits/attack.md "Attack Combat Trait") [possession](rules/traits/possession.md "Possession Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([attack](rules/traits/attack.md), [possession](rules/traits/possession.md)) + as Crimson Fulcrum Lens, but the melee spell attack modifier is +20. -%% #trait/attack #trait/possession %% +%% + #trait/attack #trait/possession +%% ``` + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/emerald-grasshopper.md b/compendium/equipment/items/emerald-grasshopper.md index eaa4ba67e..8318ab7f6 100644 --- a/compendium/equipment/items/emerald-grasshopper.md +++ b/compendium/equipment/items/emerald-grasshopper.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Emerald Grasshopper"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 30 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a [High Jump](rules/actions/high-jump.md) but haven't rolled yet; **Requirements** You are an expert in [Athletics](compendium/skills.md#Athletics). -- **Category** Talisman This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the [Athletics](compendium/skills.md#Athletics) check, you [Leap](rules/actions/leap.md) up to 50 feet vertically and up to 10 feet horizontally. If you critically succeed, you can [Leap](rules/actions/leap.md) up to 75 feet vertically and 20 feet horizontally. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/emergency-disguise-lopsg.md b/compendium/equipment/items/emergency-disguise-lopsg.md index 03e280cdd..87ab263a6 100644 --- a/compendium/equipment/items/emergency-disguise-lopsg.md +++ b/compendium/equipment/items/emergency-disguise-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/magical @@ -15,9 +15,8 @@ aliases: ["Emergency Disguise"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp -- **Usage** affixed to armor; **Bulk** – +- **Bulk** –; **Usage** affixed to armor - **Activate** envision; **Requirements** You're trained in [Deception](compendium/skills.md#Deception). -- **Category** Talisman In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Galt's soul-trapping guillotines, the infamous final blades. Each of these talismans stores a specific disguise, chosen at the time of its creation. When activated, the talisman applies a disguise to its wearer, allowing them to [Impersonate](rules/actions/impersonate.md) without taking the time to assemble a convincing disguise first. The components the disguise creates can appear to be worth up to 3 gp total. @@ -25,4 +24,6 @@ The instant nature of the disguise leaves a few traces of its haphazard nature, Wearers with the Quick Disguise feat don't take this penalty. Any objects created as a part of the disguise disappear after 24 hours or after you remove them. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/emergency-eye-tv.md b/compendium/equipment/items/emergency-eye-tv.md index 9725ee3ef..dfdae8c89 100644 --- a/compendium/equipment/items/emergency-eye-tv.md +++ b/compendium/equipment/items/emergency-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -14,12 +14,13 @@ aliases: ["Emergency Eye"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 60 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** command; **Trigger** You become [blinded](rules/conditions.md#Blinded), or an effect otherwise impedes your vision; **Requirements** You are an expert in [Perception](compendium/skills.md#Perception). -- **Category** Talisman This eye, harvested from a monster, looks like it's peacefully sleeping but gives you a backup when you can't use your eyes. When the eye is activated, the eyelid pops open, and the eye stares frantically about. You see through the eye with normal vision until the end of your next turn, when the eye withers and flakes away. + +--- *Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/emetic-paste-tv.md b/compendium/equipment/items/emetic-paste-tv.md index 99ffa54f7..9562dfaef 100644 --- a/compendium/equipment/items/emetic-paste-tv.md +++ b/compendium/equipment/items/emetic-paste-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/healing @@ -13,10 +13,31 @@ aliases: ["Emetic Paste"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable [Sickened](rules/conditions.md#Sickened) creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a [sickened](rules/conditions.md#Sickened) creature within reach, typically on the throat. The paste makes it easy for the [sickened](rules/conditions.md#Sickened) creature to purge, granting it an immediate Fortitude save to reduce its [sickened](rules/conditions.md#Sickened) condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the [sickened](rules/conditions.md#Sickened) condition for 1 hour. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 5 gp + +The bonus is +2. + +#### moderate *Item 9* + +- **Price**: 120 gp + +The bonus is +3. + +#### greater *Item 14* + +- **Price**: 700 gp + +The bonus is +4. + +--- *Source: Treasure Vault p. 53* \ No newline at end of file diff --git a/compendium/equipment/items/empathic-cords-pfum.md b/compendium/equipment/items/empathic-cords-pfum.md index 0ac74bf49..720ac8d75 100644 --- a/compendium/equipment/items/empathic-cords-pfum.md +++ b/compendium/equipment/items/empathic-cords-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -16,14 +16,17 @@ aliases: ["Empathic Cords"] - **Price** 450 gp - **Usage** worn -- **Category** Worn These intracately braided lenghts of leather, twince, and ribbon can be worn around the neck. Empathic cords function only with the other cord in their pair and must be crafted together. If one cord becomes [broken](rules/conditions.md#Broken), the other dissolves in to non-magical dust. The Price listed above is for a pair of cords. The creatures wearing a pair of empathic cords can sense each other's feelings and communicate empathically, no matter how far away they are, as long as the creatures are on the same planet. ```ad-embed-ability -title: Activate +title: **Activate** command, [Interact](rules/actions/interact.md) -You cast [message](compendium/spells/message.md), targeting the creature wearing the matching cord. The range of this message is planetary. +- **Frequency**: once per day + +**Effect** You cast [message](compendium/spells/message.md), targeting the creature wearing the matching cord. The range of this message is planetary. ``` + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/empaths-cordial-tv.md b/compendium/equipment/items/empaths-cordial-tv.md index 0dfab005b..2e0f59608 100644 --- a/compendium/equipment/items/empaths-cordial-tv.md +++ b/compendium/equipment/items/empaths-cordial-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/magical @@ -15,12 +15,13 @@ aliases: ["Empath's Cordial"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 65 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect impacting a creature's emotions, within 30 feet. A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a [Perception](compendium/skills.md#Perception) check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md) against creatures whose emotions you can sense. + +--- *Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/empathy-charm-tv.md b/compendium/equipment/items/empathy-charm-tv.md index 4c6af68a3..72c2a9d46 100644 --- a/compendium/equipment/items/empathy-charm-tv.md +++ b/compendium/equipment/items/empathy-charm-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/companion +- item/category/companion/ - trait/companion - trait/divination - trait/enchantment @@ -15,18 +15,20 @@ aliases: ["Empathy Charm"] [companion](rules/traits/companion.md "Companion Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 35 gp -- **Usage** affixed to harness; **Bulk** — -- **Category** Companion +- **Bulk** —; **Usage** affixed to harness This charm, usually placed on an animal companion's collar, contains a single strand of your hair, as well as one of your animal companion's, creating a link that better transmits emotional cues to a trained psychological assistance animal. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You attempt a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect - **Requirements**: Your animal companion wearing the empathy charm is within 10 feet **Effect** Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save. ``` + +--- *Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/encompassing-lockpick-lotgb.md b/compendium/equipment/items/encompassing-lockpick-lotgb.md index 0bff0263e..b315c305e 100644 --- a/compendium/equipment/items/encompassing-lockpick-lotgb.md +++ b/compendium/equipment/items/encompassing-lockpick-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/conjuration - trait/extradimensional - trait/magical @@ -14,9 +14,10 @@ aliases: ["Encompassing Lockpick"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, belying the components within. An almost-impossible number of other tools are [hidden](rules/conditions.md#Hidden) in the compartment, including an entire set of infiltrator thieves' tools and any replacement picks, an elite disguise kit and any replacement cosmetics, and an extreme climber's kit, all while still somehow remaining only light Bulk. This makes the encompassing lockpick a favorite discreet option for rogues infiltrating high society events, as formal wear generally has few pockets and only allows a character to wear a single tool kit of light Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/endless-grimoire-som.md b/compendium/equipment/items/endless-grimoire-som.md index d21773f08..1a09e6cc9 100644 --- a/compendium/equipment/items/endless-grimoire-som.md +++ b/compendium/equipment/items/endless-grimoire-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/divination - trait/grimoire - trait/magical @@ -13,8 +13,33 @@ aliases: ["Endless Grimoire"] [divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Bulk** L -- **Category** Grimoire When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to [Learn a Spell](rules/actions/learn-a-spell.md) if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. +--- +### Variants + +#### Endless Grimoire *Item 6* + +- **Price**: 230 gp + +#### Greater Endless Grimoire *Item 10* + +- **Price**: 900 gp + +The item bonus is +2, and the additional spell is 3rd level. + +#### Major Endless Grimoire *Item 14* + +- **Price**: 4000 gp + +The item bonus is +2, and the additional spell is 5th level. + +#### True Endless Grimoire *Item 18* + +- **Price**: 23000 gp + +The item bonus is +3, and the additional spell is 7th level. + +--- *Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/compendium/equipment/items/energized-cartridge-g-g.md b/compendium/equipment/items/energized-cartridge-g-g.md index 54629fea2..c98106fac 100644 --- a/compendium/equipment/items/energized-cartridge-g-g.md +++ b/compendium/equipment/items/energized-cartridge-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Energized Cartridge"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 20 gp -- **Usage** affixed to a firearm or crossbow; **Bulk** - +- **Bulk** -; **Usage** affixed to a firearm or crossbow - **Activate** envision; **Trigger** You attempt an attack roll with the affixed firearm or crossbow; **Requirements** You're trained in use of the affixed firearm or crossbow. -- **Category** Talisman This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon's barrel. When activated, it causes the ammunition fired from the affixed weapon to transform into your choice of acid, cold, electricity, or fire, dealing damage of the appropriate energy type instead of its usual damage as well as `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type on a critical hit. + +--- *Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/energizing-lattice-tv.md b/compendium/equipment/items/energizing-lattice-tv.md index f0879e81f..eba4362bf 100644 --- a/compendium/equipment/items/energizing-lattice-tv.md +++ b/compendium/equipment/items/energizing-lattice-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/evocation - trait/invested - trait/light @@ -14,21 +14,23 @@ aliases: ["Energizing Lattice"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3000 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Bulk** 2; **Usage** worn armor This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its fortification rune, the latticework glows for 1 minute, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). You can [Dismiss](rules/actions/dismiss.md) this light. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[force](rules/traits/force.md "Force Energy & Element Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision ([force](rules/traits/force.md)) - **Requirements**: The energizing lattice is glowing because it negated an enemy's critical hit **Effect** You release the lattice's energy and make a weapon or unarmed attack [Strike](rules/actions/strike.md) that deals `6d6` additional force damage. If your [Strike](rules/actions/strike.md) fails, but doesn't critically fail, the target still takes half the force damage. The latticework ceases glowing after the [Strike](rules/actions/strike.md). -%% #trait/force %% +%% + #trait/force +%% ``` + +--- *Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/energizing-lotgb.md b/compendium/equipment/items/energizing-lotgb.md index e636f7d8d..759e8f143 100644 --- a/compendium/equipment/items/energizing-lotgb.md +++ b/compendium/equipment/items/energizing-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/uncommon @@ -14,16 +14,17 @@ aliases: ["Energizing"] - **Price** 250 gp - **Usage** etched onto a weapon -- **Category** Rune A weapon with this rune can absorb energy damage to empower it. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You take acid, cold, electricity, fire, or sonic damage **Effect** The weapon becomes imbued with the triggering energy type. It deals an additional `1d8` damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the `1d8` damage to the new triggering type of damage and change the duration to the end of your next turn. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/energizing-treat-tv.md b/compendium/equipment/items/energizing-treat-tv.md index 34cc01f3e..6c8c9b2fa 100644 --- a/compendium/equipment/items/energizing-treat-tv.md +++ b/compendium/equipment/items/energizing-treat-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -15,8 +15,9 @@ aliases: ["Energizing Treat"] - **Price** 70 gp - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's [quickened](rules/conditions.md#Quickened) for 1 minute. It can use the extra action each round only for [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it. + +--- *Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/energy-adaptive-tv.md b/compendium/equipment/items/energy-adaptive-tv.md index 73e7f9849..c3108ee99 100644 --- a/compendium/equipment/items/energy-adaptive-tv.md +++ b/compendium/equipment/items/energy-adaptive-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Energy Adaptive"] @@ -13,16 +13,18 @@ aliases: ["Energy Adaptive"] - **Price** 2600 gp - **Usage** etched onto armor -- **Category** Rune A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a given time. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per hour - **Trigger**: You take acid, cold, electricity, or fire damage **Effect** You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you. ``` + +--- *Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/energy-mutagen-fop.md b/compendium/equipment/items/energy-mutagen-fop.md index eb6426191..5525f71ee 100644 --- a/compendium/equipment/items/energy-mutagen-fop.md +++ b/compendium/equipment/items/energy-mutagen-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -15,9 +15,8 @@ aliases: ["Energy Mutagen"] # Energy Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. @@ -27,4 +26,32 @@ When consumed, the mutagen suffuses your body with energy that spills out of you **Drawback** You gain weakness 5 to the other three energy types. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +You gain resistance 5, add 1 point of damage on a hit with a melee weapon, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain resistance 10, add `1d4` damage on a hit with a melee weapon, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +You gain resistance 15, add `1d6` damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals `2d6` damage of the attuned type for every full 10 minutes of duration remaining (DC 25 basic Reflex save). + +#### major *Item 17* + +- **Price**: 3000 gp + +You gain resistance 20, add `2d6` damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy that deals `3d6` damage of the attuned type for every full 10 minutes of duration remaining (DC 32 basic Reflex save). + +--- *Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/energy-mutagen-tv.md b/compendium/equipment/items/energy-mutagen-tv.md index eb3ab118d..06041d377 100644 --- a/compendium/equipment/items/energy-mutagen-tv.md +++ b/compendium/equipment/items/energy-mutagen-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Energy Mutagen"] # Energy Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in [controlled](rules/conditions.md#Controlled) bursts. @@ -24,4 +23,32 @@ Benefit You gain resistance to the attuned energy type. Whenever you score a hit Drawback You gain weakness 5 to the other three energy types. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +You gain resistance 5, add 1 damage on a hit with a melee weapon, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain resistance 10, add `1d4` damage on a hit with a melee weapon, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +You gain resistance 15, add `1d6` damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals `2d6` damage of the attuned type for every full 10 minutes of duration remaining (maximum `8d6`) to each creature in the area, with a DC 25 basic Reflex save. + +#### major *Item 17* + +- **Price**: 3000 gp + +You gain resistance 20, add `2d6` damage on a hit with a melee weapon, and the duration is 1 hour. In addition, you can end the benefits of this mutagen to unleash a 30-foot cone of energy as a 2-action activity. This deals `3d6` damage of the attuned type for every full 10 minutes of duration remaining (maximum `12d6`) to each creature in the area, with a DC 32 basic Reflex save. + +--- *Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/energy-resistant.md b/compendium/equipment/items/energy-resistant.md index db0d828c1..ad68515cb 100644 --- a/compendium/equipment/items/energy-resistant.md +++ b/compendium/equipment/items/energy-resistant.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Energy-Resistant"] @@ -12,7 +12,6 @@ aliases: ["Energy-Resistant"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor -- **Category** Rune These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. @@ -20,4 +19,18 @@ The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10. +--- +### Variants + +#### energy-resistant *Item 8* + +- **Price**: 420 gp + +#### greater energy-resistant *Item 12* + +- **Price**: 1650 gp + +You gain resistance 10 to the specified damage type. + +--- *Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/compendium/equipment/items/energy-robe-lotgb.md b/compendium/equipment/items/energy-robe-lotgb.md index 1823aec02..9faecfc20 100644 --- a/compendium/equipment/items/energy-robe-lotgb.md +++ b/compendium/equipment/items/energy-robe-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,44 @@ aliases: ["Energy Robe"] # Energy Robe *Item 7+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn clothing; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn clothing This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. +- **Frequency**: once per day + +**Effect** You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. ``` +--- +### Variants + +#### energy robe of fire *Item 7* + +- **Price**: 320 gp + +You gain resistance 5 to fire. When the robe is activated, you gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up. + +#### energy robe of cold *Item 8* + +- **Price**: 450 gp + +You gain resistance 5 to cold. When the robe is activated, you gain the effects of water walk for 1 minute, as you momentarily flash freeze the surface of water as you walk across it. + +#### energy robe of acid *Item 9* + +- **Price**: 575 gp + +You gain resistance 5 to acid. When the robe is activated, you gain a climb Speed equal to your Speed, as the acid on your hands grants you easier handholds. + +#### energy robe of electricity *Item 10* + +- **Price**: 900 gp + +You gain resistance 5 to electricity. When the robe is activated, you gain a fly Speed equal to your Speed for 1 minute. + +--- *Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/enfilading-arrow-lotgb.md b/compendium/equipment/items/enfilading-arrow-lotgb.md index d0cf58eba..e3d364c4e 100644 --- a/compendium/equipment/items/enfilading-arrow-lotgb.md +++ b/compendium/equipment/items/enfilading-arrow-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -16,10 +16,11 @@ aliases: ["Enfilading Arrow"] - **Price** 125 gp - **Ammunition** [Arrow](compendium/equipment/items/arrow.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat. When you fire an activated enfilading arrow, it sails upward and shatters into countless copies. The arrows then rain Bellwether Lodge Wares. + +--- *Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/compendium/equipment/items/engulfing-snare-apg.md b/compendium/equipment/items/engulfing-snare-apg.md index 569165e58..5d2511661 100644 --- a/compendium/equipment/items/engulfing-snare-apg.md +++ b/compendium/equipment/items/engulfing-snare-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,7 +14,6 @@ aliases: ["Engulfing Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 900 gp -- **Category** Snare You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. @@ -26,4 +25,6 @@ The snare deals `9d8` piercing damage to the first creature to enter this square > - **Failure** The creature is captured by the cage, taking full damage and falling [prone](rules/conditions.md#Prone). It is [immobilized](rules/conditions.md#Immobilized) while it remains within the cage. It can get free by Escaping (DC 31) or by destroying the cage (Hardness 5, HP 30, object immunities). > - **Critical Failure** As failure, but the creature takes double damage. + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/enhanced-hearing-aids-lotgb.md b/compendium/equipment/items/enhanced-hearing-aids-lotgb.md index a7e7ecb76..7743008ce 100644 --- a/compendium/equipment/items/enhanced-hearing-aids-lotgb.md +++ b/compendium/equipment/items/enhanced-hearing-aids-lotgb.md @@ -12,17 +12,20 @@ aliases: ["Enhanced Hearing Aids"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp -- **Usage** worn; **Bulk** L +- **Bulk** L; **Usage** worn - **Category** Hearing These hearing aids work like [magical hearing aids](compendium/equipment/items/magical-hearing-aids-lotgb.md), but they're designed with a more potent and focused magic. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Requirements**: Your hearing aids are currently on **Effect** You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based [Perception](compendium/skills.md#Perception) checks for 10 minutes. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/enigma-mirror-tv.md b/compendium/equipment/items/enigma-mirror-tv.md index c1670e861..7f0bd18d3 100644 --- a/compendium/equipment/items/enigma-mirror-tv.md +++ b/compendium/equipment/items/enigma-mirror-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/illusion - trait/magical - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Enigma Mirror"] # Enigma Mirror *Item 7+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. @@ -23,15 +22,58 @@ The spell DC of any spell cast by activating this item is 23. - Weapon After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You're affected by the [thicket of knives](compendium/spells/thicket-of-knives-som.md) spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [forbidding ward](compendium/spells/forbidding-ward.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [mirror image](compendium/spells/mirror-image.md). +``` + +--- +### Variants + +#### greater enigma mirror *Item 10* + +- **Price**: 950 gp + +The spell DC is 27. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast mirror's misfortune . +``` + +#### major enigma mirror *Item 13* + +- **Price**: 2750 gp + +The spell DC is 30. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [mirror image](compendium/spells/mirror-image.md). +**Effect** You cast mirror's misfortune. ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [mirror malefactors](compendium/spells/mirror-malefactors-som.md) . +``` + +--- *Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/enigma-sight-potion-tv.md b/compendium/equipment/items/enigma-sight-potion-tv.md index 2d00b2c4d..3b6900d14 100644 --- a/compendium/equipment/items/enigma-sight-potion-tv.md +++ b/compendium/equipment/items/enigma-sight-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/magical @@ -15,10 +15,11 @@ aliases: ["Enigma-Sight Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these "crystals" act like liquid when poured or consumed. Drinking the potion grants you the effects of a [true seeing](compendium/spells/true-seeing.md) spell, except that you use your [Perception](compendium/skills.md#Perception) modifier and your level for the secret counteract check instead of the normal counteract modifier and spell level. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become [stupefied](rules/conditions.md#Stupefied) for `1d4` rounds and [stunned](rules/conditions.md#Stunned) as your brain struggles to process what you see. + +--- *Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/ensnaring-disk-tv.md b/compendium/equipment/items/ensnaring-disk-tv.md index d3371f061..d09784aa8 100644 --- a/compendium/equipment/items/ensnaring-disk-tv.md +++ b/compendium/equipment/items/ensnaring-disk-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Ensnaring Disk"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 70 gp -- **Usage** affixed to a shield; **Bulk** — +- **Bulk** —; **Usage** affixed to a shield - **Activate** envision; **Trigger** You use the affixed shield to Shield Block a melee weapon attack; **Requirements** You are an expert in [Athletics](compendium/skills.md#Athletics). -- **Category** Talisman This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering weapon momentarily sticks to your shield, allowing you to attempt to [Disarm](rules/actions/disarm.md) it from its wielder with a +2 item bonus. If you roll a critical failure on this check, you get a failure instead. + +--- *Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/entertainers-lute-tv.md b/compendium/equipment/items/entertainers-lute-tv.md index dcaa98064..9b68cbf9e 100644 --- a/compendium/equipment/items/entertainers-lute-tv.md +++ b/compendium/equipment/items/entertainers-lute-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/coda +- item/category/coda/ - trait/coda - trait/enchantment - trait/occult @@ -13,15 +13,43 @@ aliases: ["Entertainer's Lute"] # Entertainer's Lute *Item 4+* [coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Coda +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** L; **Usage** held in 2 hands This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from this instrument to cast a spell from its list. ``` +--- +### Variants + +#### entertainer's lute *Item 4* + +- **Price**: 90 gp + +- Cantrip infectious enthusiasm +- 1st bless, ventriloquism + +#### greater entertainer's lute *Item 8* + +- **Price**: 460 gp + +- 2nd calm emotions, mirror image +- 3rd enthrall, heroism, illusory creature + +#### major entertainer's lute *Item 12* + +- **Price**: 1900 gp + +The item bonuses are +2. + +- 4th glibness, infectious melody +- 5th hallucination, illusory creature, illusory scene, suggestion + +--- *Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/enveloping-light-lotgb.md b/compendium/equipment/items/enveloping-light-lotgb.md index f3c756a0e..2f838c07e 100644 --- a/compendium/equipment/items/enveloping-light-lotgb.md +++ b/compendium/equipment/items/enveloping-light-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/necromancy @@ -16,14 +16,29 @@ aliases: ["Enveloping Light"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** tattoo -- **Category** Tattoo This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to [Treat your Wounds](rules/actions/treat-wounds.md) and rolls a critical failure, they get a failure instead. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -For 5 rounds, your entire body begins to glow, with the effects of a 1st-level [light](compendium/spells/light.md) spell. At the end of each of your turns during this time, you regain `1d4` Hit Points. +- **Frequency**: once per day + +**Effect** For 5 rounds, your entire body begins to glow, with the effects of a 1st-level [light](compendium/spells/light.md) spell. At the end of each of your turns during this time, you regain `1d4` Hit Points. ``` +--- +### Variants + +#### enveloping light *Item 3* + +- **Price**: 50 gp + +#### greater enveloping light *Item 9* + +- **Price**: 650 gp + +Any time someone rolls a critical failure to [Treat your Wounds](rules/actions/treat-wounds.md), they get a failure instead. The glow has the effects of a 4th-level [light](compendium/spells/light.md) spell, and you regain `2d8` Hit Points per round. + +--- *Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/envenomed-snare-lotgb.md b/compendium/equipment/items/envenomed-snare-lotgb.md index 09a80a08d..d957003d2 100644 --- a/compendium/equipment/items/envenomed-snare-lotgb.md +++ b/compendium/equipment/items/envenomed-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/poison +- item/category/poison/ - trait/consumable - trait/mechanical - trait/poison @@ -16,8 +16,10 @@ aliases: ["Envenomed Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp -- **Category** Poison +- **Craft Requirements** Supply 2 doses of giant wasp venom. This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That creature takes `4d6` damage (DC 23 basic Reflex) and, on a failure, the creature is exposed to the giant wasp venom. + +--- *Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/envisioning-mask-apg.md b/compendium/equipment/items/envisioning-mask-apg.md index 5b0e9d335..6f046a9b0 100644 --- a/compendium/equipment/items/envisioning-mask-apg.md +++ b/compendium/equipment/items/envisioning-mask-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -15,14 +15,17 @@ aliases: ["Envisioning Mask"] - **Price** 1200 gp - **Usage** worn mask -- **Category** Worn These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in the hope that sharing the means of aeon communication would reduce the misunderstandings and conflicts among mortal civilizations. An envisioning mask covers your entire face, though it doesn't hinder your vision or other senses. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes. +- **Frequency**: once per day + +**Effect** You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes. ``` + +--- *Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/eroding-bullet-g-g.md b/compendium/equipment/items/eroding-bullet-g-g.md index 9d4e26f89..c92b6fccd 100644 --- a/compendium/equipment/items/eroding-bullet-g-g.md +++ b/compendium/equipment/items/eroding-bullet-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/acid - trait/alchemical - trait/consumable @@ -16,8 +16,9 @@ aliases: ["Eroding Bullet"] - **Price** 22 gp - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without gloves deals 1 point of acid damage and leaves the putrid scent coated on your fingers. Upon Striking an enemy, the glass casing inside the bullet bursts, releasing a splattering of bubbling green acid that coats the target. The target takes `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) in addition to the damage normally dealt by the attack. + +--- *Source: Guns & Gears p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/erratic-transposing-gmg.md b/compendium/equipment/items/erratic-transposing-gmg.md index d9435cd98..867ba3723 100644 --- a/compendium/equipment/items/erratic-transposing-gmg.md +++ b/compendium/equipment/items/erratic-transposing-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/conjuration - trait/cursed - trait/magical @@ -14,8 +14,9 @@ aliases: ["Erratic Transposing"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon -- **Category** Curse This curse bursts with uncontrolled teleportation magic when activated, unreliably transporting creatures across the battlefield. On a critical hit with the affected weapon, you and an ally within 60 feet (chosen randomly) teleport to switch places with one another. If either of the affected creatures is unable to entirely fit within its new space, the creature is placed in the nearest available squares instead. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/erraticannon-ooa3.md b/compendium/equipment/items/erraticannon-ooa3.md index 0be0576cb..6630c744f 100644 --- a/compendium/equipment/items/erraticannon-ooa3.md +++ b/compendium/equipment/items/erraticannon-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/held +- item/category/held/ - trait/magical - trait/rare - trait/transmutation @@ -13,17 +13,20 @@ aliases: ["Erraticannon"] [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +1 striking hand cannon (Guns & Gears 153) is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the top of the gun allows any type of ammunition (including arrows, bolts, stone bullets, and firearm rounds) to be fed into the machine, which converts the ammunition into blasts of raw, destructive energy. Each time you attack with the weapon, roll `1d8` to determine the damage type of the [Strike](rules/actions/strike.md)—all of the erraticannon's weapon damage is converted to that damage type for the [Strike](rules/actions/strike.md). Additionally, roll another d8, and the erraticannon deals `1d6` additional damage of this second damage type. d8 Damage Type 1 Acid 2 Cold 3 Electricity 4 Fire 5 Sonic 6 Bludgeoning 7 Piercing 8 Slashing ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You set the erraticannon to maximum power and unleash a blast that deals `1d6` acid, `1d6` cold, `1d6` electricity, `1d6` fire, `1d6` sonic, `1d6` bludgeoning, `1d6` piercing, and `1d6` slashing damage to all creatures in a 30-foot cone (DC 25 basic Reflex save). +- **Frequency**: once per day + +**Effect** You set the erraticannon to maximum power and unleash a blast that deals `1d6` acid, `1d6` cold, `1d6` electricity, `1d6` fire, `1d6` sonic, `1d6` bludgeoning, `1d6` piercing, and `1d6` slashing damage to all creatures in a 30-foot cone (DC 25 basic Reflex save). ``` + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/escape-fulu-tv.md b/compendium/equipment/items/escape-fulu-tv.md index 1a0812af8..fb7e8e6bf 100644 --- a/compendium/equipment/items/escape-fulu-tv.md +++ b/compendium/equipment/items/escape-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/fulu - trait/magical @@ -15,10 +15,11 @@ aliases: ["Escape Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 70 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt to [Escape](rules/actions/escape.md). -- **Category** Talisman The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu for 1 minute you gain a +2 status bonus to your attempts to [Escape](rules/actions/escape.md) as well as to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). + +--- *Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/essence-prism-gmg.md b/compendium/equipment/items/essence-prism-gmg.md index 007900134..cb3e35742 100644 --- a/compendium/equipment/items/essence-prism-gmg.md +++ b/compendium/equipment/items/essence-prism-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/transmutation - trait/unique @@ -13,12 +13,11 @@ aliases: ["Essence Prism"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Bulk** 5 -- **Category** Artifact This enormous, multifaceted prism normally rests on a pedestal, eerily refracting many-colored lights even when no light source is present. In reality, the prism refracts the four magical essences into the visible spectrum (see page 300 in the Core Rulebook for more on the four essences). A creature adjacent to the prism can adjust its facets with an [Interact](rules/actions/interact.md) action to change between two polarities. Two essences flow from two input streams into the prism, where the prism combines them into a single output stream; alternatively, a single essence flows from one input stream into the prism and is split into two output streams. A creature that enters and stays within an input essence stream for 1 minute is slowly encased in solid magic, at which point it is [paralyzed](rules/conditions.md#Paralyzed) until anyone reverses the prism's flow or finishes activating the prism. A creature stepping into an output essence stream is gently pushed back and out of the stream. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) - **Requirements**: The prism has only one input stream @@ -26,7 +25,7 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) - **Requirements**: The prism has only one input stream, and a creature is encased in magic in the input stream @@ -34,11 +33,13 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ([Interact](rules/actions/interact.md)) - **Requirements**: The prism has two input streams, and a creature is encased in magic in each of the input streams **Effect** Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation. ``` + +--- *Source: Gamemastery Guide p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/ethereal.md b/compendium/equipment/items/ethereal.md index 630240ef3..d80d6c29a 100644 --- a/compendium/equipment/items/ethereal.md +++ b/compendium/equipment/items/ethereal.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/magical - trait/uncommon @@ -13,15 +13,19 @@ aliases: ["Ethereal"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 13500 gp +- **Craft Requirements** Supply a casting of 9th level [ethereal jaunt](compendium/spells/ethereal-jaunt.md). - **Usage** etched onto armor -- **Category** Rune An ethereal rune replicates armor on the Ethereal Plane. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You gain the effects of an [ethereal jaunt](compendium/spells/ethereal-jaunt.md) spell. This doesn't require concentration and lasts for 10 minutes or until you choose to return to material form as a free action. +- **Frequency**: once per day + +**Effect** You gain the effects of an [ethereal jaunt](compendium/spells/ethereal-jaunt.md) spell. This doesn't require concentration and lasts for 10 minutes or until you choose to return to material form as a free action. ``` + +--- *Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/compendium/equipment/items/etheric-essence-disruptor-g-g.md b/compendium/equipment/items/etheric-essence-disruptor-g-g.md index 1ae121151..b08c4560d 100644 --- a/compendium/equipment/items/etheric-essence-disruptor-g-g.md +++ b/compendium/equipment/items/etheric-essence-disruptor-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,10 +12,37 @@ aliases: ["Etheric Essence Disruptor"] # Etheric Essence Disruptor *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 +- **Bulk** 1; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") spell within the listed range, with the listed counteract modifier and counteract level. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 60 gp + +The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. + +#### moderate *Item 7* + +- **Price**: 360 gp + +The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. + +#### greater *Item 11* + +- **Price**: 1400 gp + +The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. + +#### major *Item 15* + +- **Price**: 6500 gp + +The range is 90 feet, the counteract modifier is +24, and the counteract level is 8. + +--- *Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/ethersight-ring-aoe2.md b/compendium/equipment/items/ethersight-ring-aoe2.md index 84a3deeba..f8f92065c 100644 --- a/compendium/equipment/items/ethersight-ring-aoe2.md +++ b/compendium/equipment/items/ethersight-ring-aoe2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe2 -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -15,11 +15,12 @@ aliases: ["Ethersight Ring"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn This glass ring contains a swirling cloud of grayish smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are also visible to creatures in the Ethereal Plane within the same range. Although you can see these creatures and they can see you, you can't affect each other except with abilities that cross between the Ethereal Plane and the Material Plane. + +--- *Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/ethersight-ring-tv.md b/compendium/equipment/items/ethersight-ring-tv.md index 62e7dd993..719a175e3 100644 --- a/compendium/equipment/items/ethersight-ring-tv.md +++ b/compendium/equipment/items/ethersight-ring-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -15,11 +15,12 @@ aliases: ["Ethersight Ring"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are visible to creatures in the Ethereal Plane within the same range while wearing it. Although you can see these creatures and they can see you, you can affect each other only with abilities that cross between the Ethereal Plane and the Material Plane. + +--- *Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/euphoric-loop-tv.md b/compendium/equipment/items/euphoric-loop-tv.md index cded6f924..b69dacf70 100644 --- a/compendium/equipment/items/euphoric-loop-tv.md +++ b/compendium/equipment/items/euphoric-loop-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,9 +13,8 @@ aliases: ["Euphoric Loop"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a [charm](compendium/spells/charm.md) spell, the enchantment creates a blissful experience for one target of your choice. @@ -27,4 +26,18 @@ When the spell ends, even if you [Dismiss](rules/actions/dismiss.md) it, the sud > - **Failure** The target is [stunned](rules/conditions.md#Stunned) or, if the spell ended because of a [hostile](rules/conditions.md#Hostile) action, [confused](rules/conditions.md#Confused) for 1 round. > - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned) or, if the spell ended because of a [hostile](rules/conditions.md#Hostile) action, [confused](rules/conditions.md#Confused) for 2 rounds. +--- +### Variants + +#### euphoric loop *Item 5* + +- **Price**: 30 gp + +#### greater euphoric loop *Item 13* + +- **Price**: 450 gp + +The catalyst affects all targets of the [charm](compendium/spells/charm.md) spell, up to 10. + +--- *Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/everburning-torch.md b/compendium/equipment/items/everburning-torch.md index 8faacba1c..ca98e881c 100644 --- a/compendium/equipment/items/everburning-torch.md +++ b/compendium/equipment/items/everburning-torch.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/evocation - trait/light - trait/magical @@ -13,11 +13,12 @@ aliases: ["Everburning Torch"] [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or [hidden](rules/conditions.md#Hidden), but can't be smothered or quenched. + +--- *Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/everyneed-pack-lopsg.md b/compendium/equipment/items/everyneed-pack-lopsg.md index 8d7c9b647..eab59cfa0 100644 --- a/compendium/equipment/items/everyneed-pack-lopsg.md +++ b/compendium/equipment/items/everyneed-pack-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -14,14 +14,29 @@ aliases: ["Everyneed Pack"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn on belt -- **Category** Worn Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) -You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. +- **Frequency**: once per hour + +**Effect** You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. ``` +--- +### Variants + +#### everyneed pack *Item 3* + +- **Price**: 20 gp + +#### greater everyneed pack *Item 7* + +- **Price**: 100 gp + +The pack's pocket contain mundane gear worth no more than 5 gp each. You can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack empties after 45 gp worth of items are removed. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/everyneed-pack-tv.md b/compendium/equipment/items/everyneed-pack-tv.md index 6fb2d5ae0..6b1387ce6 100644 --- a/compendium/equipment/items/everyneed-pack-tv.md +++ b/compendium/equipment/items/everyneed-pack-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -13,15 +13,30 @@ aliases: ["Everyneed Pack"] # Everyneed Pack *Item 3+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn backpack; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn backpack Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) -You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. +- **Frequency**: once per hour + +**Effect** You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. ``` +--- +### Variants + +#### everyneed pack *Item 3* + +- **Price**: 20 gp + +#### greater everyneed pack *Item 7* + +- **Price**: 100 gp + +A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed. + +--- *Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/experimental-clothing-lotgb.md b/compendium/equipment/items/experimental-clothing-lotgb.md index 960385c65..cd250e6f7 100644 --- a/compendium/equipment/items/experimental-clothing-lotgb.md +++ b/compendium/equipment/items/experimental-clothing-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Experimental Clothing"] --- @@ -11,11 +11,12 @@ aliases: ["Experimental Clothing"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Usage** worn clothing; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn clothing Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and unconventional patterns. At the GM's discretion, wearing experimental clothing may impart a +1 item bonus or –1 item penalty on checks to [Make An Impression](rules/actions/make-an-impression.md), depending on the target's fashion sense. + +--- *Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/exploding-shield-apg.md b/compendium/equipment/items/exploding-shield-apg.md index 38531a7ec..417206565 100644 --- a/compendium/equipment/items/exploding-shield-apg.md +++ b/compendium/equipment/items/exploding-shield-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/evocation - trait/magical aliases: ["Exploding Shield"] @@ -12,17 +12,18 @@ aliases: ["Exploding Shield"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) - **Trigger**: The exploding shield is destroyed **Effect** The shield explodes outward, dealing `4d6` piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save). ``` + +--- *Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/exploration-lens-sot3.md b/compendium/equipment/items/exploration-lens-sot3.md index f09ee6d5b..2ec6bab26 100644 --- a/compendium/equipment/items/exploration-lens-sot3.md +++ b/compendium/equipment/items/exploration-lens-sot3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot3 -- item/category/held +- item/category/held/ - trait/divination - trait/invested - trait/magical @@ -13,9 +13,8 @@ aliases: ["Exploration Lens"] # Exploration Lens *Item 10+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** – +- **Bulk** –; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Held An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or [light](compendium/spells/light.md) spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function. @@ -23,4 +22,28 @@ There are several different types of exploration lens, each granting benefits wi Each type of lens is distinguishable from all the other types by holding it up to a bright light. +--- +### Variants + +#### detecting *Item 10* + +- **Price**: 1000 gp + +When held up to light, this lens sparkles as though infused with glitter. While [Detecting Magic](rules/actions/detect-magic.md) in exploration mode, when the lantern's light falls upon something you detect as magical, it pulsates faintly. This makes it easier to triangulate the magic, since you can use the cone of the bull's-eye lantern instead of the circular pulse of detect magic. You also gain a +2 item bonus to checks to [Identify Magic](rules/actions/identify-magic.md) within the light. + +#### investigating *Item 12* + +- **Price**: 1750 gp + +The outer rim of this lens glows faintly when held up to the light. While activated, the lens grants you a +1 item bonus to skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) while Investigating by outlining potential clues in a way that triggers your memory. If you're Investigating something while using the lens, you can always roll a [Recall Knowledge](rules/actions/recall-knowledge.md) skill check appropriate to the investigation for initiative. + +#### searching *Item 14* + +- **Price**: 4000 gp + +This lens has an opalescent sheen when held up to light. The lens subtly outlines [hidden](rules/conditions.md#Hidden) doors and [concealed](rules/conditions.md#Concealed) hazards, granting you a +2 item bonus to [Perception](compendium/skills.md#Perception) checks to spot such features while Searching. + +Even if you aren't Searching, you get a check to find traps that normally require you to [Search](rules/actions/search.md). + +--- *Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/explorers-clothing.md b/compendium/equipment/items/explorers-clothing.md index 7b7c3d8d9..e561215b2 100644 --- a/compendium/equipment/items/explorers-clothing.md +++ b/compendium/equipment/items/explorers-clothing.md @@ -13,9 +13,11 @@ aliases: ["Explorer's Clothing"] - **Price** 1 sp - **Bulk** L - **AC Bonus** +0; **Dex Cap** +5 -- **Strength** —; **Check Penalty** -0; **Speed Penalty** — +- **Strength** —; **Check Penalty** —; **Speed Penalty** — - **Category** Unarmored; **Group** Cloth Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/explorers-yurt.md b/compendium/equipment/items/explorers-yurt.md index 37790f372..5679b24c8 100644 --- a/compendium/equipment/items/explorers-yurt.md +++ b/compendium/equipment/items/explorers-yurt.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -14,18 +14,21 @@ aliases: ["Explorer's Yurt"] - **Price** 880 gp - **Bulk** 1 (when not activated) -- **Category** Structure Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute ((10 minutes)) [Interact](rules/actions/interact.md) -The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 [bedrolls](compendium/equipment/items/bedroll.md), various cooking utensils, and basic food and water. +- **Frequency**: once per day + +**Effect** The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 [bedrolls](compendium/equipment/items/bedroll.md), various cooking utensils, and basic food and water. The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a [Survival](compendium/skills.md#Survival) check to [Subsist](rules/actions/subsist.md) when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance. A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an [Interact](rules/actions/interact.md) action, the entire yurt immediately folds back up into its deactivated form, ready for further travel. ``` + +--- *Source: Core Rulebook p. 596* \ No newline at end of file diff --git a/compendium/equipment/items/explosive-ammunition.md b/compendium/equipment/items/explosive-ammunition.md index d3c687473..0ed7dacee 100644 --- a/compendium/equipment/items/explosive-ammunition.md +++ b/compendium/equipment/items/explosive-ammunition.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/evocation - trait/fire @@ -15,8 +15,21 @@ aliases: ["Explosive Ammunition"] - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing `6d6` fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save. +--- +### Variants + +#### standard *Item 9* + +- **Price**: 130 gp + +#### greater *Item 13* + +- **Price**: 520 gp + +The damage is `10d6` and the save DC is 30. + +--- *Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/explosive-dogslicer-g-g.md b/compendium/equipment/items/explosive-dogslicer-g-g.md index 917a43966..c5c17a9d4 100644 --- a/compendium/equipment/items/explosive-dogslicer-g-g.md +++ b/compendium/equipment/items/explosive-dogslicer-g-g.md @@ -19,14 +19,16 @@ aliases: ["Explosive Dogslicer"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 10 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d6` S +- **Ranged**: + - **Damage**: `1d6` S - **Ammunution** round; **Range** 20 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` S +- **Melee**: + - **Damage**: `1d6` S - **Hands** 2 - **Category** Advanced An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed [dogslicer](compendium/equipment/items/dogslicer.md) with an oversized guard. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/explosive-mine-g-g.md b/compendium/equipment/items/explosive-mine-g-g.md index 487b9deff..6a9b2a79c 100644 --- a/compendium/equipment/items/explosive-mine-g-g.md +++ b/compendium/equipment/items/explosive-mine-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,9 +12,8 @@ aliases: ["Explosive Mine"] # Explosive Mine *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable When you [Activate](rules/actions/activate-an-item.md) an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use [Stealth](compendium/skills.md#Stealth) to [Conceal an Object](rules/actions/conceal-an-object.md) before you [Activate](rules/actions/activate-an-item.md) the mine. If you don't [Conceal](rules/actions/conceal-an-object.md) the mine, its position is obvious at a glance. @@ -22,4 +21,32 @@ Once activated, the mine is primed to explode when enough pressure is placed on Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The mine deals `2d6` fire damage, and the Reflex DC is 15. + +#### moderate *Item 6* + +- **Price**: 40 gp + +The mine deals `6d6` fire damage, and the Reflex DC is 20. + +#### greater *Item 12* + +- **Price**: 400 gp + +The mine deals `12d6` fire damage, and the Reflex DC is 29. + +#### major *Item 18* + +- **Price**: 4000 gp + +The mine deals `18d6` fire damage in a 10-foot emanation, and the Reflex DC is 38. + +--- *Source: Guns & Gears p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/explosive-missive-tv.md b/compendium/equipment/items/explosive-missive-tv.md index d2bd1aad1..6d8c08125 100644 --- a/compendium/equipment/items/explosive-missive-tv.md +++ b/compendium/equipment/items/explosive-missive-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/missive +- item/category/missive/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Explosive Missive"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 13 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Missive +- **Bulk** —; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive explodes. The tenor of what you write or the theme of your illustration determines the damage type and adds the corresponding trait to the missive: acid for a caustic inscription, cold for an aloof one, electricity for an energetic one, fire for an angry one, or sonic for an overly emphatic one. The missive deals `4d6` damage to each creature in a 5‑foot burst from a corner of the missive's space (DC 18 basic Reflex save). A creature who rolls a critical failure also takes `1d4` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type. The missive burns to ash while releasing its magic. + +--- *Source: Treasure Vault p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/exsanguinating-ammunition-g-g.md b/compendium/equipment/items/exsanguinating-ammunition-g-g.md index 3395f1b6e..9d1075ffe 100644 --- a/compendium/equipment/items/exsanguinating-ammunition-g-g.md +++ b/compendium/equipment/items/exsanguinating-ammunition-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Exsanguinating Ammunition"] @@ -13,8 +13,29 @@ aliases: ["Exsanguinating Ammunition"] - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to [persistent bleed damage](rules/conditions.md#Persistent%20Damage). In addition, the DC of any flat checks to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. +--- +### Variants + +#### exsanguinating ammunition *Item 4* + +- **Price**: 15 gp + +The target gains weakness 1 to [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +#### greater exsanguinating ammunition *Item 8* + +- **Price**: 80 gp + +The target gains weakness 3 to [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +#### major exsanguinating ammunition *Item 12* + +- **Price**: 360 gp + +The target gains weakness 5 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Guns & Gears p. 170* \ No newline at end of file diff --git a/compendium/equipment/items/extendable-pincer-g-g.md b/compendium/equipment/items/extendable-pincer-g-g.md index 051d88982..c67f58998 100644 --- a/compendium/equipment/items/extendable-pincer-g-g.md +++ b/compendium/equipment/items/extendable-pincer-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/clockwork - trait/uncommon aliases: ["Extendable Pincer"] @@ -12,9 +12,10 @@ aliases: ["Extendable Pincer"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an [Interact](rules/actions/interact.md) action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to [Interact](rules/actions/interact.md) to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away. + +--- *Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/extendable-tail-tv.md b/compendium/equipment/items/extendable-tail-tv.md index 205471123..a52e456aa 100644 --- a/compendium/equipment/items/extendable-tail-tv.md +++ b/compendium/equipment/items/extendable-tail-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/mechanical aliases: ["Extendable Tail"] --- @@ -11,9 +11,10 @@ aliases: ["Extendable Tail"] [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") - **Price** 10 gp -- **Usage** worn; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it's no more prehensile than a tail of a typical member of your ancestry, it ends with an anchor that you can secure around a sturdy object with an [Interact](rules/actions/interact.md) action. While the tail is anchored, you can't move more than 20 feet from that spot, but you can use the tail to lower yourself up to 20 feet, as if it were a length of rope. You can use another [Interact](rules/actions/interact.md) action to disengage the anchor and retract your tail. + +--- *Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/extending-som.md b/compendium/equipment/items/extending-som.md index 3d20ca4bc..40050b362 100644 --- a/compendium/equipment/items/extending-som.md +++ b/compendium/equipment/items/extending-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Extending"] @@ -12,14 +12,28 @@ aliases: ["Extending"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto a melee weapon -- **Category** Rune An extending rune allows you to extend your weapon to impossible lengths. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You extend your weapon for an instant, giving you an impossible reach. You [Strike](rules/actions/strike.md) with the weapon, and you have reach <60 feet> for the [Strike](rules/actions/strike.md). ``` +--- +### Variants + +#### extending *Item 9* + +- **Price**: 700 gp + +#### greater extending *Item 13* + +- **Price**: 3000 gp + +The activation grants you reach <120 feet> for the [Strike](rules/actions/strike.md). + +--- *Source: Secrets of Magic p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/extra-ink-and-paper.md b/compendium/equipment/items/extra-ink-and-paper.md index e9dcc755c..28b2094e8 100644 --- a/compendium/equipment/items/extra-ink-and-paper.md +++ b/compendium/equipment/items/extra-ink-and-paper.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Extra Ink and Paper"] --- # Extra Ink and Paper *Item 0* - **Price** 1 sp - **Bulk** — -- **Category** Adventuring Gear Using a [writing set](compendium/equipment/items/writing-set.md), you can draft correspondence and scribe scrolls. If you've written a large amount, you can refill your kit with extra ink and paper. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-apprehension.md b/compendium/equipment/items/eye-of-apprehension.md index bbd84c72e..2b99dec24 100644 --- a/compendium/equipment/items/eye-of-apprehension.md +++ b/compendium/equipment/items/eye-of-apprehension.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/fortune @@ -14,10 +14,11 @@ aliases: ["Eye of Apprehension"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 400 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You are about to roll [Perception](compendium/skills.md#Perception) for initiative but haven't rolled yet; **Requirements** You are a master in [Perception](compendium/skills.md#Perception). -- **Category** Talisman This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll [Perception](compendium/skills.md#Perception) twice and use the higher result. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-enlightenment-som.md b/compendium/equipment/items/eye-of-enlightenment-som.md index f28054220..7cdf0cd7a 100644 --- a/compendium/equipment/items/eye-of-enlightenment-som.md +++ b/compendium/equipment/items/eye-of-enlightenment-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -16,8 +16,9 @@ aliases: ["Eye Of Enlightenment"] - **Price** 25 gp - **Usage** affixed to a weapon - **Activate** envision; **Trigger** You succeed at a [Strike](rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert in [Arcana](compendium/skills.md#Arcana), Occult, [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion), [Society](compendium/skills.md#Society), or a [Lore](compendium/skills.md#Lore) skill. -- **Category** Talisman This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your [Strike](rules/actions/strike.md) with the stores of magical wisdom within the talisman to try to glean more information about the foe's true nature. When you activate this talisman, you attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature you hit. If you roll a critical failure, you get a failure instead. + +--- *Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-fortune.md b/compendium/equipment/items/eye-of-fortune.md index 8b7a5ecf6..4a541c45f 100644 --- a/compendium/equipment/items/eye-of-fortune.md +++ b/compendium/equipment/items/eye-of-fortune.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -13,17 +13,21 @@ aliases: ["Eye of Fortune"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2700 gp -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece Adherents of Erastil, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([fortune](rules/traits/fortune.md)) - **Trigger**: You attack a [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) creature and haven't attempted the flat check yet -**Effect** You can roll the flat check for the [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) condition twice and use the higher result. +**Effect** You can roll the flat check for the [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) condition twice and use the higher result. +%% + #trait/fortune +%% ``` + +--- *Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-the-unseen-lotgb.md b/compendium/equipment/items/eye-of-the-unseen-lotgb.md index 73d0a4fd6..e1433dca0 100644 --- a/compendium/equipment/items/eye-of-the-unseen-lotgb.md +++ b/compendium/equipment/items/eye-of-the-unseen-lotgb.md @@ -12,7 +12,7 @@ aliases: ["Eye Of The Unseen"] # Eye Of The Unseen *Item 8+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** L +- **Bulk** L; **Usage** worn - **Category** Prosthesis This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. @@ -20,9 +20,25 @@ This prosthetic eye was designed by elven crafters but comes in a range of appea While wearing the eye, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You focus on the eye to see the unseen. The eye casts see invisibility on you. +- **Frequency**: once per day + +**Effect** You focus on the eye to see the unseen. The eye casts see invisibility on you. ``` +--- +### Variants + +#### eye of the unseen *Item 8* + +- **Price**: 450 gp + +#### greater eye of the unseen *Item 14* + +- **Price**: 4000 gp + +This functions as the eye of the unseen, except the item bonus is +2 and it casts a 5th-level [see invisibility](compendium/spells/see-invisibility.md) on you. + +--- *Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-the-wise-aoa3.md b/compendium/equipment/items/eye-of-the-wise-aoa3.md index 6b498e47e..307fc6b42 100644 --- a/compendium/equipment/items/eye-of-the-wise-aoa3.md +++ b/compendium/equipment/items/eye-of-the-wise-aoa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa3 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divination - trait/invested @@ -13,13 +13,13 @@ aliases: ["Eye Of The Wise"] # Eye Of The Wise *Item 11* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** held in 1 hand This fist-sized, 12-rayed black star sapphire is sacred to Yueral, the elven goddess of magic and jewels, and most accounts of its creation attribute its crafting to a circle of her worshippers. In addition to the abilities listed below, the gem functions as a portal key for Jewelgate at [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You touch the _Eye of the Wise_ to a gem worth at least 10 gp, whereupon the _Eye of the Wise_ assumes the appearance of the touched gemstone. While this connection is active, the carriers of the _Eye of the Wise_ and of the other gemstone can communicate telepathically with one another over any distance, as long as both are on the same plane. @@ -27,9 +27,12 @@ This connection is [broken](rules/conditions.md#Broken) if the other gemstone is ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You hold the _Eye of the Wise_ up to your own eye and peer through it. The _Eye of the Wise_ grows transparent and grants you a +2 item bonus to attempts to [Decipher Writing](rules/actions/decipher-writing.md), [Disable a Device](rules/actions/disable-a-device.md), [Identify Magic](rules/actions/identify-magic.md), [Pick a Lock](rules/actions/pick-a-lock.md), [Seek](rules/actions/seek.md), or [Sense Motive](rules/actions/sense-motive.md). You can [Sustain this activation](rules/actions/sustain-an-activation.md) as long as you hold the gem in place. ``` + +--- *Source: Age of Ashes #3: Tomorrow Must Burn p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/eye-slash-tv.md b/compendium/equipment/items/eye-slash-tv.md index 6f6a76402..e095d5d8d 100644 --- a/compendium/equipment/items/eye-slash-tv.md +++ b/compendium/equipment/items/eye-slash-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/divination - trait/invested - trait/magical @@ -13,9 +13,34 @@ aliases: ["Eye Slash"] # Eye Slash *Item 1+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye. +--- +### Variants + +#### eye slash *Item 1* + +- **Price**: 20 gp + +#### greater eye slash *Item 4* + +- **Price**: 100 gp + +The tattoo also grants you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks that involve sight. + +#### major eye slash *Item 9* + +- **Price**: 700 gp + +The tattoo also grants you a +2 item bonus to [Perception](compendium/skills.md#Perception) checks that involve sight. + +#### true eye slash *Item 17* + +- **Price**: 15000 gp + +The tattoo also grants you a +3 item bonus to [Perception](compendium/skills.md#Perception) checks that involve sight. + +--- *Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/eyes-of-the-eagle.md b/compendium/equipment/items/eyes-of-the-eagle.md index 0e63a0379..41cf644c2 100644 --- a/compendium/equipment/items/eyes-of-the-eagle.md +++ b/compendium/equipment/items/eyes-of-the-eagle.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,9 +13,10 @@ aliases: ["Eyes of the Eagle"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece These lenses of amber crystal fit over your eyes. They grant you [low-light vision](rules/abilities/low-light-vision.md) and a +2 item bonus to [Perception](compendium/skills.md#Perception) checks that involve sight. + +--- *Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/fade-band.md b/compendium/equipment/items/fade-band.md index 8d423ffbc..41c7e7d95 100644 --- a/compendium/equipment/items/fade-band.md +++ b/compendium/equipment/items/fade-band.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/magical @@ -14,10 +14,11 @@ aliases: ["Fade Band"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 320 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** An attack misses you; **Requirements** You are a master in [Stealth](compendium/skills.md#Stealth). -- **Category** Talisman This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level [invisibility](compendium/spells/invisibility.md) spell on you. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/faerie-dragon-liqueur-tv.md b/compendium/equipment/items/faerie-dragon-liqueur-tv.md index 908933d2f..6953e18f4 100644 --- a/compendium/equipment/items/faerie-dragon-liqueur-tv.md +++ b/compendium/equipment/items/faerie-dragon-liqueur-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/enchantment - trait/magical @@ -15,9 +15,8 @@ aliases: ["Faerie Dragon Liqueur"] # Faerie Dragon Liqueur *Item 7+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you use this breath weapon, you can't do so again for `1d4` rounds. @@ -27,4 +26,24 @@ Each draft of faerie dragon liqueur has a different flavor. For 1 hour after you > - **Failure** The creature is [stupefied](rules/conditions.md#Stupefied) for 1 minute and [slowed](rules/conditions.md#Slowed) for `1d4` rounds. > - **Critical Failure** The creature is [stupefied](rules/conditions.md#Stupefied) and [slowed](rules/conditions.md#Slowed) for 1 minute. +--- +### Variants + +#### young faerie dragon liqueur *Item 7* + +- **Price**: 70 gp + +#### adult faerie dragon liqueur *Item 12* + +- **Price**: 400 gp + +The save DC is 29. + +#### wyrm faerie dragon liqueur *Item 17* + +- **Price**: 3000 gp + +The save DC is 37. + +--- *Source: Treasure Vault p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/faerie-queens-bower-tv.md b/compendium/equipment/items/faerie-queens-bower-tv.md index be1577ea2..304e531d5 100644 --- a/compendium/equipment/items/faerie-queens-bower-tv.md +++ b/compendium/equipment/items/faerie-queens-bower-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/divine - trait/good - trait/intelligent @@ -15,15 +15,18 @@ aliases: ["Faerie Queen's Bower"] # Faerie Queen's Bower *Item 13* [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor A suit of autumn's embrace armor (page 14) can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower is one such example. The armor is happy to give you and your companions counsel, hoping to guide you on a path of benevolence and aid you in battles against forces that seek to cause harm to the natural world. It refuses access to its magic to anyone who causes undue harm to plants or animals. In addition to the features and activation of autumn's embrace, faerie queen's bower has the following activation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -The armor casts 4th-level [safe passage](compendium/spells/safe-passage-apg.md) (Advanced Player's Guide 224), with the protected area beginning from your square and extending to a place of relative safety. +- **Frequency**: once per day + +**Effect** The armor casts 4th-level [safe passage](compendium/spells/safe-passage-apg.md) (Advanced Player's Guide 224), with the protected area beginning from your square and extending to a place of relative safety. ``` + +--- *Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/fairy-bullet-g-g.md b/compendium/equipment/items/fairy-bullet-g-g.md index a9e3c18da..d05e9cc44 100644 --- a/compendium/equipment/items/fairy-bullet-g-g.md +++ b/compendium/equipment/items/fairy-bullet-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/fey @@ -16,9 +16,10 @@ aliases: ["Fairy Bullet"] - **Price** 65 gp - **Ammunition** round -- **Activate** command, , envision -- **Category** Consumable +- **Activate** command, envision These bullets are seaweed-green, refract light like an emerald, and are covered in a thin film of gray-green powder. When fired, a fairy bullet creates an effect that functions as the [glitterdust](compendium/spells/glitterdust.md) spell in a line between you and your target. This line can be no more than 60 feet long, so if the target is more than 60 feet away from you, the line simply ends after reaching its maximum distance. Since the fairy bullet is fired before the glitterdust can reveal the target, the effects don't affect the flat check for the attack roll with the fairy bullet. + +--- *Source: Guns & Gears p. 170* \ No newline at end of file diff --git a/compendium/equipment/items/faith-tattoo-tv.md b/compendium/equipment/items/faith-tattoo-tv.md index 070e45583..822bf6cbe 100644 --- a/compendium/equipment/items/faith-tattoo-tv.md +++ b/compendium/equipment/items/faith-tattoo-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/divine - trait/invested - trait/tattoo @@ -12,17 +12,45 @@ aliases: ["Faith Tattoo"] # Faith Tattoo *Item 4+* [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Craft Requirements** silver worth 2 gp to include in the ink +- **Bulk** —; **Usage** tattooed on the body You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit. If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. +- **Frequency**: once per day + +**Effect** The tattoo casts harm, heal, or the 1st-level spell from your deity's cleric spells. You can choose harm or heal only in accord with the deity's divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18. Also, the tattoo has as a trait the school of the spell the tattoo can cast. ``` +--- +### Variants + +#### faith tattoo *Item 4* + +- **Price**: 80 gp + +#### greater faith tattoo *Item 8* + +- **Price**: 425 gp + +The spell is 3rd level, and its DC is 24. + +#### major faith tattoo *Item 12* + +- **Price**: 1700 gp + +The spell is 5th level, and its DC is 30. + +#### true faith tattoo *Item 16* + +- **Price**: 8000 gp + +The spell is 7th level, and its DC is 35. + +--- *Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/fake-blood-pack-lotgb.md b/compendium/equipment/items/fake-blood-pack-lotgb.md index b6178bfee..2ce38b094 100644 --- a/compendium/equipment/items/fake-blood-pack-lotgb.md +++ b/compendium/equipment/items/fake-blood-pack-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable aliases: ["Fake Blood Pack"] --- @@ -11,8 +11,7 @@ aliases: ["Fake Blood Pack"] [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 1 gp -- **Usage** worn under light armor or clothes; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** worn under light armor or clothes Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC 11 flat check. On a success, the blood pack is punctured. @@ -20,4 +19,6 @@ You or an ally can puncture the [hidden](rules/conditions.md#Hidden) pack intent When faking an injury, the blood pack grants a +2 item bonus to relevant [Deception](compendium/skills.md#Deception) checks, such as to [Lie](rules/actions/lie.md) about being injured. Abilities that trigger when a creature deals bleed damage, determine if a creature is bleeding, or are otherwise based on bleed damage don't trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse. + +--- *Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/falcata-tv.md b/compendium/equipment/items/falcata-tv.md index ea50dc818..3ce8694d1 100644 --- a/compendium/equipment/items/falcata-tv.md +++ b/compendium/equipment/items/falcata-tv.md @@ -12,10 +12,12 @@ aliases: ["Falcata"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Advanced; **Group** Sword The falcata is a heavy, one-handed sword with a single cutting edge, usually flaring to be wider towards the point of the weapon and narrower towards the hilt. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/falchion.md b/compendium/equipment/items/falchion.md index f1cf88149..a841845fe 100644 --- a/compendium/equipment/items/falchion.md +++ b/compendium/equipment/items/falchion.md @@ -13,10 +13,12 @@ aliases: ["Falchion"] - **Price** 3 gp - **Bulk** 2 -- **Damage** `1d10` S + - **Damage**: `1d10` S - **Hands** 2 - **Category** Martial; **Group** Sword This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade's end, making it a powerful slashing weapon. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/falconsight-eye-tv.md b/compendium/equipment/items/falconsight-eye-tv.md index ac46041a9..3af866174 100644 --- a/compendium/equipment/items/falconsight-eye-tv.md +++ b/compendium/equipment/items/falconsight-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/magical - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Falconsight Eye"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye, it allows you to strike foes at greater range and with impressive accuracy. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from –2 to 0. This effect doesn't negate the [blinded](rules/conditions.md#Blinded) condition. +- **Frequency**: once per hour + +**Effect** You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from –2 to 0. This effect doesn't negate the [blinded](rules/conditions.md#Blinded) condition. ``` + +--- *Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/false-bottomed-mug-da.md b/compendium/equipment/items/false-bottomed-mug-da.md index 01c5f5acd..ab05127e8 100644 --- a/compendium/equipment/items/false-bottomed-mug-da.md +++ b/compendium/equipment/items/false-bottomed-mug-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["False-Bottomed Mug"] --- @@ -12,9 +12,10 @@ aliases: ["False-Bottomed Mug"] - **Access** Member of the Bellflower Network - **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This mug looks like any other; however, the bottom part unscrews to reveal a velvetlined chamber. These are primarily used by members of the Bellflower Network to sneak messages and small objects to other possible members. The [Perception](compendium/skills.md#Perception) DC to discover the false bottom is 15 if someone specifically examines the mug. + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/false-death-aoa5.md b/compendium/equipment/items/false-death-aoa5.md index 1e73163d1..2af16ac02 100644 --- a/compendium/equipment/items/false-death-aoa5.md +++ b/compendium/equipment/items/false-death-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["False Death"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Typically used to fake one's death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the [unconscious](rules/conditions.md#Unconscious) target must succeed at a [Medicine](compendium/skills.md#Medicine) check against the imbiber's [Deception](compendium/skills.md#Deception) DC + 4 to determine that the target is alive, and a critical success allows the examiner to determine that a toxin is causing the effect. The false death toxin has an extremely bitter taste ([Perception](compendium/skills.md#Perception) DC 10 to detect), making it difficult to trick a creature into consuming the poison against its wishes. @@ -36,4 +35,6 @@ title: Saving Throw: DC 18 Fortitude **Stage 3** [unconscious](rules/conditions.md#Unconscious) (1 day) ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/false-death-vial-tv.md b/compendium/equipment/items/false-death-vial-tv.md index 851cc6b14..660108b15 100644 --- a/compendium/equipment/items/false-death-vial-tv.md +++ b/compendium/equipment/items/false-death-vial-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/magical @@ -14,12 +14,27 @@ aliases: ["False Death Vial"] # False Death Vial *Item 13+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** affixed to explorer's clothing (or another item in the unarmored defense category); **Bulk** — +- **Bulk** —; **Usage** affixed to explorer's clothing (or another item in the unarmored defense category) - **Activate** envision; **Trigger** You would be reduced to 0 Hit Points by damage but not immediately killed; **Requirements** You are unarmored. -- **Category** Talisman This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your [wounded](rules/conditions.md#Wounded) condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within range. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space. +--- +### Variants + +#### false death vial *Item 13* + +- **Price**: 600 gp + +#### greater false death vial *Item 16* + +- **Price**: 2000 gp + +The talisman also teleports you to a clear space of your choice that you can see within 120 feet. This also transports any items you're wearing and holding with you, but if this would bring another creature with you—even if you're carrying it in an extradimensional container—the teleportation is canceled. + +This effect has the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait. + +--- *Source: Treasure Vault p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/false-hope-tv.md b/compendium/equipment/items/false-hope-tv.md index 9629c9bdc..3b8b7d854 100644 --- a/compendium/equipment/items/false-hope-tv.md +++ b/compendium/equipment/items/false-hope-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["False Hope"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 2600 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the poison has failed to take hold or its effects have ended. The GM makes the target's saving throws in secret during any stage that has no effect. @@ -37,4 +36,6 @@ title: Saving Throw: DC 37 Fortitude **Stage 4** `12d8` poison damage (1 round) ``` + +--- *Source: Treasure Vault p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/false-manacles-lopsg.md b/compendium/equipment/items/false-manacles-lopsg.md index 91b6e106e..16950db97 100644 --- a/compendium/equipment/items/false-manacles-lopsg.md +++ b/compendium/equipment/items/false-manacles-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["False Manacles"] --- @@ -12,8 +12,9 @@ aliases: ["False Manacles"] - **Price** 10 gp - **Hands** 2 -- **Category** Adventuring Gear These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single [Interact](rules/actions/interact.md) action. An observer who examines the manacles and succeeds at a DC 20 [Perception](compendium/skills.md#Perception) check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/familiar-morsel-tv.md b/compendium/equipment/items/familiar-morsel-tv.md index 016298ffd..f20b20a4f 100644 --- a/compendium/equipment/items/familiar-morsel-tv.md +++ b/compendium/equipment/items/familiar-morsel-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -15,8 +15,9 @@ aliases: ["Familiar Morsel"] - **Price** 30 gp - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a familiar morsel, the morsel is nothing more than a pleasing snack, its magic wasted. + +--- *Source: Treasure Vault p. 96* \ No newline at end of file diff --git a/compendium/equipment/items/familiar-satchel-lopsg.md b/compendium/equipment/items/familiar-satchel-lopsg.md index 456121236..63e2bbbc6 100644 --- a/compendium/equipment/items/familiar-satchel-lopsg.md +++ b/compendium/equipment/items/familiar-satchel-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Familiar satchel"] --- @@ -12,8 +12,9 @@ aliases: ["Familiar satchel"] - **Price** 5 gp - **Bulk** 1 -- **Category** Adventuring Gear This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an [Interact](rules/actions/interact.md) action to open the satchel and a single action with the [move](rules/traits/move.md "Move Combat Trait") trait to enter or exit. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/familiar-tattoo-som.md b/compendium/equipment/items/familiar-tattoo-som.md index d965e2415..9b64b7904 100644 --- a/compendium/equipment/items/familiar-tattoo-som.md +++ b/compendium/equipment/items/familiar-tattoo-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -15,10 +15,11 @@ aliases: ["Familiar Tattoo"] - **Price** 60 gp - **Usage** tattooed on the body -- **Category** Tattoo This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, [move](rules/traits/move.md "Move Combat Trait"), and [transmutation](rules/traits/transmutation.md "Transmutation School Trait") traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you. Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo. + +--- *Source: Secrets of Magic p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/fan-of-the-four-winds-tv.md b/compendium/equipment/items/fan-of-the-four-winds-tv.md index d8ef31633..5a9df2574 100644 --- a/compendium/equipment/items/fan-of-the-four-winds-tv.md +++ b/compendium/equipment/items/fan-of-the-four-winds-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/air - trait/evocation - trait/magical @@ -14,15 +14,18 @@ aliases: ["Fan of the Four Winds"] # Fan of the Four Winds *Item 4* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The fan of the four winds once belonged to a sage of [Gozreh](compendium/setting/deities/gozreh.md) and was passed down as a sacred relic for generations to those found worthy. Since that time, no one has unlocked the fan's full powers, though many devout priests have used it to aid them in their travels. A worthy member of this order might receive the fan as a reward, as could a suitable helper of the clergy. The fan might also have been lost, allowing for a new wielder to find it. The fan of the four winds has the following activation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You fan in a direction, and the fan casts gust of wind. If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours. +- **Frequency**: once per day + +**Effect** You fan in a direction, and the fan casts gust of wind. If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours. ``` + +--- *Source: Treasure Vault p. 204* \ No newline at end of file diff --git a/compendium/equipment/items/fang-snare-ec1.md b/compendium/equipment/items/fang-snare-ec1.md index d0d2fa9bf..7c76a2920 100644 --- a/compendium/equipment/items/fang-snare-ec1.md +++ b/compendium/equipment/items/fang-snare-ec1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec1 -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Fang Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp -- **Category** Snare You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare's square. @@ -26,4 +25,6 @@ The first creature to enter the square must attempt a DC 20 Reflex saving throw. > - **Failure** The target takes 1 piercing damage and `2d8` poison damage. > - **Critical Failure** The target takes 2 piercing damage and `4d8` poison damage. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/fanged-lotgb.md b/compendium/equipment/items/fanged-lotgb.md index 7bed60ad3..d256a3cdf 100644 --- a/compendium/equipment/items/fanged-lotgb.md +++ b/compendium/equipment/items/fanged-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,16 +13,37 @@ aliases: ["Fanged"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a melee weapon -- **Category** Rune When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](rules/traits/magical.md "Magical Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([magical](rules/traits/magical.md), [polymorph](rules/traits/polymorph.md), [transmutation](rules/traits/transmutation.md)) + You transform into a [Small](rules/traits/small-b1.md "Small Size Trait") or [Medium](rules/traits/medium-b1.md "Medium Size Trait") animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") trait, you are holding the weapon in two hands. You can [Dismiss](rules/actions/dismiss.md) this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). -%% #trait/magical #trait/polymorph #trait/transmutation %% +%% + #trait/magical #trait/polymorph #trait/transmutation +%% ``` +--- +### Variants + +#### fanged *Item 2* + +- **Price**: 30 gp + +#### greater fanged *Item 8* + +- **Price**: 425 gp + +In animal form, you gain low-light vision and a +5-foot item bonus to your Speed. + +#### major fanged *Item 15* + +- **Price**: 6000 gp + +In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed. + +--- *Source: Lost Omens: The Grand Bazaar p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/fangwire-loag.md b/compendium/equipment/items/fangwire-loag.md index 6b4a20af0..bd073e83c 100644 --- a/compendium/equipment/items/fangwire-loag.md +++ b/compendium/equipment/items/fangwire-loag.md @@ -18,10 +18,12 @@ aliases: ["Fangwire"] - **Price** 4 gp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Brawling This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word "slow" removed, as a fangwire gets quick results. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/fashionable-wayfinder-lopsg.md b/compendium/equipment/items/fashionable-wayfinder-lopsg.md index 114d8713f..33686019b 100644 --- a/compendium/equipment/items/fashionable-wayfinder-lopsg.md +++ b/compendium/equipment/items/fashionable-wayfinder-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -15,14 +15,16 @@ aliases: ["Fashionable Wayfinder"] - **Price** 50 gp - **Usage** worn -- **Category** Worn Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder (Core Rulebook 617), a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/fate-shot-tv.md b/compendium/equipment/items/fate-shot-tv.md index 2d394a484..4b42b784b 100644 --- a/compendium/equipment/items/fate-shot-tv.md +++ b/compendium/equipment/items/fate-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -15,8 +15,9 @@ aliases: ["Fate Shot"] - **Price** 50 gp - **Ammunition** any - **Activate** command -- **Category** Consumable Fate shot is made of a nickel‑steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal `1d6`, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the [deadly](rules/traits/deadly.md "Deadly Weapon Trait") trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage. + +--- *Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/fauchard-locg.md b/compendium/equipment/items/fauchard-locg.md index b281c0799..cf4e7641b 100644 --- a/compendium/equipment/items/fauchard-locg.md +++ b/compendium/equipment/items/fauchard-locg.md @@ -15,10 +15,12 @@ aliases: ["Fauchard"] - **Price** 14 sp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Polearm A fauchard is similar to a [glaive](compendium/equipment/items/glaive.md), save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon. + +--- *Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/fear-gem.md b/compendium/equipment/items/fear-gem.md index f015080dc..bd03be263 100644 --- a/compendium/equipment/items/fear-gem.md +++ b/compendium/equipment/items/fear-gem.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/fear @@ -16,12 +16,13 @@ aliases: ["Fear Gem"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** [Intimidating Strike](compendium/feats/intimidating-strike.md) -- **Category** Talisman Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an [Intimidating Strike](compendium/feats/intimidating-strike.md), as the fighter feat. If you have the [Intimidating Strike](compendium/feats/intimidating-strike.md) feat, increase the [frightened](rules/conditions.md#Frightened) condition value from this Intimidating [Strike](rules/actions/strike.md) to [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) on a critical hit. + +--- *Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/fearcracker-tv.md b/compendium/equipment/items/fearcracker-tv.md index 2247a51a7..72b50ad76 100644 --- a/compendium/equipment/items/fearcracker-tv.md +++ b/compendium/equipment/items/fearcracker-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,10 +13,11 @@ aliases: ["Fearcracker"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable A fearcracker contains fragments of [broken](rules/conditions.md#Broken) mirrors and reagents that pop and smoke when consumed. When thrown down in your space as part of a [mirror image](compendium/spells/mirror-image.md) spell, your and your images' appearance twists nightmarishly. When an image is destroyed, it "dies" in a disturbing fashion, rendering the attacker [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md "Fear Effect Trait"), and [mental](rules/traits/mental.md "Mental Effect Trait") traits. + +--- *Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/fearless-sash-tv.md b/compendium/equipment/items/fearless-sash-tv.md index 176d91b06..a3e7fb9bc 100644 --- a/compendium/equipment/items/fearless-sash-tv.md +++ b/compendium/equipment/items/fearless-sash-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,14 +14,17 @@ aliases: ["Fearless Sash"] - **Price** 325 gp - **Usage** worn belt -- **Category** Worn A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You and each ally in a 5-foot emanation reduce your [frightened](rules/conditions.md#Frightened) values by 1. +- **Frequency**: once per day + +**Effect** You and each ally in a 5-foot emanation reduce your [frightened](rules/conditions.md#Frightened) values by 1. ``` + +--- *Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/fearsome-apg.md b/compendium/equipment/items/fearsome-apg.md index 57a09ad24..d9b294238 100644 --- a/compendium/equipment/items/fearsome-apg.md +++ b/compendium/equipment/items/fearsome-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/rune +- item/category/rune/ - trait/emotion - trait/enchantment - trait/fear @@ -15,8 +15,21 @@ aliases: ["Fearsome"] [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Usage** etched onto a weapon -- **Category** Rune When you critically hit with this weapon, the target becomes [frightened](rules/conditions.md#Frightened). +--- +### Variants + +#### fearsome *Item 5* + +- **Price**: 160 gp + +#### greater fearsome *Item 12* + +- **Price**: 2000 gp + +When you critically hit with this weapon, the target becomes [frightened](rules/conditions.md#Frightened). + +--- *Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/fearweed-aoe4.md b/compendium/equipment/items/fearweed-aoe4.md index 94c6f8dcd..85242b515 100644 --- a/compendium/equipment/items/fearweed-aoe4.md +++ b/compendium/equipment/items/fearweed-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/contact - trait/divine @@ -15,9 +15,9 @@ aliases: ["Fearweed"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** held in 2 hands; **Bulk** L +- **Craft Requirements** Supply one casting of 4th-level [fear](compendium/spells/fear.md). +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Cultivated by mashing and fermenting toxic weeds found in lonely graveyards, fearweed is a greenish paste magically infused with psychic horror. The [frightened](rules/conditions.md#Frightened) condition from fearweed can't be removed while the poison lasts. @@ -36,4 +36,6 @@ title: Saving Throw: DC 30 Fortitude **Stage 3** `9d6` poison damage and [frightened](rules/conditions.md#Frightened) (1 minute) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/feast-of-hungry-ghosts-botd.md b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md index ab7749c1b..3ac95d225 100644 --- a/compendium/equipment/items/feast-of-hungry-ghosts-botd.md +++ b/compendium/equipment/items/feast-of-hungry-ghosts-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/enchantment - trait/magical @@ -13,10 +13,23 @@ aliases: ["Feast of Hungry Ghosts"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes [friendly](rules/conditions.md#Friendly) to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time. If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another. +--- +### Variants + +#### feast of hungry ghosts *Item 9* + +- **Price**: 120 gp + +#### banquet of hungry ghosts *Item 12* + +- **Price**: 350 gp + +This feast feeds up to 4 willing undead. + +--- *Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/feather-step-stone.md b/compendium/equipment/items/feather-step-stone.md index aa8536aa5..595570033 100644 --- a/compendium/equipment/items/feather-step-stone.md +++ b/compendium/equipment/items/feather-step-stone.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,9 +14,8 @@ aliases: ["Feather Step Stone"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 8 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md) -- **Category** Talisman You are an expert in [Acrobatics](compendium/skills.md#Acrobatics). @@ -24,4 +23,6 @@ This stone, usually shaped as a cabochon, is a small chunk of amber with a bit o When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/feather-token.md b/compendium/equipment/items/feather-token.md index 7103dd7d7..542f092e1 100644 --- a/compendium/equipment/items/feather-token.md +++ b/compendium/equipment/items/feather-token.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -12,10 +12,89 @@ aliases: ["Feather Token"] # Feather Token *Item 1+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. [Activating](rules/actions/activate-an-item.md) a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. +--- +### Variants + +#### anchor *Item 7* + +- **Price**: 55 gp + +This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by dispel magic or destroyed (Hardness 30, HP 40). + +#### bird *Item 3* + +- **Price**: 8 gp + +When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. + +The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified. + +#### chest *Item 3* + +- **Price**: 10 gp + +When you use this token, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an [Interact](rules/actions/interact.md) action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest. + +#### fan *Item 4* + +- **Price**: 15 gp + +Activating this feather requires you to fan it in a given direction. + +If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of gust of wind (DC 20). + +#### holly bush *Item 2* + +- **Price**: 6 gp + +When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has `2d4` bright-red berries. + +While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an [Interact](rules/actions/interact.md) action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn't heal you if you don't eat it within the span of your [Interact](rules/actions/interact.md) action. + +If activated on soil, the plant continues to grow and thrive (although it doesn't produce any more healing berries). If activated elsewhere, it withers and dies within `1d4` days. + +#### ladder *Item 1* + +- **Price**: 3 gp + +When activated, this feather transforms permanently into a 20-foot-long wooden ladder. + +#### swan boat *Item 8* + +- **Price**: 76 gp + +This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day. + +#### tree *Item 6* + +- **Price**: 38 gp + +This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable. + +#### whip *Item 9* + +- **Price**: 130 gp + +This feather transforms into a +1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for dancing, at which point it vanishes. + +If the whip's target isn't [prone](rules/conditions.md#Prone), the whip uses its actions to attempt to [Trip](rules/actions/trip.md) that creature instead of making a [Strike](rules/actions/strike.md). The whip's total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a dancing weapon. + +#### balloon *Item 6* + +- **Price**: 50 gp + +This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates. + +#### puddle *Item 3* + +- **Price**: 8 gp + +When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day. + +--- *Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/feed-lotg.md b/compendium/equipment/items/feed-lotg.md index 7e8dabd94..9203ae924 100644 --- a/compendium/equipment/items/feed-lotg.md +++ b/compendium/equipment/items/feed-lotg.md @@ -12,4 +12,16 @@ aliases: ["Feed"] +--- +### Variants + +#### standard *Item 0* + +- **Price**: 1 cp + +#### unique *Item 0* + +- **Price**: 1 sp + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/feng-huo-lun-tv.md b/compendium/equipment/items/feng-huo-lun-tv.md index 082a599a7..0938a807d 100644 --- a/compendium/equipment/items/feng-huo-lun-tv.md +++ b/compendium/equipment/items/feng-huo-lun-tv.md @@ -19,10 +19,12 @@ aliases: ["Feng Huo Lun"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Advanced; **Group** Knife Also known as wind and fire wheels, these large, flat steel rings feature several protruding blades typically stylized to resemble flames. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/ferret-lotg.md b/compendium/equipment/items/ferret-lotg.md index 347512c91..262a59b63 100644 --- a/compendium/equipment/items/ferret-lotg.md +++ b/compendium/equipment/items/ferret-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Ferret"] --- # Ferret *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/fiddle-of-the-maestro-tv.md b/compendium/equipment/items/fiddle-of-the-maestro-tv.md index d9dea526f..932cdf4cf 100644 --- a/compendium/equipment/items/fiddle-of-the-maestro-tv.md +++ b/compendium/equipment/items/fiddle-of-the-maestro-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/coda +- item/category/coda/ - trait/coda - trait/enchantment - trait/occult @@ -15,15 +15,16 @@ aliases: ["Fiddle of the Maestro"] [coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 10000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Coda +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** L; **Usage** held in 2 hands This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. If you're a master in [Performance](compendium/skills.md#Performance), while playing it you also gain a +1 status bonus to Reflex saves and a +1 item bonus to Dexterity-based skill checks. If you're legendary in [Performance](compendium/skills.md#Performance), the bonuses are +2. When you [Perform](rules/actions/perform.md) with the fiddle, you can choose to create a harsh and discordant note. You critically fail the [Performance](compendium/skills.md#Performance) check, shred the strings of the fiddle, and create an 8th-level [sound burst](compendium/spells/sound-burst.md), with a 40-foot emanation around you instead of a 10-foot burst. The fiddle can't be played again until the strings are replaced at a cost of 200 gp. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from this instrument to cast a spell from its list. @@ -37,4 +38,6 @@ You expend a number of charges from this instrument to cast a spell from its lis - 7th dominate, prismatic spray, true target, vibrant pattern, visions of danger ``` + +--- *Source: Treasure Vault p. 136* \ No newline at end of file diff --git a/compendium/equipment/items/fiendish-teleportation-lol.md b/compendium/equipment/items/fiendish-teleportation-lol.md index 83cd04ffe..1dda41249 100644 --- a/compendium/equipment/items/fiendish-teleportation-lol.md +++ b/compendium/equipment/items/fiendish-teleportation-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/contract +- item/category/contract/ - trait/conjuration - trait/contract - trait/invested @@ -14,14 +14,17 @@ aliases: ["Fiendish Teleportation"] # Fiendish Teleportation *Item 11* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract You tap into the fiendish ability to slip through space. When you [Stride](rules/actions/stride.md), you gain a +3 item bonus to Armor Class against reactions triggered by your movement. Once per day, from any distance, Abrogail Thrune II can call on a provision in your Thrune contract as a single action, causing you to become [paralyzed](rules/conditions.md#Paralyzed) for 1 hour or until Abrogail releases you, whichever comes first. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You recite a subclause of your contract regarding change in venue. You cast [dimension door](compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with the scent of brimstone, dealing `2d6` evil damage to creatures adjacent to both spaces. +- **Frequency**: once per day + +**Effect** You recite a subclause of your contract regarding change in venue. You cast [dimension door](compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with the scent of brimstone, dealing `2d6` evil damage to creatures adjacent to both spaces. ``` + +--- *Source: Lost Omens: Legends p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/fiends-mouth-cannon-g-g.md b/compendium/equipment/items/fiends-mouth-cannon-g-g.md index 018fed253..d492f4851 100644 --- a/compendium/equipment/items/fiends-mouth-cannon-g-g.md +++ b/compendium/equipment/items/fiends-mouth-cannon-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/huge - trait/uncommon aliases: ["Fiend's Mouth Cannon"] @@ -13,32 +13,38 @@ aliases: ["Fiend's Mouth Cannon"] - **Price** 2800 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon Fiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 200 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 2 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <300 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md), range increment <300 feet>) + `8d12` bludgeoning, single target, DC 27 Reflex. -%% #trait/manipulate #trait/range-increment-300-feet %% +%% + #trait/manipulate #trait/range-increment-300-feet +%% ``` + +--- *Source: Guns & Gears p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/fighters-fork.md b/compendium/equipment/items/fighters-fork.md index c4babdfed..5ee6c97f2 100644 --- a/compendium/equipment/items/fighters-fork.md +++ b/compendium/equipment/items/fighters-fork.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/magical - trait/transmutation aliases: ["Fighter's Fork"] @@ -12,15 +12,17 @@ aliases: ["Fighter's Fork"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 50 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Weapon +- **Bulk** 1; **Usage** held in 1 or 2 hands This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the [reach](rules/traits/reach.md "Reach Weapon Trait") trait, but loses the trident's normal [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait. ``` + +--- *Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/fighting-fan-tv.md b/compendium/equipment/items/fighting-fan-tv.md index 11408d523..de6f0d97e 100644 --- a/compendium/equipment/items/fighting-fan-tv.md +++ b/compendium/equipment/items/fighting-fan-tv.md @@ -17,10 +17,12 @@ aliases: ["Fighting Fan"] - **Price** 11 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Knife This fan is useful for elegant dances as well as for slicing unsuspecting foes with the blades along its outer edge. If used in performances, it might be disguised as a frilly accessory, or it might be an obvious, though elegant, weapon. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/filchers-fork.md b/compendium/equipment/items/filchers-fork.md index 7524172ab..fadbc3138 100644 --- a/compendium/equipment/items/filchers-fork.md +++ b/compendium/equipment/items/filchers-fork.md @@ -18,10 +18,12 @@ aliases: ["Filcher's Fork"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Spear This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/final-blade-lowg.md b/compendium/equipment/items/final-blade-lowg.md index 6aa23f61f..133d596ef 100644 --- a/compendium/equipment/items/final-blade-lowg.md +++ b/compendium/equipment/items/final-blade-lowg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lowg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/death - trait/evil @@ -16,18 +16,20 @@ aliases: ["Final Blade"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [death](rules/traits/death.md "Death Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Bulk** 40 -- **Category** Artifact A [Large](rules/traits/large-b1.md "Large Size Trait") or smaller [restrained](rules/conditions.md#Restrained) or willing creature can be executed by a final blade. As an artifact, a final blade cannot be harmed by any but a very specific means. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) + You execute a creature [restrained](rules/conditions.md#Restrained) beneath the blade. The executed creature takes `11d10` slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a scythe. The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life through any means, even a miracle or similar magic. A final blade can hold any number of souls in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the destruction of the final blade. ``` + +--- *Source: Lost Omens: World Guide p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/final-rest-botd.md b/compendium/equipment/items/final-rest-botd.md index 55309936b..5ce0f4014 100644 --- a/compendium/equipment/items/final-rest-botd.md +++ b/compendium/equipment/items/final-rest-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Final Rest"] @@ -12,8 +12,8 @@ aliases: ["Final Rest"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 24000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Craft Requirements** The initial raw materials must include 4,950 gp of silver. +- **Bulk** 1; **Usage** held in 1 hand This +3 greater disrupting greater striking silver longsword is made from the purest silver. The blade is carefully etched to depict a vast and sprawling necropolis, a place where the dead are laid to rest. Whenever you critically hit an undead creature with final rest, the undead creature takes `3d6` [persistent good damage](rules/conditions.md#Persistent%20Damage), with a DC 36 Fortitude save. @@ -24,9 +24,13 @@ This +3 greater disrupting greater striking silver longsword is made from the pu > - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned) and takes double the [persistent good damage](rules/conditions.md#Persistent%20Damage). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You hold the sword aloft, making it cast [sunburst](compendium/spells/sunburst.md) (DC 38 Reflex save). +- **Frequency**: once per day + +**Effect** You hold the sword aloft, making it cast [sunburst](compendium/spells/sunburst.md) (DC 38 Reflex save). ``` + +--- *Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/fingerprinting-kit-aoe1.md b/compendium/equipment/items/fingerprinting-kit-aoe1.md index 2fe8b652c..9a65f8353 100644 --- a/compendium/equipment/items/fingerprinting-kit-aoe1.md +++ b/compendium/equipment/items/fingerprinting-kit-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Fingerprinting Kit"] --- @@ -11,8 +11,7 @@ aliases: ["Fingerprinting Kit"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a crime. @@ -20,4 +19,6 @@ The kit consists of two parts. The first, a delicate brush and a jar of extremel The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature's fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 [Perception](compendium/skills.md#Perception) check—the GM should roll this check secretly as well, since a failed check may result in false information. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/fire-and-iceberg-lotgb.md b/compendium/equipment/items/fire-and-iceberg-lotgb.md index 42be1ef98..36050d3c1 100644 --- a/compendium/equipment/items/fire-and-iceberg-lotgb.md +++ b/compendium/equipment/items/fire-and-iceberg-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,10 +12,29 @@ aliases: ["Fire And Iceberg"] # Fire And Iceberg *Item 7+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Fiery Anulite paprika, sunrise cinnamon, and winterbite are [hidden](rules/conditions.md#Hidden) inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. +--- +### Variants + +#### fire and iceberg *Item 7* + +- **Price**: 60 gp + +#### greater fire and iceberg *Item 12* + +- **Price**: 350 gp + +You gain resistance 10 to fire and cold for 5 minutes. + +#### major fire and iceberg *Item 17* + +- **Price**: 2500 gp + +You gain resistance 15 to fire and cold for 10 minutes. + +--- *Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/fire-box-g-g.md b/compendium/equipment/items/fire-box-g-g.md index 2e2a0f257..95b0759fa 100644 --- a/compendium/equipment/items/fire-box-g-g.md +++ b/compendium/equipment/items/fire-box-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/clockwork - trait/consumable - trait/fire @@ -17,8 +17,9 @@ aliases: ["Fire Box"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp -- **Category** Snare Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined by the GM but always including the creature who opened the box. Those within the cone must succeed at a DC 17 basic Reflex save or take `4d6` fire damage. + +--- *Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/fire-jump-ring-apg.md b/compendium/equipment/items/fire-jump-ring-apg.md index e39d9d97a..a772d135b 100644 --- a/compendium/equipment/items/fire-jump-ring-apg.md +++ b/compendium/equipment/items/fire-jump-ring-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/fire - trait/invested @@ -17,14 +17,17 @@ aliases: ["Fire-jump Ring"] - **Price** 940 gp - **Usage** worn -- **Category** Worn This dark-red ring is engraved with ashen symbols and smells faintly of smoke. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You [Stride](rules/actions/stride.md) (or [Burrow](rules/actions/burrow.md) or [Fly](rules/actions/fly.md), if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal. +- **Frequency**: once per day + +**Effect** You [Stride](rules/actions/stride.md) (or [Burrow](rules/actions/burrow.md) or [Fly](rules/actions/fly.md), if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal. ``` + +--- *Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/compendium/equipment/items/fire-lance-g-g.md b/compendium/equipment/items/fire-lance-g-g.md index 44989f962..bdca281c3 100644 --- a/compendium/equipment/items/fire-lance-g-g.md +++ b/compendium/equipment/items/fire-lance-g-g.md @@ -14,11 +14,13 @@ aliases: ["Fire Lance"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 5 gp - **Bulk** 2 -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 10 ft.; **Reload** 2 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 10 ft.; **Reload** 2 - **Hands** 2 - **Category** Simple; **Group** Firearm This amazingly simple projectile weapon is nothing more than a metal tube packed with black powder and a stopper, attached to the sharpened head of a javelin. A loaded fire lance can be wielded as a normal [spear](compendium/equipment/items/spear.md), though it requires an [Interact](rules/actions/interact.md) action to regrip the weapon and hold it properly when switching from one use to another. Fire lances are most commonly found in Tian Xia, though occasionally one makes its way all the way to Avistan, typically in the hands of a Tien mercenary or caravan guard. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/fire-poi-ec1.md b/compendium/equipment/items/fire-poi-ec1.md index b2f050bc8..d14a107a2 100644 --- a/compendium/equipment/items/fire-poi-ec1.md +++ b/compendium/equipment/items/fire-poi-ec1.md @@ -16,10 +16,12 @@ aliases: ["Fire Poi"] - **Price** 50 sp - **Bulk** L -- **Damage** `1d4` B and `1d4` F + - **Damage**: `1d4` B and `1d4` F - **Hands** 1 - **Category** Advanced; **Group** Flail These special poi are made from a rare, light metal or from fire-retardant fibers and can be ignited before being wielded. Igniting a pair of fire poi is an Interact action and requires 1 pint of oil for every 10 minutes the poi remain ignited. While lit, fire poi cast dim light in a 10-foot radius; in combat, they deal 1d4 bludgeoning plus `1d4` fire damage. On a critical hit with a lit fire poi, the target takes 1 [persistent fire damage](rules/conditions.md#Persistent%20Damage). The fire can be extinguished using the [Interact](rules/actions/interact.md) action. When unlit, the poi deal only the listed bludgeoning damage. Regardless of whether it is lit, the poi's `1d4` bludgeoning damage is the weapon damage dice, so striking runes and other effects don't affect the fire damage. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/firearm-cleaning-kit-g-g.md b/compendium/equipment/items/firearm-cleaning-kit-g-g.md index 250d253c4..a70abc69d 100644 --- a/compendium/equipment/items/firearm-cleaning-kit-g-g.md +++ b/compendium/equipment/items/firearm-cleaning-kit-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Firearm Cleaning Kit"] --- # Firearm Cleaning Kit *Item 0* @@ -11,8 +11,9 @@ aliases: ["Firearm Cleaning Kit"] - **Price** 1 sp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/firedrake-g-g.md b/compendium/equipment/items/firedrake-g-g.md index 6e39f5b60..d128fd3ea 100644 --- a/compendium/equipment/items/firedrake-g-g.md +++ b/compendium/equipment/items/firedrake-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/huge - trait/uncommon aliases: ["Firedrake"] @@ -13,30 +13,36 @@ aliases: ["Firedrake"] - **Price** 1000 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon This alchemical black powder hybrid siege weapon uses a blast of black powder to spray alchemical fire from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + rotate 45º ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) + `8d6` fire plus `1d6` [persistent fire](rules/conditions.md#Persistent%20Damage), 60-foot line or 30-foot cone, DC 23 Reflex. Switching between the firedrake's line or cone mode takes an [Interact](rules/actions/interact.md) action, and any of the crew can perform the action. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` + +--- *Source: Guns & Gears p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/firefoot-popcorn-tv.md b/compendium/equipment/items/firefoot-popcorn-tv.md index c5f6e5ada..d2b1a5310 100644 --- a/compendium/equipment/items/firefoot-popcorn-tv.md +++ b/compendium/equipment/items/firefoot-popcorn-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Firefoot Popcorn"] @@ -12,10 +12,11 @@ aliases: ["Firefoot Popcorn"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 75 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable When you consume firefoot popcorn, for 1 minute, you can [Leap](rules/actions/leap.md) double the normal distance. You can also attempt to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action. If you do, you don't perform the initial [Stride](rules/actions/stride.md) (nor do you fall if you don't [Stride](rules/actions/stride.md) 10 feet). Each time you [Leap](rules/actions/leap.md) 10 feet or more, your feet make a popping sound that can be heard from at least 100 feet, and the space you left fills with waves of intense heat. For 1 minute, that square is hazardous terrain that deals `1d6` fire damage to any creature that moves into it. + +--- *Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/firestarter-pellets-som.md b/compendium/equipment/items/firestarter-pellets-som.md index 2f36de170..42bb58892 100644 --- a/compendium/equipment/items/firestarter-pellets-som.md +++ b/compendium/equipment/items/firestarter-pellets-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,9 +12,30 @@ aliases: ["Firestarter Pellets"] # Firestarter Pellets *Item 5+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a [fireball](compendium/spells/fireball.md) spell produces clinging flames that deal [persistent fire damage](rules/conditions.md#Persistent%20Damage) to all who fail the saving throw against the effect (doubling on a critical failure). +--- +### Variants + +#### firestarter pellets *Item 5* + +- **Price**: 25 gp + +The [persistent damage](rules/conditions.md#Persistent%20Damage) is `1d6`. + +#### greater firestarter pellets *Item 10* + +- **Price**: 175 gp + +The [persistent damage](rules/conditions.md#Persistent%20Damage) is `2d6`. + +#### major firestarter pellets *Item 15* + +- **Price**: 1200 gp + +The [persistent damage](rules/conditions.md#Persistent%20Damage) is `3d6`. + +--- *Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/fish-lotg.md b/compendium/equipment/items/fish-lotg.md index 9389673dd..d386c0378 100644 --- a/compendium/equipment/items/fish-lotg.md +++ b/compendium/equipment/items/fish-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Fish"] --- # Fish *Item 0* - **Price** 1 cp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/fishing-tackle.md b/compendium/equipment/items/fishing-tackle.md index b5a06519a..e73b39115 100644 --- a/compendium/equipment/items/fishing-tackle.md +++ b/compendium/equipment/items/fishing-tackle.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Fishing Tackle"] --- # Fishing Tackle *Item 0* @@ -11,8 +11,21 @@ aliases: ["Fishing Tackle"] - **Price** 8 sp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 1 sp + +#### Professional *Item 3* + +- **Price**: 20 gp + +Professional fishing tackle grants a +1 item bonus to checks to fish. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/five-feather-wreath-som.md b/compendium/equipment/items/five-feather-wreath-som.md index 5c1616adc..5d10ee96e 100644 --- a/compendium/equipment/items/five-feather-wreath-som.md +++ b/compendium/equipment/items/five-feather-wreath-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/spellheart +- item/category/spellheart/ - trait/air - trait/magical - trait/spellheart @@ -14,7 +14,6 @@ aliases: ["Five-feather Wreath"] [air](rules/traits/air.md "Air Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** affixed to armor or a weapon -- **Category** Spellheart Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is +8, and the spell DC is 18. @@ -22,9 +21,54 @@ Identical feathers radiate from the center of this spellheart, held in place by - **Weapon** After you cast an air spell by [Activating](rules/actions/activate-an-item.md) the wreath, you can [Fly](rules/actions/fly.md) 5 feet as a single action, or you can [Fly](rules/actions/fly.md) 10 feet as a free action if the spell you cast wasn't a cantrip. This must be your next action, and if you don't have a fly Speed, you must end the flight on solid ground or fall. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [gale blast](compendium/spells/gale-blast-som.md). ``` +--- +### Variants + +#### five-feather wreath *Item 4* + +- **Price**: 90 gp + +#### greater five-feather wreath *Item 8* + +- **Price**: 425 gp + +Resistance when affixed to armor is 5, fly distance affixed to a weapon casting a non-cantrip spell is 25 feet, the spell attack roll is +14, and spell DC is 24. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [wall of wind](compendium/spells/wall-of-wind.md). +``` + +#### major five-feather wreath *Item 12* + +- **Price**: 1750 gp + +Bonus affixed to armor is +2, resistance when affixed to armor is 10, fly distance affixed to a weapon casting a non-cantrip spell is 40 feet, spell attack roll is +19, and spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [wall of wind](compendium/spells/wall-of-wind.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [air walk](compendium/spells/air-walk.md). +``` + +--- *Source: Secrets of Magic p. 170* \ No newline at end of file diff --git a/compendium/equipment/items/flail.md b/compendium/equipment/items/flail.md index 131ade1d3..dbbc86504 100644 --- a/compendium/equipment/items/flail.md +++ b/compendium/equipment/items/flail.md @@ -14,10 +14,12 @@ aliases: ["Flail"] - **Price** 8 sp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Flail This weapon consists of a wooden handle attached to a spiked ball or cylinder by a chain, rope, or strap of leather. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/flame-drake-snare-g-g.md b/compendium/equipment/items/flame-drake-snare-g-g.md index ea95e03c9..750253d17 100644 --- a/compendium/equipment/items/flame-drake-snare-g-g.md +++ b/compendium/equipment/items/flame-drake-snare-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/clockwork - trait/consumable - trait/fire @@ -17,10 +17,11 @@ aliases: ["Flame Drake Snare"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Category** Snare The snare takes the form of a Tiny, drake-like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a gout of fire in a 15-foot cone in the direction from which the creature entered. For instance, if a creature entered the square coming from the east, the cone would point east, to hit any allies behind the triggering creature. Those within the cone must succeed a DC 19 basic Reflex save or take `6d6` fire damage. After spitting its fire, the snare falls apart. + +--- *Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/flame-navette.md b/compendium/equipment/items/flame-navette.md index f5c185f6a..fbf29c09b 100644 --- a/compendium/equipment/items/flame-navette.md +++ b/compendium/equipment/items/flame-navette.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Flame Navette"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 1800 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Requirements** You're an expert in Will saves. -- **Category** Talisman This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter's [Determination](compendium/feats/determination.md) class feat, with a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it's better. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/flame-tongue.md b/compendium/equipment/items/flame-tongue.md index 119690f72..ad25d9f14 100644 --- a/compendium/equipment/items/flame-tongue.md +++ b/compendium/equipment/items/flame-tongue.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/fire - trait/magical @@ -12,15 +12,31 @@ aliases: ["Flame Tongue"] # Flame Tongue *Item 13+* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon +- **Bulk** 1; **Usage** held in 1 hand This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You cast the [produce flame](compendium/spells/produce-flame.md) cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier. ``` +--- +### Variants + +#### flame tongue *Item 13* + +- **Price**: 2800 gp + +#### greater flame tongue *Item 17* + +- **Price**: 13800 gp + +This is a +3 greater striking greater flaming longsword. When you activate the sword to cast [produce flame](compendium/spells/produce-flame.md), the spell is 9th level. + +**Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command; **Frequency** once per day; **Effect** A 10-foot emanation of flame radiates from the greater flame tongue for 1 minute. All weapon and unarmed attacks by you and your allies within the area gain the effect of the flaming property rune. + +--- *Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/flaming-star-som.md b/compendium/equipment/items/flaming-star-som.md index 854d754ed..8d919545b 100644 --- a/compendium/equipment/items/flaming-star-som.md +++ b/compendium/equipment/items/flaming-star-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/spellheart +- item/category/spellheart/ - trait/evocation - trait/fire - trait/magical @@ -14,7 +14,6 @@ aliases: ["Flaming Star"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon -- **Category** Spellheart A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is +7, and the spell DC is 17. @@ -22,9 +21,54 @@ A sheen of red crosses the surface of this star-shaped goldstone medallion when - **Weapon** After you cast a fire spell by [Activating](rules/actions/activate-an-item.md) the star, your [Strikes](rules/actions/strike.md) with the weapon deal an additional `1d4` fire damage until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [produce flame](compendium/spells/produce-flame.md). ``` +--- +### Variants + +#### flaming star *Item 3* + +- **Price**: 55 gp + +#### greater flaming star *Item 8* + +- **Price**: 425 gp + +Resistance when affixed to armor is 5, extra damage when affixed to a weapon is `1d6`, the spell attack roll is +14, and the spell DC is 24. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [fireball](compendium/spells/fireball.md). +``` + +#### major flaming star *Item 12* + +- **Price**: 1750 gp + +Resistance when affixed to armor is 10, extra damage when affixed to a weapon is `1d8`, the spell attack roll is +19, and the spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [fireball](compendium/spells/fireball.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [wall of fire](compendium/spells/wall-of-fire.md). +``` + +--- *Source: Secrets of Magic p. 170* \ No newline at end of file diff --git a/compendium/equipment/items/flaming.md b/compendium/equipment/items/flaming.md index 6ea2a9d7a..7541f0e70 100644 --- a/compendium/equipment/items/flaming.md +++ b/compendium/equipment/items/flaming.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/fire - trait/magical @@ -13,8 +13,21 @@ aliases: ["Flaming"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune This weapon is empowered by flickering flame. The weapon deals an additional `1d6` fire damage on a successful [Strike](rules/actions/strike.md), plus `1d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a critical hit. +--- +### Variants + +#### flaming *Item 8* + +- **Price**: 500 gp + +#### greater flaming *Item 15* + +- **Price**: 6500 gp + +Increase the [persistent damage](rules/conditions.md#Persistent%20Damage) on a critical hit to `2d10`. Fire damage dealt by this weapon (including the [persistent fire damage](rules/conditions.md#Persistent%20Damage)) ignores the target's fire resistance. + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/flare-beacon-g-g.md b/compendium/equipment/items/flare-beacon-g-g.md index 92e2d9b0b..28e2d4e19 100644 --- a/compendium/equipment/items/flare-beacon-g-g.md +++ b/compendium/equipment/items/flare-beacon-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,10 +12,39 @@ aliases: ["Flare Beacon"] # Flare Beacon *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you [Activate](rules/actions/activate-an-item.md) a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be [dazzled](rules/conditions.md#Dazzled) until they are no longer adjacent to it. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +#### moderate *Item 6* + +- **Price**: 35 gp + +The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be [dazzled](rules/conditions.md#Dazzled) until they are no longer within 10 feet of it. + +#### greater *Item 10* + +- **Price**: 180 gp + +The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be [dazzled](rules/conditions.md#Dazzled) until they are no longer within 20 feet of it. + +Additionally, on a critical failure, they are also [blinded](rules/conditions.md#Blinded) for 1 round. + +#### major *Item 16* + +- **Price**: 1500 gp + +The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be [dazzled](rules/conditions.md#Dazzled) until they are no longer within 30 feet of it. + +Additionally, on a critical failure, they are also [blinded](rules/conditions.md#Blinded) for 1 round. + +--- *Source: Guns & Gears p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/flare-snare-apg.md b/compendium/equipment/items/flare-snare-apg.md index 3f220207c..2156b6c3a 100644 --- a/compendium/equipment/items/flare-snare-apg.md +++ b/compendium/equipment/items/flare-snare-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,8 +15,9 @@ aliases: ["Flare Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 5 gp -- **Category** Snare Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night. + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/flask-of-fellowship-som.md b/compendium/equipment/items/flask-of-fellowship-som.md index b069b05ef..08e6ad773 100644 --- a/compendium/equipment/items/flask-of-fellowship-som.md +++ b/compendium/equipment/items/flask-of-fellowship-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Flask Of Fellowship"] @@ -12,17 +12,19 @@ aliases: ["Flask Of Fellowship"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Make an Impression](rules/actions/make-an-impression.md) + If you share drinks from a flask of fellowship as part of your [Make an Impression](rules/actions/make-an-impression.md) action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your [Diplomacy](compendium/skills.md#Diplomacy) check. The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst. ``` + +--- *Source: Secrets of Magic p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md b/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md index ba804d0a5..bc3c4452d 100644 --- a/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md +++ b/compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/enchantment - trait/magical @@ -13,17 +13,18 @@ aliases: ["Flawed Orb Of Gold Dragonkind"] # Flawed Orb Of Gold Dragonkind *Item 25* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in 1 hand Each of the legendary _Orbs of Dragonkind_ contains the essence and personality of a powerful dragon. The _Orb of Gold Dragonkind_ was the most powerful of them all, until it was shattered by Mengkare's draconic breath. Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad's watch, the _Flawed Orb of Gold Dragonkind_ is a shadow of its prior self, yet it remains a potent weapon against dragons of all types. While carried, the _Flawed Orb of Gold Dragonkind_ grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon's age category (such as young, ancient, or wyrm). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You attempt to overwhelm a dragon's mind— while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with [orb shards](compendium/equipment/items/orb-shard-aoa6.md)). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a [hostile](rules/conditions.md#Hostile) act other than that of the orb. +- **Frequency**: three per day + +**Effect** You attempt to overwhelm a dragon's mind— while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with [orb shards](compendium/equipment/items/orb-shard-aoa6.md)). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a [hostile](rules/conditions.md#Hostile) act other than that of the orb. > [!success-degree] > - **Critical Success** The dragon is unaffected. @@ -32,4 +33,6 @@ You attempt to overwhelm a dragon's mind— while you cannot control the dragon, > - **Critical Failure** As failure, but [hostile](rules/conditions.md#Hostile) actions don't end the dragon's stun. ``` + +--- *Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/flaying-knife-sli.md b/compendium/equipment/items/flaying-knife-sli.md index f2be875b7..00e72ff3f 100644 --- a/compendium/equipment/items/flaying-knife-sli.md +++ b/compendium/equipment/items/flaying-knife-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Flaying Knife"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 480 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its [persistent bleed damage](rules/conditions.md#Persistent%20Damage) comes from slicing away long strips of the target's flesh, and it deals `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit instead of `1d6`. A creature takes a –2 status penalty to saving throws against diseases for as long as it has [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from this knife. + +--- *Source: The Slithering p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/flayleaf-gmg.md b/compendium/equipment/items/flayleaf-gmg.md index 340f479a9..f40d69e8a 100644 --- a/compendium/equipment/items/flayleaf-gmg.md +++ b/compendium/equipment/items/flayleaf-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Flayleaf"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from plants specifically grown to produce such effects. @@ -39,4 +38,6 @@ title: Saving Throw: DC 12 Fortitude **Stage 4** [fatigued](rules/conditions.md#Fatigued), [frightened](rules/conditions.md#Frightened), [stupefied](rules/conditions.md#Stupefied) (1 hour) ``` + +--- *Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/fleshgem-lotgb.md b/compendium/equipment/items/fleshgem-lotgb.md index 9511e8607..77d42e0da 100644 --- a/compendium/equipment/items/fleshgem-lotgb.md +++ b/compendium/equipment/items/fleshgem-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/primal @@ -14,8 +14,25 @@ aliases: ["Fleshgem"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** envision -- **Category** Worn Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles. +--- +### Variants + +#### combat fleshgem *Item 5* + +- **Price**: 160 gp + +These pointed crystal shards embedded in your fingers grant you a fist [Strike](rules/actions/strike.md) that deals `1d6` piercing damage, is in the brawling group, and has the [magical](rules/traits/magical.md "Magical Item Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. Combat fleshgems can be enhanced with the effects of [handwraps of mighty blows](compendium/equipment/items/handwraps-of-mighty-blows.md), as normal for an unarmed attack. + +#### earthspeaker fleshgem *Item 8* + +- **Price**: 450 gp + +You siphon your fleshgem's power, and the earth around you erupts in crystal stalagmites. + +Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage. + +--- *Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/flingflenser-g-g.md b/compendium/equipment/items/flingflenser-g-g.md index abe0c34fc..9d0ac5f80 100644 --- a/compendium/equipment/items/flingflenser-g-g.md +++ b/compendium/equipment/items/flingflenser-g-g.md @@ -17,11 +17,13 @@ aliases: ["Flingflenser"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 6 gp - **Bulk** 1 -- **Damage** `1d6` S -- **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 + - **Damage**: `1d6` S + - **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 - **Hands** 2 - **Category** Advanced; **Group** Firearm A flingflenser is a goblin-designed weapon ending in an ovoid tube with a hatch and handle on the narrow end. A cluster of circular blades held together and attached to a black powder packet with a thin leather strap serves as ammunition and is loaded through the hatch before being fired with a flintlock or other external ignition mechanism. The flingflenser's sturdy design also places it among the more reliable goblin weapons. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/flint-and-steel.md b/compendium/equipment/items/flint-and-steel.md index 66d344220..b97105283 100644 --- a/compendium/equipment/items/flint-and-steel.md +++ b/compendium/equipment/items/flint-and-steel.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Flint and Steel"] --- # Flint and Steel *Item 0* @@ -11,8 +11,9 @@ aliases: ["Flint and Steel"] - **Price** 5 cp - **Bulk** — - **Hands** 2 -- **Category** Adventuring Gear Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/flintlock-musket-g-g.md b/compendium/equipment/items/flintlock-musket-g-g.md index 3529a2aef..9a4e585cb 100644 --- a/compendium/equipment/items/flintlock-musket-g-g.md +++ b/compendium/equipment/items/flintlock-musket-g-g.md @@ -15,11 +15,13 @@ aliases: ["Flintlock Musket"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 7 gp - **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 70 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 70 ft.; **Reload** 1 - **Hands** 2 - **Category** Simple; **Group** Firearm The most commonly available of firearms in Alkenstar, the flintlock musket includes an external firing mechanism and an efficient and relatively compact frame. Though lacking the range and firing power of the [arquebus](compendium/equipment/items/arquebus-g-g.md) preferred by Alkenstar and Dongun Hold's military members, the flintlock musket is popular among civilians for its ease of use. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/flintlock-pistol-g-g.md b/compendium/equipment/items/flintlock-pistol-g-g.md index 933bab29c..ef564e745 100644 --- a/compendium/equipment/items/flintlock-pistol-g-g.md +++ b/compendium/equipment/items/flintlock-pistol-g-g.md @@ -15,11 +15,13 @@ aliases: ["Flintlock Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 6 gp - **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** rounds; **Range** 40 ft.; **Reload** 1 + - **Damage**: `1d4` P + - **Ammunution** rounds; **Range** 40 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Firearm Though less accurate and powerful than a flintlock musket, the flintlock pistol is a preferred weapon of privateers thanks to its more compact size and affordability. Pirate captains often wear a brace of such pistols in a bandolier so they can draw and fire without stopping to reload. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/floating-shield.md b/compendium/equipment/items/floating-shield.md index d14115a87..06f375e99 100644 --- a/compendium/equipment/items/floating-shield.md +++ b/compendium/equipment/items/floating-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/magical - trait/uncommon aliases: ["Floating Shield"] @@ -11,15 +11,31 @@ aliases: ["Floating Shield"] # Floating Shield *Item 11+* [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** strapped to 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield +- **Bulk** L; **Usage** strapped to 1 hand +- **Group** Shield A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as [Shield Block](compendium/feats/shield-block.md) with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can [Interact](rules/actions/interact.md) to grasp it, ending its floating effect early. +- **Frequency**: once per day + +**Effect** The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as [Shield Block](compendium/feats/shield-block.md) with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can [Interact](rules/actions/interact.md) to grasp it, ending its floating effect early. ``` +--- +### Variants + +#### floating shield *Item 11* + +- **Price**: 1250 gp + +#### greater floating shield *Item 16* + +- **Price**: 9000 gp + +You can activate the shield any number of times per day. + +--- *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/floorbell-aoe2.md b/compendium/equipment/items/floorbell-aoe2.md index a9ed3f0c1..9215a7074 100644 --- a/compendium/equipment/items/floorbell-aoe2.md +++ b/compendium/equipment/items/floorbell-aoe2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe2 -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,15 +13,17 @@ aliases: ["Floorbell"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This surprisingly sturdy 3-foot-by-3-foot clay tile resembles a thick pressure plate. It can support up to 500 pounds of weight atop it before it is destroyed. The floorbell's nature is obvious at a glance, but mundane or magical means can obscure or camouflage the tile (such as by covering it in scattered leaves or by casting an [illusory object](compendium/spells/illusory-object.md) spell) to make it harder to detect. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the amount of weight you specify (or more) is placed on the floorbell, it emits an ear-piercing wail clearly audible to a range of 150 feet. A floorbell can also ring an alarm if a weight you specify is removed from the floorbell, such as if you activated it while a heavy sack was on it. ``` + +--- *Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/flurrying-tv.md b/compendium/equipment/items/flurrying-tv.md index 0da449d36..33b371ff1 100644 --- a/compendium/equipment/items/flurrying-tv.md +++ b/compendium/equipment/items/flurrying-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Flurrying"] @@ -13,20 +13,24 @@ aliases: ["Flurrying"] - **Price** 360 gp - **Usage** etched onto a melee weapon with the [monk](rules/traits/monk.md "Monk Class Trait") trait -- **Category** Rune When you make a [Flurry of Blows](rules/actions/flurry-of-blows.md) using the etched weapon and your first [Strike](rules/actions/strike.md) reduces a creature to 0 Hit Points, you can make your second [Strike](rules/actions/strike.md) with an echo of the weapon, increasing the reach to 30 feet. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision ([evocation](rules/traits/evocation.md), [force](rules/traits/force.md)) -The weapon casts a [spiritual weapon](compendium/spells/spiritual-weapon.md) spell. +- **Frequency**: once per day + +**Effect** The weapon casts a [spiritual weapon](compendium/spells/spiritual-weapon.md) spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a [Flurry of Blows](rules/actions/flurry-of-blows.md) instead of a [Strike](rules/actions/strike.md) when the spiritual weapon attacks; this still counts as your flourish for the turn. You can Sustain this activation in the same manner as the spell. -%% #trait/evocation #trait/force %% +%% + #trait/evocation #trait/force +%% ``` + +--- *Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/flying-blade-wheel-snare.md b/compendium/equipment/items/flying-blade-wheel-snare.md index 6af764d9d..64342814c 100644 --- a/compendium/equipment/items/flying-blade-wheel-snare.md +++ b/compendium/equipment/items/flying-blade-wheel-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Flying Blade Wheel Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 10000 gp -- **Category** Snare When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a [Strike](rules/actions/strike.md) with an attack modifier of +33 and dealing `8d8` slashing damage. Once on each of your turns, you can use an [Interact](rules/actions/interact.md) action within 120 feet of the wheel to cause it to [Fly](rules/actions/fly.md) up to 60 feet toward the creature it's chasing and make another [Strike](rules/actions/strike.md) if it's within 5 feet of its target after it moves. After 1 minute, the spinning ceases and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 200, Hardness 10, object immunities). + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/flyssa-tv.md b/compendium/equipment/items/flyssa-tv.md index d28382f04..f7364ad6c 100644 --- a/compendium/equipment/items/flyssa-tv.md +++ b/compendium/equipment/items/flyssa-tv.md @@ -14,10 +14,12 @@ aliases: ["Flyssa"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Knife This single-edged blade has a guardless hilt. Often decorated with elaborate etchings, a flyssa is longer than most daggers but shorter than average for most swords, making it useful in close and pitched combat. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/focus-cathartic-apg.md b/compendium/equipment/items/focus-cathartic-apg.md index 8dd91c0e7..f296d3d12 100644 --- a/compendium/equipment/items/focus-cathartic-apg.md +++ b/compendium/equipment/items/focus-cathartic-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,39 @@ aliases: ["Focus Cathartic"] # Focus Cathartic *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Focus briefly calms your neurons, helping ease [mental](rules/traits/mental.md "Mental Effect Trait") effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the [confused](rules/conditions.md#Confused) or [stupefied](rules/conditions.md#Stupefied) condition from a single source, using the source of that condition to determine the counteract level and DC. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 5 gp + +The serum has a +6 counteract modifier. + +#### moderate *Item 4* + +- **Price**: 15 gp + +The serum has a +8 counteract modifier. + +#### greater *Item 12* + +- **Price**: 325 gp + +The serum has a +19 counteract modifier. + +#### major *Item 18* + +- **Price**: 3250 gp + +The serum has a +28 counteract modifier. + +--- *Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/folding-boat-lotgb.md b/compendium/equipment/items/folding-boat-lotgb.md index 606417e6a..56c9cd85b 100644 --- a/compendium/equipment/items/folding-boat-lotgb.md +++ b/compendium/equipment/items/folding-boat-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation - trait/uncommon @@ -12,13 +12,13 @@ aliases: ["Folding Boat"] # Folding Boat *Item 8+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This simple carved box can fold or unfold into a boat when activated. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat (Gamemastery Guide 179). If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. @@ -29,4 +29,18 @@ Any items that were stored inside the box appear in the boat or ship. Items stor A folding boat with the [broken](rules/conditions.md#Broken) condition must be repaired before it can change form again. ``` +--- +### Variants + +#### folding boat *Item 8* + +- **Price**: 500 gp + +#### greater folding boat *Item 15* + +- **Price**: 6000 gp + +A greater folding boat's alternate form is a cutter, rather than a rowboat, piloted and crewed by ethereal sailors. The ethereal sailors don't prevent you from activating the boat to return it to a box. + +--- *Source: Lost Omens: The Grand Bazaar p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/folding-drums-av2.md b/compendium/equipment/items/folding-drums-av2.md index 32ee3b3fe..f82da13c3 100644 --- a/compendium/equipment/items/folding-drums-av2.md +++ b/compendium/equipment/items/folding-drums-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,15 +13,21 @@ aliases: ["Folding Drums"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** varies (see text); **Bulk** varies (see text) -- **Category** Held +- **Bulk** varies (see text); **Usage** varies (see text) You can unfold this virtuoso percussion instrument into a hand drum (1 Bulk), a marching drum set with a shoulder harness and back brace (3 Bulk), or a large standing drum set with a built-in stool (16 Bulk). Changing the folding drum's size is a 3-action [Interact](rules/actions/interact.md) activity, and the drums must have sufficient open space to accommodate their new size. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([concentrate](rules/traits/concentrate.md)) -You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet. +- **Frequency**: once per hour + +**Effect** You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet. +%% + #trait/concentrate +%% ``` + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/folding-ladder-lotgb.md b/compendium/equipment/items/folding-ladder-lotgb.md index 42ff99114..9ad417c06 100644 --- a/compendium/equipment/items/folding-ladder-lotgb.md +++ b/compendium/equipment/items/folding-ladder-lotgb.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Folding Ladder"] --- # Folding Ladder *Item 0* - **Price** 3 gp -- **Usage** held in 2 hands; **Bulk** 1 (3 unfolded) -- **Category** Held +- **Bulk** 1 (3 unfolded); **Usage** held in 2 hands This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total [Interact](rules/actions/interact.md) actions, which don't need to consecutive. + +--- *Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/follypops-lotgb.md b/compendium/equipment/items/follypops-lotgb.md index c909f6835..5256e17ae 100644 --- a/compendium/equipment/items/follypops-lotgb.md +++ b/compendium/equipment/items/follypops-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -13,12 +13,30 @@ aliases: ["Follypops"] # Follypops *Item 10* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. +--- +### Variants + +#### hotpops *Item 0* + + +You begin to sweat profusely after consuming the serving. When you unleash magic, you breathe out a blast of fire in a 15-foot cone. Creatures in the cone take `4d6` fire damage with the first blast, `2d6` fire damage with the second blast, and `1d6` fire damage with the final blast. The creatures must attempt a basic Reflex save for each blast. + +#### rotters *Item 0* + + +Your breath smells of rotting garbage after you consume the serving. When you unleash magic, you exhale a noxious breath in a 15-foot cone. Creatures in the cone take `4d6` poison damage with the first breath, `2d6` poison damage with the second breath, and `1d6` poison damage with the final breath. The creatures must attempt a basic Fortitude save for each breath. + +#### sizzlers *Item 0* + + +Your skin crawls and your hair stands on end after consuming the serving. When you unleash magic, you release a bolt of lightning from your hand that travels in a 30-foot line. The first bolt deals `2d12` electricity damage, the second `1d12` electricity damage, and the third `1d6` electricity damage. The targeted creatures must attempt a basic Reflex save for each bolt. + +--- *Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/force-shield.md b/compendium/equipment/items/force-shield.md index 80124bb1f..cc155e309 100644 --- a/compendium/equipment/items/force-shield.md +++ b/compendium/equipment/items/force-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/evocation - trait/force - trait/magical @@ -14,15 +14,19 @@ aliases: ["Force Shield"] [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield +- **Bulk** L; **Usage** held in 1 hand +- **Group** Shield The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield. +- **Frequency**: once per day + +**Effect** The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield. ``` + +--- *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/force-tiles-som.md b/compendium/equipment/items/force-tiles-som.md index 0f07cb647..1a319c123 100644 --- a/compendium/equipment/items/force-tiles-som.md +++ b/compendium/equipment/items/force-tiles-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,9 +13,10 @@ aliases: ["Force Tiles"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 525 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this catalyst to a [wall of force](compendium/spells/wall-of-force.md) spell increases the wall's maximum length to 80 feet and maximum height to 40 feet and causes creatures that try to move into the wall's space (or are Shoved into the wall) to take `2d6` force damage. + +--- *Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/forensic-dye-apg.md b/compendium/equipment/items/forensic-dye-apg.md index 6f1988b1c..1bf57affe 100644 --- a/compendium/equipment/items/forensic-dye-apg.md +++ b/compendium/equipment/items/forensic-dye-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Forensic Dye"] @@ -12,12 +12,13 @@ aliases: ["Forensic Dye"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance. Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present. + +--- *Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/forge-warden.md b/compendium/equipment/items/forge-warden.md index 9f4f48365..89a8503f6 100644 --- a/compendium/equipment/items/forge-warden.md +++ b/compendium/equipment/items/forge-warden.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,19 +13,24 @@ aliases: ["Forge Warden"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 975 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield The religious symbol of Torag, the forge god—an ornate hammer of dwarven construction—adorns the face of this reinforced steel shield (Hardness 10, HP 24, BT 12). The shield is a religious symbol of Torag. You and any adjacent allies have fire resistance 5 while you have the shield raised. When used for a [Shield Block](compendium/feats/shield-block.md), the forge warden rings out like the hammer strike of a blacksmith, and the symbol glows as if lit by the fires of a furnace. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command ([fire](rules/traits/fire.md)) - **Trigger**: You use the forge warden to [Shield Block](compendium/feats/shield-block.md) an adjacent creature's attack and the shield takes damage -**Effect** The attacking creature takes `2d6` fire damage. +**Effect** The attacking creature takes `2d6` fire damage. +%% + #trait/fire +%% ``` + +--- *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/forgefathers-seal-gmg.md b/compendium/equipment/items/forgefathers-seal-gmg.md index 7098c1d20..76274bfc5 100644 --- a/compendium/equipment/items/forgefathers-seal-gmg.md +++ b/compendium/equipment/items/forgefathers-seal-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/ +- item/category// - trait/abjuration - trait/artifact - trait/divine @@ -22,21 +22,24 @@ A seal constantly rings with the quiet sound of a hammer striking an anvil when In addition, any shield you wield automatically recovers 10 Hit Points at the start of your turn each round. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Trigger**: You are hit by an attack **Effect** The Forgefather's seal glows and your armor shakes as it absorbs the blow. The attack's damage is reduced by 100 and you cast [earthquake](compendium/spells/earthquake.md) (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you [Cast the Spell](rules/actions/cast-a-spell.md), from as small as the size of the creature and up to a 60-foot burst. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) -You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the [remake](compendium/spells/remake.md) spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal's ability to automatically repair shields becomes inactive until the next time you make your daily preparations. +- **Frequency**: once per day + +**Effect** You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the [remake](compendium/spells/remake.md) spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal's ability to automatically repair shields becomes inactive until the next time you make your daily preparations. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You have not acted yet on your turn @@ -45,4 +48,6 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal. ``` + +--- *Source: Gamemastery Guide p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/forgetful-drops-da.md b/compendium/equipment/items/forgetful-drops-da.md index 5bc64ed8a..b95f36442 100644 --- a/compendium/equipment/items/forgetful-drops-da.md +++ b/compendium/equipment/items/forgetful-drops-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -16,9 +16,8 @@ aliases: ["Forgetful Drops"] - **Access** Member of a secret society - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** 1 +- **Bulk** 1; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's mind slightly, making them easier to fool; in later stages, they can lead to the victim entering a murderous [confused](rules/conditions.md#Confused) state. Secret societies use these drops to befuddle a target or to frame them for violence. @@ -37,4 +36,6 @@ title: Saving Throw: DC 18 Fortitude **Stage 3** [stupefied](rules/conditions.md#Stupefied), [clumsy](rules/conditions.md#Clumsy), and [confused](rules/conditions.md#Confused) (30 minutes) ``` + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/forgetful-ink-sot1.md b/compendium/equipment/items/forgetful-ink-sot1.md index 073bdee98..e0b11da01 100644 --- a/compendium/equipment/items/forgetful-ink-sot1.md +++ b/compendium/equipment/items/forgetful-ink-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,12 +15,13 @@ aliases: ["Forgetful Ink"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 32 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. Anyone handling the page is exposed to the poison. This includes casual reading, unless the reader specifically takes precautions not to physically touch it. Unlike other poisons, forgetful ink retains its potency for one year, regardless of the number of victims exposed. Saving Throw DC 20 Fortitude (secret); Onset 1 minute; Stage 1 The reader forgets the contents of the writing, recalling it as blank or as inconsequential text. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/forgotten-shell-aoe5.md b/compendium/equipment/items/forgotten-shell-aoe5.md index 7ca857072..aa53ad937 100644 --- a/compendium/equipment/items/forgotten-shell-aoe5.md +++ b/compendium/equipment/items/forgotten-shell-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/armor +- item/category/armor/ - trait/divination - trait/invested - trait/magical @@ -14,11 +14,13 @@ aliases: ["Forgotten Shell"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 2500 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor +- **Craft Requirements** Supply a casting of nondetection and outcast's curse. +- **Bulk** 4; **Usage** worn armor This +2 resilient full plate, crafted from grim plates of iron, covers the entire body except for small holes for the eyes and mouth. While wearing the armor, you gain the benefits of a [nondetection](compendium/spells/nondetection.md) spell. Additionally, creatures attempting to [Recall Knowledge](rules/actions/recall-knowledge.md) about a subject involving you must succeed at a DC 30 Will save. On a success, they can attempt the check normally. On a failure, they can still attempt the check, but even if they successfully [Recall Knowledge](rules/actions/recall-knowledge.md), they don't remember you (although they might remember other details about the event). Creatures that fail their save can make another attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) about you, but they must wait 24 hours to do so. You can spend 1 hour using blacksmithing tools to bind a helpless Medium humanoid inside the suit, which welds the suit shut and makes it impossible to remove without breaking it (Hardness 9, HP 36, BT 18). The humanoid inside the suit counts as being Invested while bound in this fashion and can't break out of the suit on its own. If the suit is welded shut, the creature gains the benefits above but also the following penalties: Whenever the humanoid attempts a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check, they must roll twice and use the worse result. Additionally, creatures the humanoid encounters have an initial attitude toward them of one degree worse than they normally would (for instance, [unfriendly](rules/conditions.md#Unfriendly) instead of [indifferent](rules/conditions.md#Indifferent)). + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/forgotten-signet-tv.md b/compendium/equipment/items/forgotten-signet-tv.md index 586037267..180d4d9af 100644 --- a/compendium/equipment/items/forgotten-signet-tv.md +++ b/compendium/equipment/items/forgotten-signet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/enchantment - trait/invested @@ -14,8 +14,7 @@ aliases: ["Forgotten Signet"] # Forgotten Signet *Item 21* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Artifact +- **Bulk** —; **Usage** worn At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a bloodred rune of forgetting. While wearing a forgotten signet, you're subjected to mind blank (+32 counteract bonus) and easily fade from others' memory. Sapient creatures must attempt a DC 42 Will save each time you depart from their company or they forget you entirely. @@ -25,4 +24,6 @@ At the center of this silver ring gleams an obsidian gem, its surface emblazoned > - **Failure** The creature remembers your existence but no details about you or your interactions. For example, they remember speaking with an individual of your most basic biological traits, such as a human woman, but not your name, appearance, or other specific features. > - **Critical Failure** The creature retains no memories of you or this interaction. Destruction If a creature learns the true name of a forgotten signet's wearer and makes it public knowledge, that forgotten signet tarnishes and breaks in two. + +--- *Source: Treasure Vault p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/forked-bipod-g-g.md b/compendium/equipment/items/forked-bipod-g-g.md index 2cd54d94a..277fc37a6 100644 --- a/compendium/equipment/items/forked-bipod-g-g.md +++ b/compendium/equipment/items/forked-bipod-g-g.md @@ -14,10 +14,12 @@ aliases: ["Forked Bipod"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Spear Developed by Alkenstar scouts who often don't have time to break down a tripod when beset by the chaotic mutant monsters of the Mana Wastes, this two-pronged stabbing weapon can be used as a bipod to stabilize a gun with potent kickback. A forked bipod can be deployed or retrieved for use as a melee weapon as an [Interact](rules/actions/interact.md) action. + +--- *Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/formula-book-blank.md b/compendium/equipment/items/formula-book-blank.md index ba8a28898..ba7ffeea6 100644 --- a/compendium/equipment/items/formula-book-blank.md +++ b/compendium/equipment/items/formula-book-blank.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Formula Book (blank)"] --- # Formula Book (blank) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Formula Book (blank)"] - **Price** 1 gp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/fortification.md b/compendium/equipment/items/fortification.md index c6ed9291d..3d3b6324f 100644 --- a/compendium/equipment/items/fortification.md +++ b/compendium/equipment/items/fortification.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Fortification"] @@ -12,10 +12,23 @@ aliases: ["Fortification"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto medium or heavy armor -- **Category** Rune A fortification rune wards against the most deadly attacks. Each time you're critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength required to reduce its penalties by 2. +--- +### Variants + +#### fortification *Item 12* + +- **Price**: 2000 gp + +#### greater fortification *Item 18* + +- **Price**: 24000 gp + +The flat check DC is 14. + +--- *Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/compendium/equipment/items/fortifying-pebble-locg.md b/compendium/equipment/items/fortifying-pebble-locg.md index 2ba93934d..1834b8bb3 100644 --- a/compendium/equipment/items/fortifying-pebble-locg.md +++ b/compendium/equipment/items/fortifying-pebble-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Fortifying Pebble"] - **Price** 13 gp - **Usage** affixed to armor, shield, or weapon - **Activate** envision; **Trigger** The affixed object would take damage. -- **Category** Talisman This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the affixed object takes 10 less damage. + +--- *Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/fortress-plate-tv.md b/compendium/equipment/items/fortress-plate-tv.md index 4656f1f33..306e0a41f 100644 --- a/compendium/equipment/items/fortress-plate-tv.md +++ b/compendium/equipment/items/fortress-plate-tv.md @@ -15,9 +15,11 @@ aliases: ["Fortress Plate"] - **Price** 32 gp - **Bulk** 5 - **AC Bonus** +6; **Dex Cap** +0 -- **Strength** 18; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Strength** 18; **Check Penalty** -3; **Speed Penalty** -10 ft. - **Category** Heavy; **Group** Plate Dwarves of Dongun Hold developed fortress plate, which is still popular in Alkenstar and Dongun Hold. A trained wearer can adjust the articulated armor's overlapping layers of plates and panels to provide protection from missiles. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/fortress-shield-tv.md b/compendium/equipment/items/fortress-shield-tv.md index 5b6e1219f..c6e3788fa 100644 --- a/compendium/equipment/items/fortress-shield-tv.md +++ b/compendium/equipment/items/fortress-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/hefty-14 aliases: ["Fortress Shield"] --- @@ -12,9 +12,11 @@ aliases: ["Fortress Shield"] - **Price** 20 gp - **Bulk** 5 -- **AC Bonus** +3/+3; **null Hardness** 6, **null HP** 24 (BT 12); **Speed Penalty** -10 ft. -- **Category** Shield; **Group** Shield +- **AC Bonus** +3/+3; **Hardness** 6, **HP** 24 (BT 12); **Speed Penalty** -10 ft. +- **Group** Shield Also known as portable walls, these thick and heavy shields are slightly larger than tower shields. Like tower shields, they're typically made from wood reinforced with metal, but many are made from larger amounts of metal or even stone. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/fortunes-coin-tv.md b/compendium/equipment/items/fortunes-coin-tv.md index ddfcd6288..1eeaffe42 100644 --- a/compendium/equipment/items/fortunes-coin-tv.md +++ b/compendium/equipment/items/fortunes-coin-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divination - trait/fortune - trait/magical @@ -12,17 +12,30 @@ aliases: ["Fortune's Coin"] # Fortune's Coin *Item 8+* [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You fail a check or attack **Effect** Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect, regardless of how the coin flip lands. ``` +--- +### Variants + +#### fortune's coin *Item 8* + +- **Price**: 450 gp + +#### platinum fortune's coin *Item 14* + +- **Price**: 4000 gp + +This coin is platinum instead of gold. The seraph side grants you a 14 instead of a 12. + +--- *Source: Treasure Vault p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/fortunes-favor-tv.md b/compendium/equipment/items/fortunes-favor-tv.md index 73b082ca1..ca89dc314 100644 --- a/compendium/equipment/items/fortunes-favor-tv.md +++ b/compendium/equipment/items/fortunes-favor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/fortune - trait/invested @@ -15,9 +15,10 @@ aliases: ["Fortune's Favor"] # Fortune's Favor *Item 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn Blessed by [Nivi Rhombodazzle](compendium/setting/deities/nivi-rhombodazzle-logm.md), this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the years, this necklace has appeared in many paintings and illustrations, usually around the neck of a carefree and daring adventurer or a stylish rake gambling vast sums of coin. Finding this relic is always seen as a sign of great fortune to come, but when that luck runs out, the necklace is lost just as quickly. Wearing the relic, you quickly realize how distracting it can be, granting you a +1 item bonus on [Deception](compendium/skills.md#Deception) checks made to [Feint](rules/actions/feint.md) and on [Games Lore](compendium/skills.md#Lore) checks made to gamble or determine the outcome of a game of chance. + +--- *Source: Treasure Vault p. 204* \ No newline at end of file diff --git a/compendium/equipment/items/four-ways-dogslicer-apg.md b/compendium/equipment/items/four-ways-dogslicer-apg.md index d4bc65dee..f78e7af67 100644 --- a/compendium/equipment/items/four-ways-dogslicer-apg.md +++ b/compendium/equipment/items/four-ways-dogslicer-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/cold - trait/electricity - trait/evocation @@ -16,15 +16,17 @@ aliases: ["Four-ways Dogslicer"] [cold](rules/traits/cold.md "Cold Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line the blade's cutting edge, three of which glow—one with fiery red light, one with a chill blue, and one that gives off sparks—while the last is a glistening black. Each of these gems embodies a weapon property rune, but only one rune can be active at a time. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You twist the gem along the blade corresponding with the desired weapon rune: red for flaming, blue for frost, or yellow for shock. You take `1d6` damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage. ``` + +--- *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/fox-lotg.md b/compendium/equipment/items/fox-lotg.md index d6c57f9c0..709536487 100644 --- a/compendium/equipment/items/fox-lotg.md +++ b/compendium/equipment/items/fox-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Fox"] --- # Fox *Item 0* - **Price** 8 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/freeze-ammunition-tv.md b/compendium/equipment/items/freeze-ammunition-tv.md index e8b819b6d..e4f7a11b7 100644 --- a/compendium/equipment/items/freeze-ammunition-tv.md +++ b/compendium/equipment/items/freeze-ammunition-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/cold - trait/consumable @@ -16,10 +16,11 @@ aliases: ["Freeze Ammunition"] - **Price** 28 gp - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage instead of the weapon's normal damage type, plus 2 cold splash damage. Hitting a 5-foot-square surface successfully with freeze ammunition deals 2 cold splash damage and covers the space in a layer of ice. Each creature standing on the icy surface must succeed at a DC 20 Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check or else fall [prone](rules/conditions.md#Prone). Creatures using an action to move onto the icy surface must attempt either a Reflex save or an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). Creatures that [Step](rules/actions/step.md) or [Crawl](rules/actions/crawl.md) don't need to attempt a check or save. The ice melts after 1 minute, although unusually hot or cold temperatures can change this duration at the GM's discretion. Dealing at least 1 point of fire damage to the ice removes it instantly. + +--- *Source: Treasure Vault p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/freezing-ammunition-apg.md b/compendium/equipment/items/freezing-ammunition-apg.md index 90691aa71..f12a22e12 100644 --- a/compendium/equipment/items/freezing-ammunition-apg.md +++ b/compendium/equipment/items/freezing-ammunition-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/cold - trait/consumable - trait/evocation @@ -16,10 +16,11 @@ aliases: ["Freezing Ammunition"] - **Price** 25 gp - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This chilly ammunition is dark blue and cold to the touch. When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be [slowed](rules/conditions.md#Slowed) for 1 round by the intense cold ([slowed](rules/conditions.md#Slowed) for 1 minute on a critical failure). + +--- *Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/frenzy-oil-aoa5.md b/compendium/equipment/items/frenzy-oil-aoa5.md index 6e878f4d7..cbf5e998a 100644 --- a/compendium/equipment/items/frenzy-oil-aoa5.md +++ b/compendium/equipment/items/frenzy-oil-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,8 @@ aliases: ["Frenzy Oil"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, initially inspiring irritability that unpredictably manifests as berserk rage. @@ -36,4 +35,6 @@ title: Saving Throw: DC 37 Fortitude **Stage 3** `8d6` mental damage, [fatigued](rules/conditions.md#Fatigued), attack nearby creatures as if [confused](rules/conditions.md#Confused) (1 round) ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/frog-chair-g-g.md b/compendium/equipment/items/frog-chair-g-g.md index 84ff60ba1..42e4e3d97 100644 --- a/compendium/equipment/items/frog-chair-g-g.md +++ b/compendium/equipment/items/frog-chair-g-g.md @@ -19,17 +19,23 @@ aliases: ["Frog Chair"] This clockwork traveler's chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You activate the wheelchair's springs to make hopping leaps. +- **Frequency**: once per hour + +**Effect** You activate the wheelchair's springs to make hopping leaps. For 1 minute, whenever you [Leap](rules/actions/leap.md) with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per minute -You activate the wheelchair's tongue to grab a nearby object and bring it to you. [Interact](rules/actions/interact.md) to pick up an unattended object within 15 feet and bring it to your empty hand. If you don't have a hand to take the object, it falls in your space instead. +**Effect** You activate the wheelchair's tongue to grab a nearby object and bring it to you. [Interact](rules/actions/interact.md) to pick up an unattended object within 15 feet and bring it to your empty hand. If you don't have a hand to take the object, it falls in your space instead. ``` + +--- *Source: Guns & Gears p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/frog-lotg.md b/compendium/equipment/items/frog-lotg.md index 2a1789991..5455ef88b 100644 --- a/compendium/equipment/items/frog-lotg.md +++ b/compendium/equipment/items/frog-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Frog"] --- # Frog *Item 0* - **Price** 2 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/frost-brand.md b/compendium/equipment/items/frost-brand.md index b58fa1a43..d01500a01 100644 --- a/compendium/equipment/items/frost-brand.md +++ b/compendium/equipment/items/frost-brand.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/cold - trait/evocation - trait/magical @@ -13,15 +13,17 @@ aliases: ["Frost Brand"] [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Weapon +- **Bulk** 2; **Usage** held in 2 hands The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again. ``` + +--- *Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/frost-vial.md b/compendium/equipment/items/frost-vial.md index d87d7afb9..7fddf44f5 100644 --- a/compendium/equipment/items/frost-vial.md +++ b/compendium/equipment/items/frost-vial.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/cold @@ -14,10 +14,37 @@ aliases: ["Frost Vial"] # Frost Vial *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d6` cold damage and 1 cold splash damage, and the target takes a –5-foot penalty. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls, the bomb deals `2d6` cold damage and 2 cold splash damage, and the target takes a –10-foot penalty. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls, the bomb deals `3d6` cold damage and 3 cold splash damage, and the target takes a –10-foot penalty. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls, the bomb deals `4d6` cold damage and 4 cold splash damage, and the target takes a –15-foot penalty. + +--- *Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/frost-worm-snare-g-g.md b/compendium/equipment/items/frost-worm-snare-g-g.md index 62c4c7687..f89414cc1 100644 --- a/compendium/equipment/items/frost-worm-snare-g-g.md +++ b/compendium/equipment/items/frost-worm-snare-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/clockwork - trait/cold - trait/consumable @@ -17,8 +17,9 @@ aliases: ["Frost Worm Snare"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 115 gp -- **Category** Snare The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose a 30-foot line of frost in the direction from which the creature entered the square. For instance, if a creature entered the square coming from the south, the worm would shoot the line south, to hit any allies of the triggering creature. Those within the line must succeed a DC 25 basic Reflex save or take `10d6` cold damage. After spitting its frost, the snare falls apart. + +--- *Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/frost.md b/compendium/equipment/items/frost.md index 00299e3c2..bc6a90b20 100644 --- a/compendium/equipment/items/frost.md +++ b/compendium/equipment/items/frost.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/cold - trait/conjuration - trait/magical @@ -13,8 +13,21 @@ aliases: ["Frost"] [cold](rules/traits/cold.md "Cold Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune This weapon is empowered with freezing ice. It deals an additional `1d6` cold damage on a successful [Strike](rules/actions/strike.md). On a critical hit, the target is also [slowed](rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a DC 24 Fortitude save. +--- +### Variants + +#### frost *Item 8* + +- **Price**: 500 gp + +#### greater frost *Item 15* + +- **Price**: 6500 gp + +The save DC is 34. Cold damage dealt by this weapon ignores the target's cold resistance. + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/frostwalker-pattern-tv.md b/compendium/equipment/items/frostwalker-pattern-tv.md index 4ddcef328..fcd19a29c 100644 --- a/compendium/equipment/items/frostwalker-pattern-tv.md +++ b/compendium/equipment/items/frostwalker-pattern-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Frostwalker Pattern"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 30 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and whorls. This tattoo damage you take from severe environmental cold and reduces damage you take from extreme cold to equal that of severe cold. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice. +- **Frequency**: once per day + +**Effect** Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice. ``` + +--- *Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/frying-pan-tv.md b/compendium/equipment/items/frying-pan-tv.md index 5befba751..fe3469f70 100644 --- a/compendium/equipment/items/frying-pan-tv.md +++ b/compendium/equipment/items/frying-pan-tv.md @@ -13,10 +13,12 @@ aliases: ["Frying Pan"] - **Price** 1 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Club The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the [Halfling Weapon Familiarity](compendium/feats/halfling-weapon-familiarity.md) ancestry feat are trained in the frying pan. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/fu-water-som.md b/compendium/equipment/items/fu-water-som.md index 7315afdaf..8b7c9af3e 100644 --- a/compendium/equipment/items/fu-water-som.md +++ b/compendium/equipment/items/fu-water-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divine - trait/good @@ -17,20 +17,23 @@ aliases: ["Fu Water"] - **Price** 21 gp - **Usage** held in 1 hand -- **Category** Potion Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + This potion functions as a bottle of holy water. Like holy water, you throw it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the [confused](rules/conditions.md#Confused), [fascinated](rules/conditions.md#Fascinated), [frightened](rules/conditions.md#Frightened), or [stupefied](rules/conditions.md#Stupefied) condition. You are then [sickened](rules/conditions.md#Sickened). ``` + +--- *Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/fulcrum-lattice-av3.md b/compendium/equipment/items/fulcrum-lattice-av3.md index d28cf37f2..67cab8929 100644 --- a/compendium/equipment/items/fulcrum-lattice-av3.md +++ b/compendium/equipment/items/fulcrum-lattice-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/held +- item/category/held/ - trait/occult - trait/transmutation - trait/unique @@ -13,11 +13,12 @@ aliases: ["Fulcrum Lattice"] [occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1200 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be mounted into a stand, such as that found in a lighthouse lantern. The Fulcrum Lattice was specifically designed to hold the four fulcrum lenses from smallest to largest (ebon, crimson, ochre, emerald), and it hums slightly while within 10 feet of any fulcrum lens. A fulcrum lens slotted into the Fulcrum Lattice has no Bulk; the lattice remains at 1 Bulk and can be carried easily. Inserting or removing a lens from the Fulcrum Lattice requires a single [Interact](rules/actions/interact.md) action. The Fulcrum Lattice channels the power of fulcrum lenses joined with it. While you hold the Fulcrum Lattice, lenses socketed into it are considered to be in your hand for the purpose of activating their abilities. When you make a melee spell attack with a lens in the Fulcrum Lattice, you use the highest melee spell attack modifier of any lens in the lattice, or you can use your melee attack modifier with simple weapons if it's greater. + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/full-plate.md b/compendium/equipment/items/full-plate.md index 4cee3ffbe..96c601d39 100644 --- a/compendium/equipment/items/full-plate.md +++ b/compendium/equipment/items/full-plate.md @@ -18,4 +18,6 @@ aliases: ["Full Plate"] Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of [padded armor](compendium/equipment/items/padded-armor.md) and a pair of [gauntlets](compendium/equipment/items/gauntlet.md). + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/fulminating-spear-sot2.md b/compendium/equipment/items/fulminating-spear-sot2.md index ab9917902..cff401ced 100644 --- a/compendium/equipment/items/fulminating-spear-sot2.md +++ b/compendium/equipment/items/fulminating-spear-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/held +- item/category/held/ - trait/evocation - trait/fire - trait/magical @@ -14,15 +14,18 @@ aliases: ["Fulminating Spear"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing `6d6` fire damage (DC 23 basic Reflex save) to all creatures in a 10-foot emanation. It then flies back to your hand. +- **Frequency**: once per day + +**Effect** You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing `6d6` fire damage (DC 23 basic Reflex save) to all creatures in a 10-foot emanation. It then flies back to your hand. ``` + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-compendium-som.md b/compendium/equipment/items/fulu-compendium-som.md index 93d2dfea4..39d9e332a 100644 --- a/compendium/equipment/items/fulu-compendium-som.md +++ b/compendium/equipment/items/fulu-compendium-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,16 +13,19 @@ aliases: ["Fulu Compendium"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 550 gp -- **Category** Consumable This pamphlet-sized book records the various symbols seen on fulu and also contains some ready-made magic on a special page that restores itself every day at sunrise. Using the compendium as a reference grants a +2 item bonus to any skill checks to determine a fulu's function or authenticity. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25. +- **Frequency**: once per day + +**Effect** You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25. ``` + +--- *Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-fire-suppression-som.md b/compendium/equipment/items/fulu-of-fire-suppression-som.md index 5df88be4f..b1acd6f89 100644 --- a/compendium/equipment/items/fulu-of-fire-suppression-som.md +++ b/compendium/equipment/items/fulu-of-fire-suppression-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -15,10 +15,11 @@ aliases: ["Fulu Of Fire Suppression"] - **Price** 10 gp - **Usage** affixed to a wall -- **Category** Consumable Duration 1 week The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half. If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical [fire](rules/traits/fire.md "Fire Energy & Element Trait") effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. + +--- *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-flood-suppression-som.md b/compendium/equipment/items/fulu-of-flood-suppression-som.md index ac8937960..29657e612 100644 --- a/compendium/equipment/items/fulu-of-flood-suppression-som.md +++ b/compendium/equipment/items/fulu-of-flood-suppression-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -15,10 +15,11 @@ aliases: ["Fulu Of Flood Suppression"] - **Price** 10 gp - **Usage** affixed to a wall -- **Category** Consumable Duration 1 week This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits. The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical [water](rules/traits/water.md "Water Energy & Element Trait") effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. + +--- *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md b/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md index 0a18f191f..d9325c8e5 100644 --- a/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md +++ b/compendium/equipment/items/fulu-of-the-drunken-monkey-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -17,10 +17,11 @@ aliases: ["Fulu Of The Drunken Monkey"] - **Price** 25 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a Fortitude save against an ingested poison. -- **Category** Consumable The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on Fortitude saves against the same poison for the next minute. If the triggering poison was normal alcohol, you instead automatically succeed at the triggering save and gain a +4 status bonus on saves against alcohol for 1 minute. + +--- *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulu-of-the-stoic-ox-som.md b/compendium/equipment/items/fulu-of-the-stoic-ox-som.md index cbdc58881..7c0867b81 100644 --- a/compendium/equipment/items/fulu-of-the-stoic-ox-som.md +++ b/compendium/equipment/items/fulu-of-the-stoic-ox-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -17,8 +17,9 @@ aliases: ["Fulu Of The Stoic Ox"] - **Price** 25 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a -- **Category** Consumable The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding their health. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on all Fortitude saves against the same disease for the next minute. + +--- *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fulus-of-concealment-som.md b/compendium/equipment/items/fulus-of-concealment-som.md index 1b5e1efee..ea6d8949e 100644 --- a/compendium/equipment/items/fulus-of-concealment-som.md +++ b/compendium/equipment/items/fulus-of-concealment-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/fulu - trait/illusion @@ -15,8 +15,9 @@ aliases: ["Fulus Of Concealment"] - **Price** 40 gp - **Usage** affixed to the ground in four spaces along -- **Category** Consumable Duration 1 hour This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when [Activating](rules/actions/activate-an-item.md) the fulus: animal, beast, celestial, fey, fiend, humanoid, monitor, plant, or undead. Those within the fulus' circle upon activation (including the fulus themselves) gain the effect of invisibility sphere, but only against creatures with the chosen trait. If any of the fulus are moved or destroyed after activation, the effect ends. + +--- *Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/compendium/equipment/items/fundamental-oil-tv.md b/compendium/equipment/items/fundamental-oil-tv.md index 04f630d0d..8cd629ce4 100644 --- a/compendium/equipment/items/fundamental-oil-tv.md +++ b/compendium/equipment/items/fundamental-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/evocation - trait/magical @@ -15,10 +15,11 @@ aliases: ["Fundamental Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 220 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Material Plane, fundamental oil is anathema to elementals and other creatures with a weakness to elemental damage. A weapon anointed with this oil acts as bane oil to elementals, but the damage type is the same as the target's greatest weakness if the target has weakness to acid, cold, electricity, fire, or sonic damage. If it has none of these, the additional damage is the same type as the weapon's damage type. These effects last 1 minute. + +--- *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/fungal-armor-aoe5.md b/compendium/equipment/items/fungal-armor-aoe5.md index 03952862a..8a93c6f3e 100644 --- a/compendium/equipment/items/fungal-armor-aoe5.md +++ b/compendium/equipment/items/fungal-armor-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/rare @@ -14,17 +14,20 @@ aliases: ["Fungal Armor"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7200 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** Supply a casting of cloudkill and gaseous form. +- **Bulk** 1; **Usage** worn armor This studded leather is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used for cooking, infused reagents, or common spell material components. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") or [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) envision +- **Frequency**: once per day - **Trigger**: You are hit by a melee, ranged, or spell attack **Effect** The attack misses you, dealing no damage as you transform into a cloud of spores. You gain the benefits of a [gaseous form](compendium/spells/gaseous-form.md) spell for 1 minute. For the duration, a cloud of deadly spores surrounds you. Each breathing creature that begins its turn within 10 feet of you takes `6d8` poison damage (DC 35 basic Fortitude save). You can [Dismiss](rules/actions/dismiss.md) the cloud form. ``` + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/fungal-walk-musk-av3.md b/compendium/equipment/items/fungal-walk-musk-av3.md index a06090137..100a3aadd 100644 --- a/compendium/equipment/items/fungal-walk-musk-av3.md +++ b/compendium/equipment/items/fungal-walk-musk-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/olfactory @@ -13,12 +13,13 @@ aliases: ["Fungal Walk Musk"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") - **Price** 21 gp -- **Usage** Held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** Held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus creatures take a –4 penalty to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) you or otherwise notice you. If a fungus creature is mindless, it instead has a –6 penalty. The musk also grants you a +1 item bonus to AC against melee attacks from fungus creatures with no vision for the same period of time. The effects of fungal walk musk end immediately if you're submerged in water or subject to another olfactory effect. + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/fury-cocktail-tv.md b/compendium/equipment/items/fury-cocktail-tv.md index 015aa5acb..4bb2891cb 100644 --- a/compendium/equipment/items/fury-cocktail-tv.md +++ b/compendium/equipment/items/fury-cocktail-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Fury Cocktail"] # Fury Cocktail *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages. @@ -31,4 +30,26 @@ Benefit You gain an item bonus to melee attack rolls and an additional effect de Reflex saves. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 15 gp + +You gain a +2 item bonus to melee attack rolls, and the duration is 10 minutes. + +#### moderate *Item 12* + +- **Price**: 360 gp + +You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour. + +#### greater *Item 18* + +- **Price**: 4000 gp + +You gain a +4 item bonus to melee attack rolls, and the duration is 1 hour. + +--- *Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/gada-loil.md b/compendium/equipment/items/gada-loil.md index a197b353d..903ab0488 100644 --- a/compendium/equipment/items/gada-loil.md +++ b/compendium/equipment/items/gada-loil.md @@ -14,10 +14,12 @@ aliases: ["Gada"] - **Price** 1 gp - **Bulk** 2 -- **Damage** `1d8` B + - **Damage**: `1d8` B - **Hands** 2 - **Category** Advanced; **Group** Club A large spherical head with a spike on top sits mounted to a long shaft. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/gadget-skates-g-g.md b/compendium/equipment/items/gadget-skates-g-g.md index 27e577529..96c599b50 100644 --- a/compendium/equipment/items/gadget-skates-g-g.md +++ b/compendium/equipment/items/gadget-skates-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -14,9 +14,8 @@ aliases: ["Gadget Skates"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 21 gp -- **Usage** worn (attached to footwear or feet); **Bulk** L -- **Activate** Interact (move) -- **Category** Consumable +- **Bulk** L; **Usage** worn (attached to footwear or feet) +- **Activate** [Interact](rules/actions/interact.md) Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature's feet) @@ -24,4 +23,6 @@ When you [Activate](rules/actions/activate-an-item.md) gadget skates, clockwork You can Sustain the Activation of your gadget skates for up to 1 minute. Starting on the turn after you [Activate](rules/actions/activate-an-item.md) the gadget skates, the first time you Sustain the Activation each turn, you gain the effects of the activation again: you move up to twice your Speed in the same direction as your last movement with the gadget skates, and the restrictions continue to apply until you choose to cease Sustaining the Activation or you reach the maximum duration. Once the effect ends, the skates fall away and you can move normally. + +--- *Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/gaff-b2.md b/compendium/equipment/items/gaff-b2.md index df8875036..4f74b2790 100644 --- a/compendium/equipment/items/gaff-b2.md +++ b/compendium/equipment/items/gaff-b2.md @@ -13,10 +13,12 @@ aliases: ["Gaff"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals `1d6` bludgeoning damage and has 1 Bulk. It requires one hand to use and has the [trip](rules/traits/trip.md "Trip Weapon Trait") and [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp. + +--- *Source: Bestiary 2 p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/gaffe-glasses-tv.md b/compendium/equipment/items/gaffe-glasses-tv.md index 129e6ad29..ef1115b27 100644 --- a/compendium/equipment/items/gaffe-glasses-tv.md +++ b/compendium/equipment/items/gaffe-glasses-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/cursed - trait/divination - trait/invested @@ -14,15 +14,17 @@ aliases: ["Gaffe Glasses"] # Gaffe Glasses *Item 3* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn eyepiece; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn eyepiece These wire-rim glasses appear to be glasses of sociability (Secrets of Magic 185), making you think they grant a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) when they grant none. The GM secretly adjusts your [Diplomacy](compendium/skills.md#Diplomacy) checks to ignore the bonus, and if you have multiple +1 item bonuses to [Diplomacy](compendium/skills.md#Diplomacy), the glasses take precedence, negating those bonuses. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + Like glasses of sociability, with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly remember the target's name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn't prevent you from realizing the creature's real name after you've been corrected. Once you use this activation, the glasses fuse to you. ``` + +--- *Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/gakgung-tv.md b/compendium/equipment/items/gakgung-tv.md index 2d16b0328..3866caae4 100644 --- a/compendium/equipment/items/gakgung-tv.md +++ b/compendium/equipment/items/gakgung-tv.md @@ -14,11 +14,13 @@ aliases: ["Gakgung"] - **Price** 6 gp - **Bulk** L -- **Damage** `1d6` P -- **Ammunution** Arrow (10); **Range** 100 ft.; **Reload** 0 + - **Damage**: `1d6` P + - **Ammunution** Arrow (10); **Range** 100 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow A gakgung is a type of composite reflex bow that combines speed and power in equal amounts for effective precision shooting. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/gallows-tooth.md b/compendium/equipment/items/gallows-tooth.md index b7fac99e9..07b084b5d 100644 --- a/compendium/equipment/items/gallows-tooth.md +++ b/compendium/equipment/items/gallows-tooth.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -14,10 +14,11 @@ aliases: ["Gallows Tooth"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 100 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** [Interact](rules/actions/interact.md); **Trigger** You attack an adjacent creature and haven't rolled your attack roll; **Requirements** You're a master in [Intimidation](compendium/skills.md#Intimidation). -- **Category** Talisman This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature you're attacking becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of the current turn. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/galtan-orange-cat-lotg.md b/compendium/equipment/items/galtan-orange-cat-lotg.md index 22121380a..29274dafd 100644 --- a/compendium/equipment/items/galtan-orange-cat-lotg.md +++ b/compendium/equipment/items/galtan-orange-cat-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Galtan Orange Cat"] --- # Galtan Orange Cat *Item 0* - **Price** 3 cp -- **Category** Pet The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Galtan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Galtan orange cats remains, making them highly sought after. + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/galvanic-chew-tv.md b/compendium/equipment/items/galvanic-chew-tv.md index a0c0178d3..9b2b4075e 100644 --- a/compendium/equipment/items/galvanic-chew-tv.md +++ b/compendium/equipment/items/galvanic-chew-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/lozenge @@ -13,20 +13,22 @@ aliases: ["Galvanic Chew"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 75 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with electricity as you chew. For up to 1 hour, you have resistance 5 to electricity. ```ad-embed-ability -title: Secondary Effect [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") +title: **Secondary Effect** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([electricity](rules/traits/electricity.md)) - **Trigger**: You're hit by a melee attack or touched by a creature **Effect** You channel electricity into the triggering creature, which must succeed at a DC 24 Fortitude save or be [stunned](rules/conditions.md#Stunned) (or [stunned](rules/conditions.md#Stunned) on a critical failure). The chew becomes inert. You're then temporarily immune to galvanic chews for 24 hours or until the next time you make your daily preparations. -%% #trait/electricity %% +%% + #trait/electricity +%% ``` + +--- *Source: Treasure Vault p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/galvanic-mortal-coil-g-g.md b/compendium/equipment/items/galvanic-mortal-coil-g-g.md index ba60ba03f..581d56ea1 100644 --- a/compendium/equipment/items/galvanic-mortal-coil-g-g.md +++ b/compendium/equipment/items/galvanic-mortal-coil-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/rare @@ -13,21 +13,26 @@ aliases: ["Galvanic Mortal Coil"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 970 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy. When embedded in a body comprised of flesh, the blood and other fluids catalyze electrical pulses within the coil, activating the necromantic energies. In living creatures, this causes a dangerous surge that can damage the heart. In corpses, however, this can create a limited window of reanimation, with access to the corpse's final memories. Galvanic mortal coils are even rarer than other galvaspheres, and thought by most to be merely hypothetical. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27). +- **Frequency**: once per hour + +**Effect** You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27). ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute ((10 minutes)) [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You implant the coil into a corpse. The coil casts talking corpse on the body. +**Effect** You implant the coil into a corpse. The coil casts talking corpse on the body. ``` + +--- *Source: Guns & Gears p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/galvasphere-g-g.md b/compendium/equipment/items/galvasphere-g-g.md index a0a7531dd..fc27d3cfa 100644 --- a/compendium/equipment/items/galvasphere-g-g.md +++ b/compendium/equipment/items/galvasphere-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/rare @@ -13,10 +13,11 @@ aliases: ["Galvasphere"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent intact Medium or Small humanoid corpse, the corpse animates as a galvaheart zombie for 1 minute. The galvaheart zombie has the statistics of a zombie shambler except that it is a [construct](rules/traits/construct.md "Construct Creature Type Trait") instead of an [undead](rules/traits/undead.md "Undead Creature Type Trait"), isn't [evil](rules/traits/evil.md "Evil Alignment Trait"), can't be harmed by positive energy, and is the same size as the corpse (Medium or Small). The zombie is your [minion](rules/traits/minion.md "Minion Creature Trait") and performs the actions you choose when you [Command](rules/actions/command-an-animal.md) it. If you don't [Command](rules/actions/command-an-animal.md) it, it takes no action, twitching in place as the electricity that animates it slowly expends itself. + +--- *Source: Guns & Gears p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/gamblers-staff-tv.md b/compendium/equipment/items/gamblers-staff-tv.md index a7a9ca7a2..b0f0da2a3 100644 --- a/compendium/equipment/items/gamblers-staff-tv.md +++ b/compendium/equipment/items/gamblers-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/staff @@ -14,13 +14,14 @@ aliases: ["Gambler's Staff"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A small glass orb on the head of a gambler's staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living via games of chance use gamblers' staves to encourage the odds in their favor. Most gambling dens ban players they discover using such magic items. A gambler's staff grants you a +2 circumstance bonus to checks to [Earn Income](rules/actions/earn-income.md) from gambling (typically using [Games Lore](compendium/skills.md#Lore)). To get this benefit, the staff must be on your person during all the downtime you spend gambling. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -32,4 +33,6 @@ You expend a number of charges from the staff to cast a spell from its list. - 5th nudge the odds ``` + +--- *Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/gamepiece-chariot-lomm.md b/compendium/equipment/items/gamepiece-chariot-lomm.md index 31a964dc4..cf4c5148b 100644 --- a/compendium/equipment/items/gamepiece-chariot-lomm.md +++ b/compendium/equipment/items/gamepiece-chariot-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/rare @@ -13,15 +13,18 @@ aliases: ["Gamepiece Chariot"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1200 gp -- **Usage** held in one hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in one hand This stone figurine of a chariot pulled by two horses was used by Tekritanin adults during strategy game competitions. Sometimes, though, mischievous adolescents snatched pieces like this one for joyriding. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing `4d8+10` bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked [prone](rules/conditions.md#Prone). The chariot returns to its figurine form once it stops moving. +- **Frequency**: once per day + +**Effect** You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing `4d8+10` bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked [prone](rules/conditions.md#Prone). The chariot returns to its figurine form once it stops moving. ``` + +--- *Source: Lost Omens: Monsters of Myth p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/games-lotgb.md b/compendium/equipment/items/games-lotgb.md index 0a4b0f864..a420246ed 100644 --- a/compendium/equipment/items/games-lotgb.md +++ b/compendium/equipment/items/games-lotgb.md @@ -3,14 +3,23 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Games"] --- # Games *Item 0+* -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. [Board](rules/actions/board-gmg.md) games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves. +--- +### Variants + +#### loaded dice *Item 1* + +- **Price**: 5 gp + +These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to [Games Lore](compendium/skills.md#Lore) checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 [Perception](compendium/skills.md#Perception) check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret [Perception](compendium/skills.md#Perception) check against the roller's [Games Lore](compendium/skills.md#Lore) or [Thievery](compendium/skills.md#Thievery) DC to notice the switches or the patterns. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/ganjay-book-lopsg.md b/compendium/equipment/items/ganjay-book-lopsg.md index 6772d8dbc..745649a75 100644 --- a/compendium/equipment/items/ganjay-book-lopsg.md +++ b/compendium/equipment/items/ganjay-book-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/magical - trait/transmutation - trait/uncommon @@ -14,14 +14,16 @@ aliases: ["Ganjay Book"] - **Price** 10 gp - **Bulk** L or — -- **Category** Adventuring Gear This item is a [formula book](compendium/equipment/items/formula-book-blank.md), [religious text](compendium/equipment/items/religious-text.md), or [spellbook](compendium/equipment/items/spellbook-blank.md) that has been creased—possibly by Princess Ganjay herself—to fold up into an impossibly small shape. When folded up, the book can't be read or used, but its Bulk is reduced by 1 (a book that is 1 Bulk becomes light Bulk, and a book that is light Bulk becomes negligible in weight) ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) + You fold or unfold the Ganjay book, manipulating the cunning creases. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/garrote-bolt-aoe5.md b/compendium/equipment/items/garrote-bolt-aoe5.md index ce021cd02..bfcc467d4 100644 --- a/compendium/equipment/items/garrote-bolt-aoe5.md +++ b/compendium/equipment/items/garrote-bolt-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -16,10 +16,11 @@ aliases: ["Garrote Bolt"] - **Price** 1200 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The shaft of this silver bolt is engraved with wiry designs. When a garrote bolt hits a target, it transforms into a silver garrote and wraps around one of the target's appendages, dealing an additional `2d12` [persistent slashing damage](rules/conditions.md#Persistent%20Damage). On a critical hit, it wraps around the target's throat, and the target can't breathe until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/garrote-shot-tv.md b/compendium/equipment/items/garrote-shot-tv.md index 6d97697a7..af1fea9e9 100644 --- a/compendium/equipment/items/garrote-shot-tv.md +++ b/compendium/equipment/items/garrote-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -15,8 +15,9 @@ aliases: ["Garrote Shot"] - **Price** 1200 gp - **Ammunition** any - **Activate** command -- **Category** Consumable Wiry designs mark the silvery coating on a garrote shot. When the activated ammunition hits a target, it transforms into a silvery garrote that wraps around one of the target's appendages, dealing `2d12` [persistent slashing damage](rules/conditions.md#Persistent%20Damage). On a critical hit, it wraps around the target's throat if it has one, and the target can't breathe until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. If the [persistent damage](rules/conditions.md#Persistent%20Damage) kills the target, the garrote severs the appendage it's wrapped around. + +--- *Source: Treasure Vault p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlet-bow-tv.md b/compendium/equipment/items/gauntlet-bow-tv.md index a77724ed0..07083d3cb 100644 --- a/compendium/equipment/items/gauntlet-bow-tv.md +++ b/compendium/equipment/items/gauntlet-bow-tv.md @@ -14,11 +14,13 @@ aliases: ["Gauntlet Bow"] - **Price** 9 gp - **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** Bolt (10); **Range** 60 ft.; **Reload** 1 + - **Damage**: `1d4` P + - **Ammunution** Bolt (10); **Range** 60 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Bow The gauntlet bow is a heavy metal glove with a built-in crossbow and rotating chamber mechanism for easy reloading. A gauntlet bow can be used to make melee attacks like a standard gauntlet. You can't reload a gauntlet bow with the hand wielding it. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlet-buckler-tv.md b/compendium/equipment/items/gauntlet-buckler-tv.md index 5bc0d53f2..75d7bca78 100644 --- a/compendium/equipment/items/gauntlet-buckler-tv.md +++ b/compendium/equipment/items/gauntlet-buckler-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/foldaway aliases: ["Gauntlet Buckler"] --- @@ -12,9 +12,11 @@ aliases: ["Gauntlet Buckler"] - **Price** 5 gp - **Bulk** 1 -- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 6 (BT 3) -- **Category** Shield; **Group** Shield +- **AC Bonus** +1/+1; **Hardness** 3, **HP** 6 (BT 3); **Speed Penalty** — +- **Group** Shield This buckler-sized shield is segmented, allowing it to collapse into a housing bound to a gauntlet for easy storage. A small catch enables you to expand the shield quickly in battle when you're in need of defense. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlet.md b/compendium/equipment/items/gauntlet.md index 6f28005c2..a82a155ae 100644 --- a/compendium/equipment/items/gauntlet.md +++ b/compendium/equipment/items/gauntlet.md @@ -13,10 +13,12 @@ aliases: ["Gauntlet"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Brawling A pair of these metal gloves comes with [full plate](compendium/equipment/items/full-plate.md), [half plate](compendium/equipment/items/half-plate.md), and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlight-av1.md b/compendium/equipment/items/gauntlight-av1.md index ef1a6e465..8a2478adc 100644 --- a/compendium/equipment/items/gauntlight-av1.md +++ b/compendium/equipment/items/gauntlight-av1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av1 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/magical - trait/necromancy @@ -13,7 +13,6 @@ aliases: ["Gauntlight"] # Gauntlight *Item 20* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Category** Artifact Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md) herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Belcorra Haruvex used this spot as a source of power to infuse the walls, floors, and ceilings of each of Gauntlight's levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Belcorra's plans were cut short before she could replace the mundane lenses with dangerous magical ones. @@ -26,15 +25,21 @@ To activate Gauntlight, a creature must be in the deepest portion of the artifac From this point, a creature can observe the world outside remotely through Gauntlight's lens, including any area Gauntlight's beam can reach. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) -A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes. +- **Frequency**: once per month + +**Effect** A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per month -A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. +**Effect** A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. ``` + +--- *Source: Abomination Vaults #1: Ruins of Gauntlight p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/gearbinder-oil-tv.md b/compendium/equipment/items/gearbinder-oil-tv.md index dea8419b7..bfd2aef1d 100644 --- a/compendium/equipment/items/gearbinder-oil-tv.md +++ b/compendium/equipment/items/gearbinder-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/incapacitation @@ -12,9 +12,8 @@ aliases: ["Gearbinder Oil"] # Gearbinder Oil *Item 6+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. @@ -26,4 +25,26 @@ The oil is effective against articulated constructs and machinery, including man > - **Failure** The target increases its [slowed](rules/conditions.md#Slowed) condition by 1, to a maximum of [slowed](rules/conditions.md#Slowed). > - **Critical Failure** The target increases its [slowed](rules/conditions.md#Slowed) condition by 2, to a maximum of [slowed](rules/conditions.md#Slowed). +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 45 gp + +The DC for saves is 20. + +#### moderate *Item 12* + +- **Price**: 390 gp + +The DC for saves is 29. + +#### greater *Item 18* + +- **Price**: 4500 gp + +The DC for saves is 38. + +--- *Source: Treasure Vault p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/gearblade-aoe5.md b/compendium/equipment/items/gearblade-aoe5.md index 5ca0d4cd2..747fb1b28 100644 --- a/compendium/equipment/items/gearblade-aoe5.md +++ b/compendium/equipment/items/gearblade-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/held +- item/category/held/ - trait/clockwork - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Gearblade"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 13000 gp -- **Usage** held in 1 or 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 1 or 2 hands Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a [bastard sword](compendium/equipment/items/bastard-sword.md), [greatsword](compendium/equipment/items/greatsword.md), [longsword](compendium/equipment/items/longsword.md), or [shortsword](compendium/equipment/items/shortsword.md). It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the [disarm](rules/traits/disarm.md "Disarm Weapon Trait") weapon trait and the versatile B weapon trait (which replaces any other [versatile](rules/traits/versatile.md "Versatile Weapon Trait") trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a [greatclub](compendium/equipment/items/greatclub.md). ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Requirements**: You've wound the gearblade for 10 minutes within the last 24 hours **Effect** The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The target must attempt a DC 36 Reflex save. On a failure, the limb holding their weapon is also pulled into the gearblade, and the creature takes `3d12` bludgeoning damage. On a critical failure, they take `6d12` bludgeoning damage and the limb becomes unusable until healed by a [regenerate](compendium/spells/regenerate.md) spell or a similar effect. ``` + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/gecko-pads-g-g.md b/compendium/equipment/items/gecko-pads-g-g.md index 3d5a99582..26da855cd 100644 --- a/compendium/equipment/items/gecko-pads-g-g.md +++ b/compendium/equipment/items/gecko-pads-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -13,10 +13,25 @@ aliases: ["Gecko Pads"] # Gecko Pads *Item 5+* [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn (attached to handwear or hands); **Bulk** L +- **Bulk** L; **Usage** worn (attached to handwear or hands) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. +--- +### Variants + +#### gecko pads *Item 5* + +- **Price**: 25 gp + +The climb Speed lasts for 10 minutes. + +#### greater gecko pads *Item 9* + +- **Price**: 125 gp + +The climb Speed lasts for 1 hour. + +--- *Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/gecko-potion-apg.md b/compendium/equipment/items/gecko-potion-apg.md index cca9c457a..48559637c 100644 --- a/compendium/equipment/items/gecko-potion-apg.md +++ b/compendium/equipment/items/gecko-potion-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,10 +14,11 @@ aliases: ["Gecko Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to [Climb](rules/actions/climb.md) and [Palm an Object](rules/actions/palm-an-object.md), and to your Reflex DC against [Disarm](rules/actions/disarm.md) attempts. + +--- *Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/gelid-shard-tv.md b/compendium/equipment/items/gelid-shard-tv.md index 1de2b4b36..4aa3e7ec1 100644 --- a/compendium/equipment/items/gelid-shard-tv.md +++ b/compendium/equipment/items/gelid-shard-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/arcane - trait/artifact - trait/cold @@ -14,10 +14,11 @@ aliases: ["Gelid Shard"] # Gelid Shard *Item 2* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Artifact This crystal shard shimmers with its own light even as it seems to draw the heat out of its surroundings. Plunging it into your heart grants you the tranquil lethality of deepest winter, but the more you draw upon its power, the colder your heart grows. Your frozen heart dulls your emotions. When you gain a bonus from an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, that bonus is reduced by 1, to a minimum of 0. At 10th level, the bonus is reduced by 2. Your dulled emotions make it hard to relate to others; the DC of checks to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) a favor of other creatures, or to [Aid](rules/actions/aid.md) in such attempts, is increased by +2. You gain resistance to cold equal to your level and a +2 status bonus to all saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. Destruction The gelid shard must be left exposed in the Plane of Fire for a week and a day, then smashed with an adamantine hammer by someone who felt true love for the shard's creator. + +--- *Source: Treasure Vault p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/genealogy-mask-lome.md b/compendium/equipment/items/genealogy-mask-lome.md index dc4296fa3..2df0de016 100644 --- a/compendium/equipment/items/genealogy-mask-lome.md +++ b/compendium/equipment/items/genealogy-mask-lome.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lome -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/uncommon @@ -14,15 +14,19 @@ aliases: ["Genealogy Mask"] - **Access** Alijae ethnicity - **Price** 10 gp -- **Usage** Worn; **Bulk** L -- **Category** Worn +- **Craft Requirements** Supply a casting of [ancestral memories](compendium/spells/ancestral-memories.md) or [mindlink](compendium/spells/mindlink.md). You must be an Alijae elf. +- **Bulk** L; **Usage** Worn These large masks are forged of precious metals or carved of wood and tasked with guarding the history of a family. Most Alijae are granted a genealogy mask when they come of age, which they bequeath to their next of kin upon death. When a member of the family recounted in the genealogy mask performs a particularly significant event while wearing the mask, its eyes and ears animate, allowing the item to witness and record the deeds for posterity. Different families have different standards for their genealogy masks—some may value accuracy and objective, clinical facts, while others may relish embellishing their stories to the very brink of believability in the name of a good story. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it. +- **Frequency**: once per day + +**Effect** You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it. ``` + +--- *Source: Lost Omens: The Mwangi Expanse p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/genius-diadem-gmg.md b/compendium/equipment/items/genius-diadem-gmg.md index 254c4a0bb..5d9fd29a1 100644 --- a/compendium/equipment/items/genius-diadem-gmg.md +++ b/compendium/equipment/items/genius-diadem-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/apex +- item/category/apex/ - trait/apex - trait/arcane - trait/divination @@ -15,15 +15,18 @@ aliases: ["Genius Diadem"] # Genius Diadem *Item 18* [apex](rules/traits/apex.md "Apex Item Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [n](rules/traits/n-b1.md "Neutral Alignment Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn circlet; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn circlet The genius diadem is a [diadem of intellect](compendium/equipment/items/diadem-of-intellect.md) that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater intellect and far superior to your own intelligence, even after the benefits the diadem grants you. The genius diadem encourages you to learn things for yourself rather than actually attempting to [Recall Knowledge](rules/actions/recall-knowledge.md) for you, though you or your allies might be able to play on its arrogance using [Deception](compendium/skills.md#Deception) to trick it into doing so. In addition to allowing you to activate it, the diadem can use the diadem of intellect's hypercognition activation with its own actions, though if it does so, the diadem gains the benefits instead of you. Only the diadem can use the following activation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -The genius diadem casts 7th-level [feeblemind](compendium/spells/feeblemind.md). +- **Frequency**: once per hour + +**Effect** The genius diadem casts 7th-level [feeblemind](compendium/spells/feeblemind.md). ``` + +--- *Source: Gamemastery Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/gerbil-lotg.md b/compendium/equipment/items/gerbil-lotg.md index d99c8711b..3ad5ea721 100644 --- a/compendium/equipment/items/gerbil-lotg.md +++ b/compendium/equipment/items/gerbil-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Gerbil"] --- # Gerbil *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/ghast-stiletto-tv.md b/compendium/equipment/items/ghast-stiletto-tv.md index 1f46944ae..f8e846bb0 100644 --- a/compendium/equipment/items/ghast-stiletto-tv.md +++ b/compendium/equipment/items/ghast-stiletto-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Ghast Stiletto"] @@ -12,19 +12,24 @@ aliases: ["Ghast Stiletto"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Craft Requirements** The initial raw materials must include skin from a ghast. +- **Bulk** L; **Usage** held in 1 hand A ghast stiletto is a +1 dagger wrapped in the still-undead skin of a ghast. While you wield the dagger, you gain a +1 status bonus to all saves against paralysis. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md), [olfactory](rules/traits/olfactory-b1.md)) -The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) as long as it's [sickened](rules/conditions.md#Sickened) on a critical failure). While within the emanation, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. +- **Frequency**: once per hour + +**Effect** The ghast stiletto afflicts the next living target struck by the dagger with a terrible wound that emits the foul stench of the grave. For the next minute, the target creature, as well as any creatures within a 10-foot emanation, must succeed at a DC 16 Fortitude save or become [sickened](rules/conditions.md#Sickened) (plus [slowed](rules/conditions.md#Slowed) as long as it's [sickened](rules/conditions.md#Sickened) on a critical failure). While within the emanation, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune for 1 minute. -%% #trait/divine #trait/necromancy #trait/olfactory %% +%% + #trait/divine #trait/necromancy #trait/olfactory +%% ``` + +--- *Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-ammunition.md b/compendium/equipment/items/ghost-ammunition.md index 404665ada..01ba0a662 100644 --- a/compendium/equipment/items/ghost-ammunition.md +++ b/compendium/equipment/items/ghost-ammunition.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/magical - trait/transmutation aliases: ["Ghost Ammunition"] @@ -13,7 +13,6 @@ aliases: ["Ghost Ammunition"] - **Price** 900 gp - **Ammunition** any -- **Category** Ammunition Ghost ammunition is cool to the touch. This ammunition has the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). You still can't target an [undetected](rules/conditions.md#Undetected) creature without guessing. @@ -21,4 +20,6 @@ After it is launched, the ammunition vanishes into mist. However, in the dead of the night `1d4` days later, it reappears in the last quiver or other container it was taken from. + +--- *Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-ampoule-tv.md b/compendium/equipment/items/ghost-ampoule-tv.md index 0ea0eb9fc..31835943b 100644 --- a/compendium/equipment/items/ghost-ampoule-tv.md +++ b/compendium/equipment/items/ghost-ampoule-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/auditory - trait/consumable @@ -19,9 +19,9 @@ aliases: ["Ghost Ampoule"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply ectoplasmic residue from a destroyed ghost. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it. @@ -29,4 +29,6 @@ The ghost utters a final lament, forcing each living creature in a 15-foot emana On a failure, a creature becomes [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical failure). + +--- *Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-charge-apg.md b/compendium/equipment/items/ghost-charge-apg.md index a9cfd42c9..e315c934a 100644 --- a/compendium/equipment/items/ghost-charge-apg.md +++ b/compendium/equipment/items/ghost-charge-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,37 @@ aliases: ["Ghost Charge"] # Ghost Charge *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes [enfeebled](rules/conditions.md#Enfeebled) until the start of your next turn. Many types grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d8` positive damage and 1 positive splash damage, and the target is [enfeebled](rules/conditions.md#Enfeebled) until the start of your next turn. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d8` positive damage and 2 positive splash damage, and the target is [enfeebled](rules/conditions.md#Enfeebled) until the start of your next turn. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d8` positive damage and 3 positive splash damage, and the target is [enfeebled](rules/conditions.md#Enfeebled) until the start of your next turn. + +#### major *Item 17* + +- **Price**: 2500 gp + +The bomb deals `4d8` positive damage and 4 positive splash damage, and the target is [enfeebled](rules/conditions.md#Enfeebled) until the start of your next turn. + +--- *Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-courier-fulu-tv.md b/compendium/equipment/items/ghost-courier-fulu-tv.md index 1375863d7..ce9fd023c 100644 --- a/compendium/equipment/items/ghost-courier-fulu-tv.md +++ b/compendium/equipment/items/ghost-courier-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/fulu @@ -14,10 +14,11 @@ aliases: ["Ghost Courier Fulu"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 100 gp -- **Usage** held in 2 hands; **Bulk** — -- **Activate** command, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** —; **Usage** held in 2 hands +- **Activate** command, [Interact](rules/actions/interact.md) The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes in on (see below). When you Activate this fulu you dictate a message up to 25 words long that then magically appears on the paper in the language you spoke. The fulu then disappears into the Ethereal Plane, arriving at the assigned ghost delivery fulu in `2d10` hours, provided that fulu is within 500 miles. There, the fulu's magic dissipates, but the message remains. If the fulu takes any damage in transit, it has a 50% chance to drop back into the Material Plane, intact but bereft of magic. + +--- *Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-delivery-fulu-tv.md b/compendium/equipment/items/ghost-delivery-fulu-tv.md index 1c962e184..4e0185fc7 100644 --- a/compendium/equipment/items/ghost-delivery-fulu-tv.md +++ b/compendium/equipment/items/ghost-delivery-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/fulu @@ -14,11 +14,12 @@ aliases: ["Ghost Delivery Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 100 gp -- **Usage** affixed to structure, object, or creature; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** affixed to structure, object, or creature A ghost delivery fulu's inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax. This fulu activates once affixed, becoming the homing location of ghost courier fulus with a matching stamp. Delivered ghost courier fulu messages (see above) stick to the ghost delivery fulu but can be easily removed. + +--- *Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-dust.md b/compendium/equipment/items/ghost-dust.md index 01a19d297..8bf3671d1 100644 --- a/compendium/equipment/items/ghost-dust.md +++ b/compendium/equipment/items/ghost-dust.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/occult @@ -14,10 +14,11 @@ aliases: ["Ghost Dust"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 1800 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You use an action with the [move](rules/traits/move.md "Move Combat Trait") trait; **Requirements** You are legendary in [Stealth](compendium/skills.md#Stealth). -- **Category** Talisman This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level [invisibility](compendium/spells/invisibility.md) spell on you. This comes into effect before you move during the triggering action. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-ink-apg.md b/compendium/equipment/items/ghost-ink-apg.md index 706cc29c7..f6be893f0 100644 --- a/compendium/equipment/items/ghost-ink-apg.md +++ b/compendium/equipment/items/ghost-ink-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Ghost Ink"] @@ -12,11 +12,12 @@ aliases: ["Ghost Ink"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes [invisible](rules/conditions.md#Invisible) again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") effect such as a sunrod. While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 [Perception](compendium/skills.md#Perception) check. On a critical success, they can make out the ink well enough to use [Society](compendium/skills.md#Society) to [Decipher Writing](rules/actions/decipher-writing.md). One vial of ghost ink is sufficient to write a page worth of text. + +--- *Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-lantern-tv.md b/compendium/equipment/items/ghost-lantern-tv.md index ca19c8b46..57e5ee924 100644 --- a/compendium/equipment/items/ghost-lantern-tv.md +++ b/compendium/equipment/items/ghost-lantern-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/light - trait/magical - trait/transmutation @@ -13,16 +13,16 @@ aliases: ["Ghost Lantern"] [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1850 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light falls on looks gray or desaturated. The lantern uses oil as a standard hooded lantern. The lantern's light shines within the Ethereal Plane as well as the Material Plane. On any other plane, the light functions as a normal hooded lantern. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision +- **Frequency**: once per day - **Requirements**: The lantern's shutters are open **Effect** You concentrate on the lantern's light to soften the boundary between the Ethereal and Material Plane. Any creature in the lantern's bright light on the Material Plane gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. @@ -30,4 +30,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it's in the lantern's bright light, and if the creature leaves the light and returns it regains the benefit once more. ``` + +--- *Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-oil-lokl.md b/compendium/equipment/items/ghost-oil-lokl.md index a5e53cb4c..e5cc3e933 100644 --- a/compendium/equipment/items/ghost-oil-lokl.md +++ b/compendium/equipment/items/ghost-oil-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -14,10 +14,11 @@ aliases: ["Ghost Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 18 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil The vials containing this translucent, unsubstantial oil are always cold to the touch. Applying ghost oil to a melee weapon you're wielding or carrying causes it to become semitransparent and gain the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) rune, but it also makes the weapon unable to harm corporeal creatures. The oil has no effect when applied to another creature's weapon. The effect of the oil lasts for 1 minute. + +--- *Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-touch.md b/compendium/equipment/items/ghost-touch.md index 782593b1b..fc2d75bba 100644 --- a/compendium/equipment/items/ghost-touch.md +++ b/compendium/equipment/items/ghost-touch.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Ghost Touch"] @@ -13,8 +13,9 @@ aliases: ["Ghost Touch"] - **Price** 75 gp - **Usage** etched onto a melee weapon -- **Category** Rune The weapon can harm creatures without physical form. A [ghost touch](compendium/equipment/items/ghost-touch.md) weapon is particularly effective against incorporeal creatures, which almost always have a specific weakness to [ghost touch](compendium/equipment/items/ghost-touch.md) weapons. Incorporeal creatures can touch, hold, and wield [ghost touch](compendium/equipment/items/ghost-touch.md) weapons (unlike most physical objects). + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/ghostbane-fulu-som.md b/compendium/equipment/items/ghostbane-fulu-som.md index 856ee0985..2a9fbef48 100644 --- a/compendium/equipment/items/ghostbane-fulu-som.md +++ b/compendium/equipment/items/ghostbane-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/fulu - trait/magical @@ -18,8 +18,9 @@ aliases: ["Ghostbane Fulu"] - **Price** 40 gp - **Usage** affixed to a weapon - **Activate** envision; **Trigger** You successfully [Strike](rules/actions/strike.md) an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage. -- **Category** Consumable This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune against the triggering incorporeal creature for 1 minute. + +--- *Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/ghostcallers-planchette-tv.md b/compendium/equipment/items/ghostcallers-planchette-tv.md index b725dfa6b..5b62739f6 100644 --- a/compendium/equipment/items/ghostcallers-planchette-tv.md +++ b/compendium/equipment/items/ghostcallers-planchette-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/magical - trait/necromancy - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Ghostcaller's Planchette"] # Ghostcaller's Planchette *Item 12+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29. @@ -21,15 +20,44 @@ This miniature wooden planchette is engraved with symbols designed to attract sp - Weapon After you cast a necromancy spell by activating the planchette, the affixed weapon gains the effects of the ghost touch property rune until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [chill touch](compendium/spells/chill-touch.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [invoke spirits](compendium/spells/invoke-spirits-som.md) . +``` + +--- +### Variants + +#### greater ghostcaller's planchette *Item 18* + +- **Price**: 21000 gp + +The resistance when affixed to armor is 10. When the planchette is affixed to a weapon, casting a necromancy spell by activating the planchette grants the weapon the effects of both the ghost touch and greater disrupting property runes. The spell DC is 38. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 7th-level [invoke spirits](compendium/spells/invoke-spirits-som.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [invoke spirits](compendium/spells/invoke-spirits-som.md) . +- **Frequency**: once per day + +**Effect** You cast [tempest of shades](compendium/spells/tempest-of-shades-som.md) . ``` +--- *Source: Treasure Vault p. 125* \ No newline at end of file diff --git a/compendium/equipment/items/ghosthands-comet-tv.md b/compendium/equipment/items/ghosthands-comet-tv.md index 24e6f69d0..8b48115b4 100644 --- a/compendium/equipment/items/ghosthands-comet-tv.md +++ b/compendium/equipment/items/ghosthands-comet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/magical - trait/transmutation @@ -13,13 +13,12 @@ aliases: ["Ghosthand's Comet"] # Ghosthand's Comet *Item 23* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Artifact +- **Bulk** 2; **Usage** held in 2 hands The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Ghosthand's Comet is a +4 major striking beast‑bane SoM greater impactful SoM advanced firearm with a range increment of 300 feet. It deals `5d8` force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Ghosthand's Comet runs on magic and doesn't use ammunition or black powder. The weapon is silent when fired. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You attempt a ranged [Strike](rules/actions/strike.md) with Ghosthand's Comet @@ -27,11 +26,14 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + On your next attempt at a ranged [Strike](rules/actions/strike.md) with Ghosthand's Comet, the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the [Strike](rules/actions/strike.md) by the end of your turn or this effect is lost. Destruction If the Grim Reaper slays the wielder of Ghosthand's Comet, the Reaper's scythe, as it strikes the killing blow, is destined to slice the star gun in half. ``` + +--- *Source: Treasure Vault p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/ghostly-portal-paint-som.md b/compendium/equipment/items/ghostly-portal-paint-som.md index f492b563b..c0092e5e7 100644 --- a/compendium/equipment/items/ghostly-portal-paint-som.md +++ b/compendium/equipment/items/ghostly-portal-paint-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -15,12 +15,13 @@ aliases: ["Ghostly Portal Paint"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a 5-foot-wide, 10-foot-tall section of a wall, the paint turns that section of wall ghostly and incorporeal to a depth of 10 feet, allowing corporeal creatures and objects to pass through it. The portal persists for 10 minutes. When this effect wears off, anything remaining within the portal is shunted to the nearest exit. Force effects, other incorporeal objects and creatures, and [ghost touch](compendium/equipment/items/ghost-touch.md) weapons can't cross through the wall, as is normal for incorporeality. An incorporeal creature that's inside the wall when the paint is used is shunted to the nearest exit. + +--- *Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/compendium/equipment/items/ghostshot-wrapping-g-g.md b/compendium/equipment/items/ghostshot-wrapping-g-g.md index 73a912e27..6c5fc3649 100644 --- a/compendium/equipment/items/ghostshot-wrapping-g-g.md +++ b/compendium/equipment/items/ghostshot-wrapping-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/magical @@ -14,10 +14,11 @@ aliases: ["Ghostshot Wrapping"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 300 gp -- **Usage** affixed to a ranged weapon; **Bulk** – +- **Bulk** –; **Usage** affixed to a ranged weapon - **Activate** envision; **Trigger** You attempt a ranged [Strike](rules/actions/strike.md) with the affixed weapon while [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). -- **Category** Talisman This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman's magic dampens the sound of the triggering shot, rendering it completely silent, and additionally skews the angle of the shot, so it appears to come from a different location and direction than your actual position. You don't become automatically [observed](rules/conditions.md#Observed) to any creatures due to making the triggering [Strike](rules/actions/strike.md). + +--- *Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/ghoul-hide.md b/compendium/equipment/items/ghoul-hide.md index 138de8d84..e6ae804b4 100644 --- a/compendium/equipment/items/ghoul-hide.md +++ b/compendium/equipment/items/ghoul-hide.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/necromancy @@ -14,11 +14,12 @@ aliases: ["Ghoul Hide"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 220 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Bulk** 2; **Usage** worn armor Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against disease and paralysis by 1 (maximum +4) Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") trait, the armor gains the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. + +--- *Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/gi-tv.md b/compendium/equipment/items/gi-tv.md index ea37784f5..40b846102 100644 --- a/compendium/equipment/items/gi-tv.md +++ b/compendium/equipment/items/gi-tv.md @@ -13,9 +13,11 @@ aliases: ["Gi"] - **Price** 2 sp - **Bulk** L - **AC Bonus** +0; **Dex Cap** +5 -- **Strength** —; **Check Penalty** -0; **Speed Penalty** — +- **Strength** —; **Check Penalty** —; **Speed Penalty** — - **Category** Unarmored; **Group** Cloth Also called martial arts suits or practice clothes, gi are outfits of tough cloth built for comfort and unrestricted movement—ideal for practicing martial arts. They have reinforced stitching resistant to strenuous use. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/giant-centipede-venom.md b/compendium/equipment/items/giant-centipede-venom.md index 5ac8d0133..bd1bacb27 100644 --- a/compendium/equipment/items/giant-centipede-venom.md +++ b/compendium/equipment/items/giant-centipede-venom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Giant Centipede Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 4 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Giant centipede venom causes severe muscle stiffness. @@ -34,4 +33,6 @@ title: Saving Throw: DC 17 Fortitude **Stage 3** `1d12` poison damage, [clumsy](rules/conditions.md#Clumsy), and [flat-footed](rules/conditions.md#Flat-footed) (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/giant-scorpion-venom.md b/compendium/equipment/items/giant-scorpion-venom.md index 67b711912..b2e0d051f 100644 --- a/compendium/equipment/items/giant-scorpion-venom.md +++ b/compendium/equipment/items/giant-scorpion-venom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Giant Scorpion Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 40 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Scorpion venom is excruciating and its effects are somewhat debilitating. @@ -34,4 +33,6 @@ title: Saving Throw: DC 22 Fortitude **Stage 3** `2d10` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) ``` + +--- *Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/giant-wasp-venom.md b/compendium/equipment/items/giant-wasp-venom.md index 7d3f87115..18373ae4f 100644 --- a/compendium/equipment/items/giant-wasp-venom.md +++ b/compendium/equipment/items/giant-wasp-venom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Giant Wasp Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 55 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Giant wasp venom interferes with a victim's movement. @@ -34,4 +33,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** `4d6` poison and [clumsy](rules/conditions.md#Clumsy) (1 round) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/gift-of-the-poisoned-heart-da.md b/compendium/equipment/items/gift-of-the-poisoned-heart-da.md index bbde20f1d..d510d0878 100644 --- a/compendium/equipment/items/gift-of-the-poisoned-heart-da.md +++ b/compendium/equipment/items/gift-of-the-poisoned-heart-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/cursed - trait/evil @@ -15,9 +15,8 @@ aliases: ["Gift of the Poisoned Heart"] # Gift of the Poisoned Heart *Item 16* [consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** – -- **Activate** command, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** –; **Usage** held in 1 hand +- **Activate** command, [Interact](rules/actions/interact.md) Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this diamond lies a single flaw: a fissured occlusion of sickly, tainted red. To activate the diamond, place it on the relatively intact body of a creature that died within the past year. The stone shatters, restoring the recipient to life with the effects of a successful resurrect ritual, except there is no limit to the level of the creature that may be revived. @@ -25,4 +24,6 @@ This gift of life comes with a terrible cost: the recipient believes you—and a No amount of information or persuasion can alleviate this mistrust, as the cursed creature twists the facts endlessly to fit their delusion. Only magic such as remove curse can neutralize this effect, and the subject resists any attempt to alter their beliefs by magic. + +--- *Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/gill-hook-aaws.md b/compendium/equipment/items/gill-hook-aaws.md index 129afe579..2dfea9aac 100644 --- a/compendium/equipment/items/gill-hook-aaws.md +++ b/compendium/equipment/items/gill-hook-aaws.md @@ -15,10 +15,12 @@ aliases: ["Gill Hook"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d10` P + - **Damage**: `1d10` P - **Hands** 2 - **Category** Martial; **Group** Spear This spear has a specialized hook just before the tip that can catch on the gills of large fish. Azarketis primarily use this to hunt sharks, but it can also be used to hook flesh or armor. This weapon is common on the Isle of Kortos and within azarketi settlements. + +--- *Source: Azarketi Ancestry Web Supplement p. 1* \ No newline at end of file diff --git a/compendium/equipment/items/ginger-chew-tv.md b/compendium/equipment/items/ginger-chew-tv.md index 1f90779d5..cae8f5ada 100644 --- a/compendium/equipment/items/ginger-chew-tv.md +++ b/compendium/equipment/items/ginger-chew-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/lozenge @@ -13,15 +13,17 @@ aliases: ["Ginger Chew"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 28 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** held in 1 hand This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude saves against being [sickened](rules/conditions.md#Sickened). ```ad-embed-ability -title: Secondary Effect [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Secondary Effect** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + Reduce your [sickened](rules/conditions.md#Sickened) value by 1, if any. The chew becomes inert. ``` + +--- *Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/glaive-of-the-artist-logm.md b/compendium/equipment/items/glaive-of-the-artist-logm.md index ecd9b1cfc..64b3b5903 100644 --- a/compendium/equipment/items/glaive-of-the-artist-logm.md +++ b/compendium/equipment/items/glaive-of-the-artist-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -14,21 +14,26 @@ aliases: ["Glaive Of The Artist"] - **Access** follower of [Shelyn](compendium/setting/deities/shelyn.md) - **Price** 4000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Shelyn's religious symbol. While wielding the glaive, you gain a +2 item bonus on [Crafting](compendium/skills.md#Crafting) and [Performance](compendium/skills.md#Performance) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive, flaming, frost, shocking, or thundering property runes for 1 round, depending on the tail you chose. +- **Frequency**: once per round + +**Effect** You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive, flaming, frost, shocking, or thundering property runes for 1 round, depending on the tail you chose. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive's banner gain a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. +**Effect** You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive's banner gain a +2 item bonus to [Performance](compendium/skills.md#Performance) checks. ``` + +--- *Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/glaive.md b/compendium/equipment/items/glaive.md index ff4b9837a..1cd2b680e 100644 --- a/compendium/equipment/items/glaive.md +++ b/compendium/equipment/items/glaive.md @@ -14,10 +14,12 @@ aliases: ["Glaive"] - **Price** 1 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Polearm This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/glamered.md b/compendium/equipment/items/glamered.md index 31c09ef9a..e9c35e9ba 100644 --- a/compendium/equipment/items/glamered.md +++ b/compendium/equipment/items/glamered.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/illusion - trait/magical aliases: ["Glamered"] @@ -13,14 +13,16 @@ aliases: ["Glamered"] - **Price** 140 gp - **Usage** etched onto armor -- **Category** Rune This armor can be disguised with a mere thought. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor's statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to 0, with a DC of 25. ``` + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/glamorous-buckler-apg.md b/compendium/equipment/items/glamorous-buckler-apg.md index c850b2cd7..a898f4f47 100644 --- a/compendium/equipment/items/glamorous-buckler-apg.md +++ b/compendium/equipment/items/glamorous-buckler-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/illusion - trait/magical aliases: ["Glamorous Buckler"] @@ -12,18 +12,20 @@ aliases: ["Glamorous Buckler"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 35 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md). ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Trigger**: You [Feint](rules/actions/feint.md) - **Requirements**: You have the glamorous buckler raised **Effect** As you [Feint](rules/actions/feint.md), the glamorous buckler sparkles mightily. On a successful [Feint](rules/actions/feint.md), the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. ``` + +--- *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/glass-cutter-lopsg.md b/compendium/equipment/items/glass-cutter-lopsg.md index 43fc0f73a..0935cc0f7 100644 --- a/compendium/equipment/items/glass-cutter-lopsg.md +++ b/compendium/equipment/items/glass-cutter-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Glass Cutter"] --- @@ -13,8 +13,9 @@ aliases: ["Glass Cutter"] - **Price** 5 gp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a [Thievery](compendium/skills.md#Thievery) check against the [Perception](compendium/skills.md#Perception) DC of nearby creatures to go unnoticed. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/glasses-of-sociability-som.md b/compendium/equipment/items/glasses-of-sociability-som.md index e51b83dd7..01da8149d 100644 --- a/compendium/equipment/items/glasses-of-sociability-som.md +++ b/compendium/equipment/items/glasses-of-sociability-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -13,17 +13,19 @@ aliases: ["Glasses Of Sociability"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Usage** worn eyepiece; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn eyepiece These wire-rim glasses with large, circular lenses were invented for the sole purpose of avoiding awkward confrontations at social gatherings. They grant you a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name. ``` + +--- *Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/gliding-tv.md b/compendium/equipment/items/gliding-tv.md index 9db1838d4..65714480c 100644 --- a/compendium/equipment/items/gliding-tv.md +++ b/compendium/equipment/items/gliding-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Gliding"] @@ -13,14 +13,16 @@ aliases: ["Gliding"] - **Price** 450 gp - **Usage** etched onto armor -- **Category** Rune The armor allows you to make a [controlled](rules/conditions.md#Controlled) descent. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven't yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall. ``` + +--- *Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/glimmering-missive-tv.md b/compendium/equipment/items/glimmering-missive-tv.md index 22bd9ea7d..f6f46e2ce 100644 --- a/compendium/equipment/items/glimmering-missive-tv.md +++ b/compendium/equipment/items/glimmering-missive-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/missive +- item/category/missive/ - trait/consumable - trait/evocation - trait/light @@ -15,10 +15,11 @@ aliases: ["Glimmering Missive"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Missive +- **Bulk** —; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10‑foot burst from a corner of the missive's space. Creatures in the area are covered in sparkling dust that remains luminous for 1 hour. Visible creatures can't be [concealed](rules/conditions.md#Concealed) while covered by the luminous dust; any [invisible](rules/conditions.md#Invisible) creatures are [concealed](rules/conditions.md#Concealed) while covered in the luminous dust, rather than being [undetected](rules/conditions.md#Undetected). + +--- *Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/glittering-scarab-da.md b/compendium/equipment/items/glittering-scarab-da.md index 496b585ef..741cdf9b4 100644 --- a/compendium/equipment/items/glittering-scarab-da.md +++ b/compendium/equipment/items/glittering-scarab-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Glittering Scarab"] --- @@ -12,9 +12,10 @@ aliases: ["Glittering Scarab"] - **Access** Member of the [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md) - **Price** 10 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The glittering scarab, though, can be squeezed gently, causing the wings to part and reveal an eye painted underneath them. This pin is used to gain entrance to most meetings of the [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md). Someone who specifically examines the scarab can find the [hidden](rules/conditions.md#Hidden) eye with a successful DC 20 [Perception](compendium/skills.md#Perception) check, though if they know about glittering scarabs, they can simply squeeze it to check for the eye. + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/glittering-snare-lotgb.md b/compendium/equipment/items/glittering-snare-lotgb.md index ca26e4c65..e014a191b 100644 --- a/compendium/equipment/items/glittering-snare-lotgb.md +++ b/compendium/equipment/items/glittering-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -16,7 +16,6 @@ aliases: ["Glittering Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 18 gp -- **Category** Snare [Small](rules/traits/small-b1.md "Small Size Trait") flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or [hidden](rules/conditions.md#Hidden) in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing. @@ -26,4 +25,6 @@ aliases: ["Glittering Snare"] > - **Failure** The creature takes a –2 status penalty to [Stealth](compendium/skills.md#Stealth) checks for 2 minutes or until it spends a 2-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to remove the glitter. If the creature was [invisible](rules/conditions.md#Invisible), the glitter outlines it for 1 round, making it [concealed](rules/conditions.md#Concealed) rather than [undetected](rules/conditions.md#Undetected) to visual senses. > - **Critical Failure** As failure, but the penalty is –4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is [hidden](rules/conditions.md#Hidden), rather than [undetected](rules/conditions.md#Undetected), to any creature that can see the glitter whenever it would otherwise have been [undetected](rules/conditions.md#Undetected). + +--- *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/gloaming-shard-som.md b/compendium/equipment/items/gloaming-shard-som.md index eff373e50..0fca74f4c 100644 --- a/compendium/equipment/items/gloaming-shard-som.md +++ b/compendium/equipment/items/gloaming-shard-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/shadow @@ -13,19 +13,23 @@ aliases: ["Gloaming Shard"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") - **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The blade of this +2 striking returning dagger shines the color of twilight, with a triangular lattice design on the hilt. A thin string of darkness connects your shadow to that of the blade, even once it leaves your hand. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([shadow](rules/traits/shadow.md), [teleportation](rules/traits/teleportation.md)) -You make a thrown [Strike](rules/actions/strike.md) with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. +- **Frequency**: once per hour + +**Effect** You make a thrown [Strike](rules/actions/strike.md) with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. You instantly teleport to a space adjacent to the target of your [Strike](rules/actions/strike.md), as dimension door, and then catch the dagger in your hand. -%% #trait/shadow #trait/teleportation %% +%% + #trait/shadow #trait/teleportation +%% ``` + +--- *Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/gloom-blade.md b/compendium/equipment/items/gloom-blade.md index 3802a0a17..7090df71e 100644 --- a/compendium/equipment/items/gloom-blade.md +++ b/compendium/equipment/items/gloom-blade.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/magical aliases: ["Gloom Blade"] @@ -12,8 +12,7 @@ aliases: ["Gloom Blade"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon +- **Bulk** L; **Usage** held in 1 hand As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn't appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th level or higher. @@ -21,4 +20,6 @@ In dim light or darkness, the gloom blade becomes a +2 striking shortsword. When To upgrade the gloom blade's fundamental runes, start with the base +1 shortsword, but if you improve it beyond a +2 striking shortsword, the runes apply in dim light or darkness as well. + +--- *Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/glorious-plate-locg.md b/compendium/equipment/items/glorious-plate-locg.md index 1cf5b5b76..5ef7ca480 100644 --- a/compendium/equipment/items/glorious-plate-locg.md +++ b/compendium/equipment/items/glorious-plate-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/worn +- item/category/worn/ - trait/evocation - trait/good - trait/light @@ -15,8 +15,7 @@ aliases: ["Glorious Plate"] [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 4500 gp -- **Usage** worn, armor; **Bulk** 4 -- **Category** Worn +- **Bulk** 4; **Usage** worn, armor This elegant full plate is embossed with heraldic imagery and never tarnishes or loses its shine. Glorious plate is +2 resilient full plate. In battle, glorious plate sheds bright light in a 10-foot radius, which enemies see as a blinding halo that obscures creatures other than the wearer. When an enemy looks at the wearer, it must attempt a DC 33 Will saving throw. The enemy is then temporarily immune for 1 minute. @@ -25,4 +24,6 @@ This elegant full plate is embossed with heraldic imagery and never tarnishes or > - **Failure** For 1 minute, the wearer's allies within the glorious plate's 10-foot radius of light are [concealed](rules/conditions.md#Concealed) to the enemy. Allies are [concealed](rules/conditions.md#Concealed) only while they remain within the light; if allies enter the light later, they are [concealed](rules/conditions.md#Concealed) as well. > - **Critical Failure** As failure, except the wearer's allies are [hidden](rules/conditions.md#Hidden) to the enemy instead of [concealed](rules/conditions.md#Concealed). Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md); Frequency once per 10 minutes; Effect The armor casts sanctuary on you. + +--- *Source: Lost Omens: Character Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/gloves-of-carelessness-gmg.md b/compendium/equipment/items/gloves-of-carelessness-gmg.md index 0ff6e1218..43643c934 100644 --- a/compendium/equipment/items/gloves-of-carelessness-gmg.md +++ b/compendium/equipment/items/gloves-of-carelessness-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/cursed - trait/extradimensional @@ -15,11 +15,12 @@ aliases: ["Gloves Of Carelessness"] # Gloves Of Carelessness *Item 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn gloves; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn gloves These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you [Interact](rules/actions/interact.md) to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure, you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item's curse. The first time the curse activates, the gloves fuse to you. + +--- *Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/gloves-of-storing.md b/compendium/equipment/items/gloves-of-storing.md index 675e73045..cf20439e6 100644 --- a/compendium/equipment/items/gloves-of-storing.md +++ b/compendium/equipment/items/gloves-of-storing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/extradimensional - trait/invested - trait/magical @@ -15,15 +15,14 @@ aliases: ["Gloves of Storing"] [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 340 gp -- **Usage** worn gloves; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn gloves An item can be stored inside these supple leather gloves, held in an extradimensional space. When an item is inside the glove, an image of the item appears as a simple, stitched pattern on the back of each glove. Many gloves of storing are found with an item already inside. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: No item is stored in the gloves @@ -31,11 +30,13 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) - **Requirements**: An item is stored in the gloves, and you have a free hand **Effect** The item stored in the gloves appears in your hand. The gloves can't be activated again for 1 minute. ``` + +--- *Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/glue-bullet-g-g.md b/compendium/equipment/items/glue-bullet-g-g.md index ed49e4ba7..3771b7630 100644 --- a/compendium/equipment/items/glue-bullet-g-g.md +++ b/compendium/equipment/items/glue-bullet-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -15,8 +15,9 @@ aliases: ["Glue Bullet"] - **Price** 16 gp - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a –10-foot circumstance penalty to its Speeds for `2d4` rounds, or until it Escapes against a DC of 18. On a critical hit, the target is also [immobilized](rules/conditions.md#Immobilized) until it Escapes. + +--- *Source: Guns & Gears p. 170* \ No newline at end of file diff --git a/compendium/equipment/items/gluttonous-spear-sli.md b/compendium/equipment/items/gluttonous-spear-sli.md index 7018992e1..74f7e765c 100644 --- a/compendium/equipment/items/gluttonous-spear-sli.md +++ b/compendium/equipment/items/gluttonous-spear-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,11 +13,12 @@ aliases: ["Gluttonous Spear"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger. On a critical hit, the target is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute, and you gain `1d8` temporary Hit Points that last for 1 minute. + +--- *Source: The Slithering p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/gnome-amalgam-musket-g-g.md b/compendium/equipment/items/gnome-amalgam-musket-g-g.md index 7516d2e36..632c245b5 100644 --- a/compendium/equipment/items/gnome-amalgam-musket-g-g.md +++ b/compendium/equipment/items/gnome-amalgam-musket-g-g.md @@ -20,14 +20,16 @@ aliases: ["Gnome Amalgam Musket"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 10 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d6` P +- **Ranged**: + - **Damage**: `1d6` P - **Ammunution** round; **Range** 40 ft.; **Reload** 2 -- **Melee** - - **Damage** `1d8` B +- **Melee**: + - **Damage**: `1d8` B - **Hands** 2 - **Category** Martial Rumored to be the result of a gnomish dare to make a variant of a hooked hammer that's even more intricate and complex, this weapon adds a musket to the mix of an already overcomplicated device. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/gnome-flickmace.md b/compendium/equipment/items/gnome-flickmace.md index 10efa0159..e165605e8 100644 --- a/compendium/equipment/items/gnome-flickmace.md +++ b/compendium/equipment/items/gnome-flickmace.md @@ -15,10 +15,12 @@ aliases: ["Gnome Flickmace"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Advanced; **Group** Flail More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/gnome-hooked-hammer.md b/compendium/equipment/items/gnome-hooked-hammer.md index f3a43c86e..a4821fc0d 100644 --- a/compendium/equipment/items/gnome-hooked-hammer.md +++ b/compendium/equipment/items/gnome-hooked-hammer.md @@ -16,10 +16,12 @@ aliases: ["Gnome Hooked Hammer"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Hammer This gnome tool and weapon features a hammer at one end and a curved pick on the other. It's such a strange and awkward weapon that others think the gnomes are slightly erratic for using it. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/goblin-eye-orb-g-g.md b/compendium/equipment/items/goblin-eye-orb-g-g.md index 73b1eecc2..2764da708 100644 --- a/compendium/equipment/items/goblin-eye-orb-g-g.md +++ b/compendium/equipment/items/goblin-eye-orb-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -14,10 +14,11 @@ aliases: ["Goblin-eye Orb"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 24 gp -- **Usage** affixed to a weapon; **Bulk** – +- **Bulk** –; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You attempt a [Strike](rules/actions/strike.md) with the affixed firearm or crossbow against an enemy that's [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) to you; **Requirements** You're an expert with the affixed firearm or crossbow and an expert in [Perception](compendium/skills.md#Perception). -- **Category** Talisman This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering [Strike](rules/actions/strike.md), you don't need to attempt a flat check due to the enemy being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) to you. + +--- *Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/goggles-of-night-bb.md b/compendium/equipment/items/goggles-of-night-bb.md index 74bea867c..9ed75f706 100644 --- a/compendium/equipment/items/goggles-of-night-bb.md +++ b/compendium/equipment/items/goggles-of-night-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/magical - trait/transmutation aliases: ["Goggles of Night"] @@ -13,16 +13,19 @@ aliases: ["Goggles of Night"] - **Price** 150 gp - **Usage** worn eyepiece -- **Category** Worn The opaque crystal lenses of these sleek goggles don't obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight. Once per day, you can use the following action. ```ad-embed-ability -title: Go Dark [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Go Dark** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) + You carefully rotate the lenses 90 degrees, and you gain [darkvision](rules/abilities/darkvision.md). For 1 hour, you can see just as well in darkness as you can in the light. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` + +--- *Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/goggles-of-night.md b/compendium/equipment/items/goggles-of-night.md index 2fe9c82c2..89aafcdeb 100644 --- a/compendium/equipment/items/goggles-of-night.md +++ b/compendium/equipment/items/goggles-of-night.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,15 +12,36 @@ aliases: ["Goggles of Night"] # Goggles of Night *Item 5+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -Rotating the lenses 90 degrees, you gain [darkvision](rules/abilities/darkvision.md) for 1 hour. +- **Frequency**: once per day + +**Effect** Rotating the lenses 90 degrees, you gain [darkvision](rules/abilities/darkvision.md) for 1 hour. ``` +--- +### Variants + +#### goggles of night *Item 5* + +- **Price**: 150 gp + +#### greater goggles of night *Item 11* + +- **Price**: 1250 gp + +The item bonus is +2, and the [darkvision](rules/abilities/darkvision.md) lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first. + +#### major goggles of night *Item 18* + +- **Price**: 20000 gp + +The item bonus is +3, and the goggles grant [greater darkvision](rules/abilities/darkvision.md), which lasts until you rotate the lenses back or the item is no longer invested by you, whichever comes first. + +--- *Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/golden-blade-of-mzali-sot4.md b/compendium/equipment/items/golden-blade-of-mzali-sot4.md index 6d0ce1464..d13507cc5 100644 --- a/compendium/equipment/items/golden-blade-of-mzali-sot4.md +++ b/compendium/equipment/items/golden-blade-of-mzali-sot4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot4 -- item/category/held +- item/category/held/ - trait/evocation - trait/fire - trait/light @@ -15,8 +15,7 @@ aliases: ["Golden Blade of Mzali"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 6500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand Each of these golden spears was forged in the days of old Mzali, when the sun kings ruled the city. The majority of these weapons are lost, most likely buried with warriors in tombs and temples sealed by [Walkena](compendium/setting/deities/walkena-logm.md)'s decrees. @@ -25,8 +24,9 @@ Each of these golden spears was forged in the days of old Mzali, when the sun ki This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Mzali's skyline. The spear glows with the effects of 4th-level [light](compendium/spells/light.md). You can suppress or resume this light by using an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. When you hit a creature with the spear, it takes `1d6` additional fire damage. When you critically hit a creature with the spear, the creature takes `1d8` [persistent fire damage](rules/conditions.md#Persistent%20Damage) and `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as its blood boils away. Unlike normal when taking two types of [persistent damage](rules/conditions.md#Persistent%20Damage), a creature needs only a single successful flat check to remove both the fire and bleed damage. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You critically hit a creature with the weapon **Effect** You call upon the spear's light to guide the creature away from violence. The creature must choose one of the following options: @@ -36,9 +36,13 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -The spear casts 7th-level [elemental form](compendium/spells/elemental-form.md) on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations. +- **Frequency**: once per day + +**Effect** The spear casts 7th-level [elemental form](compendium/spells/elemental-form.md) on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations. ``` + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-branding-iron-ooa2.md b/compendium/equipment/items/golden-branding-iron-ooa2.md index a054ff88d..faa9a6528 100644 --- a/compendium/equipment/items/golden-branding-iron-ooa2.md +++ b/compendium/equipment/items/golden-branding-iron-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,31 @@ aliases: ["Golden Branding Iron"] # Golden Branding Iron *Item 5+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** affixed to a two-handed firearm or crossbow; **Bulk** — +- **Bulk** —; **Usage** affixed to a two-handed firearm or crossbow - **Activate** envision; **Trigger** You hit a target with a ranged [Strike](rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert with the affixed weapon. -- **Category** Talisman This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. +--- +### Variants + +#### golden branding iron *Item 5* + +- **Price**: 25 gp + +You harmlessly place your unique magical sigil, which is about 1 square inch in size, anywhere on the target creature, as long as the location is visible to you. The mark is only visible to you and up to 6 of your allies. The mark can be scrubbed or scraped off with 5 minutes of work. It fades naturally over the course of a month. + +#### greater golden branding iron *Item 9* + +- **Price**: 120 gp + +Your arcane sigil fades naturally over the course of a year. + +#### major golden branding iron *Item 13* + +- **Price**: 450 gp + +Your arcane sigil never fades naturally. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-breath-fulu-tv.md b/compendium/equipment/items/golden-breath-fulu-tv.md index dc6f1501c..5ad0c4019 100644 --- a/compendium/equipment/items/golden-breath-fulu-tv.md +++ b/compendium/equipment/items/golden-breath-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/fulu - trait/healing @@ -18,10 +18,11 @@ aliases: ["Golden Breath Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8100 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You take damage. -- **Category** Talisman -An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu (page 79) to create the golden breath fulu, which fortifies ki and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any [persistent damage](rules/conditions.md#Persistent%20Damage) affecting you. The fulu is particularly appropriate help for ending any [persistent damage](rules/conditions.md#Persistent%20Damage). Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute. +An enterprising chirurgeon reversed the forces evoked by a void [thousand-pains fulu](compendium/equipment/items/thousand-pains-fulu-tv.md) to create the golden breath fulu, which fortifies ki and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any [persistent damage](rules/conditions.md#Persistent%20Damage) affecting you. The fulu is particularly appropriate help for ending any [persistent damage](rules/conditions.md#Persistent%20Damage). Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute. + +--- *Source: Treasure Vault p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/golden-cased-bullet-ooa2.md b/compendium/equipment/items/golden-cased-bullet-ooa2.md index 59ad760dc..a6ad409cd 100644 --- a/compendium/equipment/items/golden-cased-bullet-ooa2.md +++ b/compendium/equipment/items/golden-cased-bullet-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -15,8 +15,27 @@ aliases: ["Golden-Cased Bullet"] - **Ammunition** round - **Activate** envision -- **Category** Consumable The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. +--- +### Variants + +#### standard *Item 4* + +- **Price**: 20 gp + +#### greater *Item 10* + +- **Price**: 200 gp + +You ignore the bonus to AC granted to a target in standard or lesser cover. + +#### major *Item 16* + +- **Price**: 2000 gp + +You ignore the bonus to AC granted to a target in greater, standard, or lesser cover. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-chrysalis-som.md b/compendium/equipment/items/golden-chrysalis-som.md index 625daa132..dcd42fb6c 100644 --- a/compendium/equipment/items/golden-chrysalis-som.md +++ b/compendium/equipment/items/golden-chrysalis-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/ammunition +- item/category/ammunition/ - trait/ammunition - trait/consumable - trait/evocation @@ -16,7 +16,6 @@ aliases: ["Golden Chrysalis"] - **Price** 27 gp - **Ammunition** sling bullet - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition Threads of iridescent golden silk wrap around the core of this magical sling stone. When you activate and shoot a golden chrysalis, rather than making an attack roll for your [Strike](rules/actions/strike.md), you cause the chrysalis to unwind in midair to reveal a magical butterfly that flies in a 30-foot line, scattering golden scale dust that hangs in the air for 1 minute. @@ -27,4 +26,6 @@ A creature that enters or begins its turn in the dust must attempt a DC 19 Refle > - **Success** The target's invisibility is negated for 2 rounds. > - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 minute and its invisibility is negated for 1 minute. + +--- *Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/golden-goose-da.md b/compendium/equipment/items/golden-goose-da.md index 899ef7c9a..c6e869514 100644 --- a/compendium/equipment/items/golden-goose-da.md +++ b/compendium/equipment/items/golden-goose-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/cursed - trait/evil - trait/magical @@ -13,17 +13,20 @@ aliases: ["Golden Goose"] # Golden Goose *Item 11* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time. ```ad-embed-ability -title: Activate +title: **Activate** [Interact](rules/actions/interact.md) -You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. +- **Frequency**: once per day + +**Effect** You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as flesh to stone, with a DC 30 Fortitude save to resist. If you become [petrified](rules/conditions.md#Petrified), you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke. ``` + +--- *Source: Dark Archive p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/golden-legion-epaulet-lowg.md b/compendium/equipment/items/golden-legion-epaulet-lowg.md index ee74d2779..2b3122cad 100644 --- a/compendium/equipment/items/golden-legion-epaulet-lowg.md +++ b/compendium/equipment/items/golden-legion-epaulet-lowg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lowg -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Golden Legion Epaulet"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp -- **Usage** worn epaulet; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn epaulet These gleaming golden epaulets are issued to Eagle Knight officers and worn as part of the uniform. While they can be enchanted to provide a variety of effects, the Golden Legion epaulet remains the most common. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn. +- **Frequency**: once per day + +**Effect** Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn. ``` + +--- *Source: Lost Omens: World Guide p. 124* \ No newline at end of file diff --git a/compendium/equipment/items/golden-rod-memento-lomm.md b/compendium/equipment/items/golden-rod-memento-lomm.md index 74b5815b1..704da22ff 100644 --- a/compendium/equipment/items/golden-rod-memento-lomm.md +++ b/compendium/equipment/items/golden-rod-memento-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/cursed - trait/magical @@ -13,8 +13,7 @@ aliases: ["Golden Rod Memento"] # Golden Rod Memento *Item 20* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as [status](compendium/spells/status.md). The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against a good-aligned champion's code of conduct, plus the following third tenet: @@ -27,4 +26,6 @@ Whenever you violate this code of conduct, one of the golden branches tarnishes - **1-2 Branches** The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it. - **0 Branches** The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin. + +--- *Source: Lost Omens: Monsters of Myth p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/golden-silencer-ooa2.md b/compendium/equipment/items/golden-silencer-ooa2.md index 37d2bfecd..f67deec17 100644 --- a/compendium/equipment/items/golden-silencer-ooa2.md +++ b/compendium/equipment/items/golden-silencer-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/magical @@ -14,12 +14,25 @@ aliases: ["Golden Silencer"] # Golden Silencer *Item 6+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** affixed to a firearm; **Bulk** L +- **Bulk** L; **Usage** affixed to a firearm - **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert in -- **Category** Talisman [Stealth](compendium/skills.md#Stealth). The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures [wounded](rules/conditions.md#Wounded) by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged [Strike](rules/actions/strike.md) from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. This prevents it from casting spells that include verbal components. +--- +### Variants + +#### standard *Item 6* + +- **Price**: 50 gp + +#### greater *Item 10* + +- **Price**: 200 gp + +The save DC is 27, and the silence effect on the target creature lasts for up to 1 minute. The silenced creature can attempt a new Fortitude save at the end of each of its turns to end the duration early. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golden-spur-ooa2.md b/compendium/equipment/items/golden-spur-ooa2.md index 3a1ed4ee5..2cee8844b 100644 --- a/compendium/equipment/items/golden-spur-ooa2.md +++ b/compendium/equipment/items/golden-spur-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/magical @@ -16,10 +16,11 @@ aliases: ["Golden Spur"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 300 gp -- **Usage** affixed to a firearm or crossbow; **Bulk** — +- **Bulk** —; **Usage** affixed to a firearm or crossbow - **Activate** command; **Trigger** You hit a target within 120 feet with the affixed weapon; **Requirements** You're a master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). -- **Category** Talisman This golden spur is affixed to a weapon by a braided leather cord. You teleport to a space you can see within 10 feet of the target. You must have line of effect to the space. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/golem-stylus-ec3.md b/compendium/equipment/items/golem-stylus-ec3.md index ae5a4181b..cea852263 100644 --- a/compendium/equipment/items/golem-stylus-ec3.md +++ b/compendium/equipment/items/golem-stylus-ec3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec3 -- item/category/held +- item/category/held/ - trait/invested - trait/magical - trait/transmutation @@ -14,17 +14,20 @@ aliases: ["Golem Stylus"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 850 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem's body and possibly gain control over it. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A [controlled](rules/conditions.md#Controlled) golem is [helpful](rules/conditions.md#Helpful) toward you and follows your orders to the best of its ability as long as it is under your control. If the golem's original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic. +- **Frequency**: once per hour + +**Effect** You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A [controlled](rules/conditions.md#Controlled) golem is [helpful](rules/conditions.md#Helpful) toward you and follows your orders to the best of its ability as long as it is under your control. If the golem's original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic. If the golem you are targeting has already been inscribed with a golem stylus, you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus's item level or your [Arcana](compendium/skills.md#Arcana) skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control. ``` + +--- *Source: Extinction Curse #3: Life's Long Shadows p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/goo-grenade-loil.md b/compendium/equipment/items/goo-grenade-loil.md index 7b7fd0249..d3d056b6b 100644 --- a/compendium/equipment/items/goo-grenade-loil.md +++ b/compendium/equipment/items/goo-grenade-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,37 @@ aliases: ["Goo Grenade"] # Goo Grenade *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes [persistent acid damage](rules/conditions.md#Persistent%20Damage) and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and [persistent damage](rules/conditions.md#Persistent%20Damage) caused by the bomb by Escaping or spending a total of 3 [Interact](rules/actions/interact.md) actions to pry themselves free of the ooze. These [Interact](rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The target takes `1d4` acid damage, 1 [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The [Escape](rules/actions/escape.md) DC is 15. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The target takes `2d4` acid damage, 2 [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The [Escape](rules/actions/escape.md) DC is 17. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The target takes `3d4` acid damage, 3 [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 3 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The [Escape](rules/actions/escape.md) DC is 26. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. The target takes `4d4` acid damage, 4 [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 4 acid splash damage. They take a –10-foot circumstance penalty to their Speeds. The [Escape](rules/actions/escape.md) DC is 35. + +--- *Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/compendium/equipment/items/gorget-of-the-primal-roar.md b/compendium/equipment/items/gorget-of-the-primal-roar.md index b1045e31a..fcea7d0dd 100644 --- a/compendium/equipment/items/gorget-of-the-primal-roar.md +++ b/compendium/equipment/items/gorget-of-the-primal-roar.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -13,13 +13,12 @@ aliases: ["Gorget of the Primal Roar"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1250 gp -- **Usage** worn collar; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn collar This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command - **Requirements**: You're in a non-humanoid form via a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect @@ -31,4 +30,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S > - **Failure** The creature is unaffected. ``` + +--- *Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/compendium/equipment/items/gorgons-breath-tv.md b/compendium/equipment/items/gorgons-breath-tv.md index 62d0c766e..61343c892 100644 --- a/compendium/equipment/items/gorgons-breath-tv.md +++ b/compendium/equipment/items/gorgons-breath-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/inhaled @@ -15,9 +15,8 @@ aliases: ["Gorgon's Breath"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 475 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden. @@ -38,4 +37,6 @@ title: Saving Throw: DC 32 Fortitude **Stage 4** [petrified](rules/conditions.md#Petrified) permanently ``` + +--- *Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/gossips-eye-tv.md b/compendium/equipment/items/gossips-eye-tv.md index fa7b76ee1..e5c331490 100644 --- a/compendium/equipment/items/gossips-eye-tv.md +++ b/compendium/equipment/items/gossips-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/magical aliases: ["Gossip's Eye"] @@ -12,15 +12,18 @@ aliases: ["Gossip's Eye"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 30 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a magical prosthetic eye, but with an added benefit. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You whisper "spy for me" to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't move on its own, you can place the eye in a discrete location (using your [Stealth](compendium/skills.md#Stealth) DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you're within 100 feet of the eye. The eye's signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye's signal is visual only. +- **Frequency**: once per day + +**Effect** You whisper "spy for me" to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't move on its own, you can place the eye in a discrete location (using your [Stealth](compendium/skills.md#Stealth) DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you're within 100 feet of the eye. The eye's signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye's signal is visual only. ``` + +--- *Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/gourd-home-aoa3.md b/compendium/equipment/items/gourd-home-aoa3.md index e1881d58a..13be82c59 100644 --- a/compendium/equipment/items/gourd-home-aoa3.md +++ b/compendium/equipment/items/gourd-home-aoa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa3 -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/extradimensional - trait/magical @@ -16,19 +16,20 @@ aliases: ["Gourd Home"] - **Price** 650 gp - **Bulk** L (when not activated) -- **Category** Structure This dried gourd seems entirely nondescript, as it is hollow and has a sturdy cord wrapped around its neck for easy carrying. Closer inspection reveals the gourd has grown in the rough shape of a hut or similar small dwelling. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) [Interact](rules/actions/interact.md) + You place the _gourd home_ on the ground (in an open area large enough to contain it) and cause it to expand in size to a 30-foot-square structure with one door. The interior of the gourd is a single large room that can hold 10 Small or Medium creatures with moderate comfort. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: The _gourd home_ must be expanded into its house form atop earth or soil. **Effect** By rapping on the door from either outside or inside, you cause the _gourd home_ to shrink back into its normal size and appear to be a non-magical gourd sitting on the ground. For the following 8 hours, the interior of the _gourd home_ becomes an extradimensional space whose size appears unchanged to those within. @@ -36,4 +37,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S If anyone outside picks up or damages the gourd, or if anyone inside the _gourd home_ attempts to exit, all creatures within the _gourd home_ immediately reappear in the area surrounding the gourd, and the _gourd home_ becomes inactive for 24 hours. ``` + +--- *Source: Age of Ashes #3: Tomorrow Must Burn p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/goz-mask-sot1.md b/compendium/equipment/items/goz-mask-sot1.md index 3ef464282..cf076f6ee 100644 --- a/compendium/equipment/items/goz-mask-sot1.md +++ b/compendium/equipment/items/goz-mask-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -14,14 +14,34 @@ aliases: ["Goz Mask"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask -- **Category** Worn Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Mwangi Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. ``` +--- +### Variants + +#### goz mask *Item 2* + +- **Price**: 30 gp + +#### greater goz mask *Item 6* + +- **Price**: 240 gp + +The effect lasts for 10 minutes. + +#### major goz mask *Item 12* + +- **Price**: 1900 gp + +The major goz mask gives you darkvision and allows you to ignore all concealment from any [environmental](rules/traits/environmental.md "Environmental Hazard Trait") effects for 1 hour. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/goz-mask-tv.md b/compendium/equipment/items/goz-mask-tv.md index b62ba6cad..0510afaaa 100644 --- a/compendium/equipment/items/goz-mask-tv.md +++ b/compendium/equipment/items/goz-mask-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,15 +12,36 @@ aliases: ["Goz Mask"] # Goz Mask *Item 2+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn mask; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn mask Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. +- **Frequency**: once per day + +**Effect** You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. ``` +--- +### Variants + +#### goz mask *Item 2* + +- **Price**: 30 gp + +#### greater goz mask *Item 6* + +- **Price**: 240 gp + +The effect lasts for 10 minutes. + +#### major goz mask *Item 12* + +- **Price**: 1900 gp + +The mask gives you darkvision and allows you to ignore all concealment from any [environmental](rules/traits/environmental.md "Environmental Hazard Trait") effects for 1 hour. + +--- *Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/grail-of-twisted-desires-ec2.md b/compendium/equipment/items/grail-of-twisted-desires-ec2.md index 7a6e7cbc5..6f46a931e 100644 --- a/compendium/equipment/items/grail-of-twisted-desires-ec2.md +++ b/compendium/equipment/items/grail-of-twisted-desires-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/held +- item/category/held/ - trait/conjuration - trait/illusion - trait/magical @@ -14,15 +14,16 @@ aliases: ["Grail Of Twisted Desires"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 850 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This timeworn chalice is constructed of dull tin. It has an unassuming appearance save for the gold, silver, and ebony rings that encircle its rim. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical. +- **Frequency**: three per day + +**Effect** The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical. - Ordinary wine. - Wine that, when imbibed, casts a 2nd-level [restoration](compendium/spells/restoration.md) spell on the drinker. @@ -31,4 +32,6 @@ The chalice fills with one of three different wines of your choosing, as describ If you aren't chaotic, the first time each day you activate the chalice, there is a one-in-six chance that the liquid you conjure is a different type (the GM should roll `1d6` as a secret roll) instead. The second and third times you activate the chalice in the same day, the odds of this happening increase to two-in-six or three-insix, respectively. If you are chaotic, the chalice always works as intended. ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/grandstanding-gmg.md b/compendium/equipment/items/grandstanding-gmg.md index 7dc67c7a7..08d157dd9 100644 --- a/compendium/equipment/items/grandstanding-gmg.md +++ b/compendium/equipment/items/grandstanding-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/enchantment - trait/magical @@ -14,8 +14,9 @@ aliases: ["Grandstanding"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon -- **Category** Curse Weapons with the _grandstanding_ curse inspire overconfidence in their wielders, demanding style over pragmatism. Whenever you reduce a foe to 0 Hit Points, you lose all remaining actions on your turn, as you are compelled to flourish, gloat, pose, or otherwise waste your time in response. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md b/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md index e53cd0e96..a137112fb 100644 --- a/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md +++ b/compendium/equipment/items/grannys-hedge-trimmer-ltiba.md @@ -12,10 +12,12 @@ aliases: ["Granny's Hedge Trimmer"] # Granny's Hedge Trimmer *Item 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 2 - **Category** Simple; **Group** Polearm Granny's hedge trimmer resembles a polearm, with whirring blades attached to the end of a pole. The item can be used as a simple weapon in the polearm that deals `1d4` slashing damage. + +--- *Source: Little Trouble in Big Absalom p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/grappling-arrow-lopsg.md b/compendium/equipment/items/grappling-arrow-lopsg.md index f1fc5a51a..d8927d750 100644 --- a/compendium/equipment/items/grappling-arrow-lopsg.md +++ b/compendium/equipment/items/grappling-arrow-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/ammunition +- item/category/ammunition/ - trait/uncommon aliases: ["Grappling Arrow"] --- @@ -14,8 +14,9 @@ aliases: ["Grappling Arrow"] - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Bulk** L - **Hands** 1 -- **Category** Ammunition This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/grappling-bolt-lopsg.md b/compendium/equipment/items/grappling-bolt-lopsg.md index dd5ac98f1..bfbb92e55 100644 --- a/compendium/equipment/items/grappling-bolt-lopsg.md +++ b/compendium/equipment/items/grappling-bolt-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/ammunition +- item/category/ammunition/ - trait/uncommon aliases: ["Grappling Bolt"] --- @@ -14,8 +14,9 @@ aliases: ["Grappling Bolt"] - **Ammunition** [bolt](compendium/equipment/items/bolt.md) - **Bulk** L - **Hands** 1 -- **Category** Ammunition This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the weapon. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/grappling-gun-g-g.md b/compendium/equipment/items/grappling-gun-g-g.md index a08c825c6..4dc55504a 100644 --- a/compendium/equipment/items/grappling-gun-g-g.md +++ b/compendium/equipment/items/grappling-gun-g-g.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Grappling Gun"] --- # Grappling Gun *Item 0+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. +--- +### Variants + +#### grappling gun *Item 0* + +- **Price**: 3 gp + +#### clockwork grappling gun *Item 1* + +- **Price**: 15 gp + +Clockwork controls the reel on this grappling gun, reeling the grappling hook back in when you pull a lever. Reloading a clockwork grappling gun takes three [Interact](rules/actions/interact.md) actions. + +--- *Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/grappling-hook.md b/compendium/equipment/items/grappling-hook.md index d7fa8cb05..a48b4cba2 100644 --- a/compendium/equipment/items/grappling-hook.md +++ b/compendium/equipment/items/grappling-hook.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Grappling Hook"] --- # Grappling Hook *Item 0* @@ -11,8 +11,9 @@ aliases: ["Grappling Hook"] - **Price** 1 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/grasping-snare.md b/compendium/equipment/items/grasping-snare.md index 2442167ce..b96a6303e 100644 --- a/compendium/equipment/items/grasping-snare.md +++ b/compendium/equipment/items/grasping-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Grasping Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 75 gp -- **Category** Snare You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following effects. @@ -25,4 +24,6 @@ You rig vines and ropes to hold a creature in place. The first creature to enter > - **Failure** The creature is [immobilized](rules/conditions.md#Immobilized) for 1 round, then takes a –5-foot status penalty to its Speed for 1 minute. Both effects end early if it [Escapes](rules/actions/escape.md) (DC 26) > - **Critical Failure** The creature is [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 26). + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/grasping-tree-ec1.md b/compendium/equipment/items/grasping-tree-ec1.md index de102bfe5..bde380ee8 100644 --- a/compendium/equipment/items/grasping-tree-ec1.md +++ b/compendium/equipment/items/grasping-tree-ec1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec1 -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Grasping Tree"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 gp -- **Category** Snare You rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare's square. The first creature to enter the square must attempt a DC 19 Reflex saving throw. @@ -25,4 +24,6 @@ You rig tree branches, thin strands of bark, or other plant matter to close in o > - **Failure** As success, plus the target is [flat-footed](rules/conditions.md#Flat-footed). > - **Critical Failure** The target takes `2d4` slashing damage and is [immobilized](rules/conditions.md#Immobilized) until it destroys the snare (AC 16, HP 25) or Escapes (DC 19). + +--- *Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/grave-token-loil.md b/compendium/equipment/items/grave-token-loil.md index cc35aaa7e..0eaccf59e 100644 --- a/compendium/equipment/items/grave-token-loil.md +++ b/compendium/equipment/items/grave-token-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Grave Token"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 18 gp -- **Usage** held in one hand; **Bulk** L +- **Bulk** L; **Usage** held in one hand - **Activate** envision -- **Category** Consumable This simple charm is made from compacted grave dirt infused with bone dust. A [harm](compendium/spells/harm.md) spell that's empowered by this catalyst can reach faraway targets. If the [harm](compendium/spells/harm.md) spell is cast with 1 action, its range is 30 feet; if it's cast with 2 actions, its range is 60 feet. This has no effect on the three-action area version of harm, though in most cases, you don't have enough actions to Activate the token and cast a three-action harm anyway. + +--- *Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/gravemist-taper-tv.md b/compendium/equipment/items/gravemist-taper-tv.md index 495fc70a4..1231b0ad4 100644 --- a/compendium/equipment/items/gravemist-taper-tv.md +++ b/compendium/equipment/items/gravemist-taper-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,10 +13,11 @@ aliases: ["Gravemist Taper"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting an [obscuring mist](compendium/spells/obscuring-mist.md) spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the [concealed](rules/conditions.md#Concealed) state from the mist rises to 7, and a creature who fails such a check becomes [frightened](rules/conditions.md#Frightened). This aspect of the spell has the emotion, [fear](rules/traits/fear.md "Fear Effect Trait"), and [mental](rules/traits/mental.md "Mental Effect Trait") traits. + +--- *Source: Treasure Vault p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/graveroot.md b/compendium/equipment/items/graveroot.md index 03a252511..bef9c0fc0 100644 --- a/compendium/equipment/items/graveroot.md +++ b/compendium/equipment/items/graveroot.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Graveroot"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 10 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison The opaque white sap from the graveroot shrub clouds the mind. @@ -34,4 +33,6 @@ title: Saving Throw: DC 19 Fortitude **Stage 3** `2d6` poison damage and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/greataxe.md b/compendium/equipment/items/greataxe.md index 528077835..7b7c5dcae 100644 --- a/compendium/equipment/items/greataxe.md +++ b/compendium/equipment/items/greataxe.md @@ -12,10 +12,12 @@ aliases: ["Greataxe"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d12` S + - **Damage**: `1d12` S - **Hands** 2 - **Category** Martial; **Group** Axe This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often "bearded," having a hook at the bottom to increase the strength of their chopping power. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/greatclub.md b/compendium/equipment/items/greatclub.md index 472e35bb7..60c859f9c 100644 --- a/compendium/equipment/items/greatclub.md +++ b/compendium/equipment/items/greatclub.md @@ -13,10 +13,12 @@ aliases: ["Greatclub"] - **Price** 1 gp - **Bulk** 2 -- **Damage** `1d10` B + - **Damage**: `1d10` B - **Hands** 2 - **Category** Martial; **Group** Club While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/greatpick.md b/compendium/equipment/items/greatpick.md index 7992d1822..2ddc663a2 100644 --- a/compendium/equipment/items/greatpick.md +++ b/compendium/equipment/items/greatpick.md @@ -12,10 +12,12 @@ aliases: ["Greatpick"] - **Price** 1 gp - **Bulk** 2 -- **Damage** `1d10` P + - **Damage**: `1d10` P - **Hands** 2 - **Category** Martial; **Group** Pick This pick has a longer handle and broader head than a regular pick. It is too heavy to wield in one hand. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/greatsword.md b/compendium/equipment/items/greatsword.md index 35a19d4e6..9510f1132 100644 --- a/compendium/equipment/items/greatsword.md +++ b/compendium/equipment/items/greatsword.md @@ -12,10 +12,12 @@ aliases: ["Greatsword"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d12` S + - **Damage**: `1d12` S - **Hands** 2 - **Category** Martial; **Group** Sword This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/green-wyrmling-breath-potion-bb.md b/compendium/equipment/items/green-wyrmling-breath-potion-bb.md index 3f1d1f24f..f769d1108 100644 --- a/compendium/equipment/items/green-wyrmling-breath-potion-bb.md +++ b/compendium/equipment/items/green-wyrmling-breath-potion-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/evocation - trait/magical @@ -16,8 +16,9 @@ aliases: ["Green Wyrmling Breath Potion"] - **Price** 30 gp - **Usage** held in 1 hand -- **Category** Potion This liquid contains blood from a wyrmling green dragon. For 1 hour after you drink it, you can unleash a cloud of poison as a breath weapon. Exhaling dragon breath uses a single action. The breath weapon deals `2d6` poison damage in a 15-foot cone, and each creature in the area must attempt a DC 23 basic Fortitude save. After you use the breath weapon, you can't do so again for `1d4` rounds. + +--- *Source: Beginner Box p. 53* \ No newline at end of file diff --git a/compendium/equipment/items/greengut-ec5.md b/compendium/equipment/items/greengut-ec5.md index 1609413ae..1054e571e 100644 --- a/compendium/equipment/items/greengut-ec5.md +++ b/compendium/equipment/items/greengut-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/poison @@ -14,9 +14,8 @@ aliases: ["Greengut"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This watery, mint-green emetic of xulgath design is often carried in a delicate obsidian vial or other fragile container. @@ -28,4 +27,6 @@ In the unfortunate circumstance that a creature has been Swallowed Whole by anot > - **Failure** The creature takes full damage, is [sickened](rules/conditions.md#Sickened), and vomits up any and all creatures Swallowed Whole on its next turn (a single action, which also allows it a Fortitude save against the [sickened](rules/conditions.md#Sickened) condition), as well as any stones or other objects it swallowed. > - **Critical Failure** As failure, but the creature takes double damage and is [sickened](rules/conditions.md#Sickened). + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/grievous.md b/compendium/equipment/items/grievous.md index 478c22913..f59cac630 100644 --- a/compendium/equipment/items/grievous.md +++ b/compendium/equipment/items/grievous.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/enchantment - trait/magical aliases: ["Grievous"] @@ -13,7 +13,6 @@ aliases: ["Grievous"] - **Price** 700 gp - **Usage** etched onto a weapon -- **Category** Rune When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group. @@ -32,4 +31,6 @@ When your attack roll with this weapon is a critical hit and gains the critical - **Spear** The [clumsy](rules/conditions.md#Clumsy) condition lasts for 2 rounds. - **Sword** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/griffon-cane-lotgb.md b/compendium/equipment/items/griffon-cane-lotgb.md index 085c9875e..20d022126 100644 --- a/compendium/equipment/items/griffon-cane-lotgb.md +++ b/compendium/equipment/items/griffon-cane-lotgb.md @@ -13,10 +13,12 @@ aliases: ["Griffon Cane"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals `1d6` bludgeoning damage, has the [backswing](rules/traits/backswing.md "Backswing Weapon Trait") and [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait") traits, and is a martial melee weapon in the club weapon group. + +--- *Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/grim-ring-botd.md b/compendium/equipment/items/grim-ring-botd.md index 81c5adaab..e66bb540e 100644 --- a/compendium/equipment/items/grim-ring-botd.md +++ b/compendium/equipment/items/grim-ring-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/worn +- item/category/worn/ - trait/detection - trait/divination - trait/divine @@ -15,21 +15,24 @@ aliases: ["Grim Ring"] [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This golden ring is sculpted with the visage of a grinning skull on the side. While wearing the ring, you can attempt to detect the presence of undead creatures as an exploration activity. This reveals the presence or absence of undead in the area, but it doesn't pinpoint their locations. This ring can't detect undead whose appearance is masked by any illusion spell that is 2nd level or higher. If an undead is hiding or disguised, the GM rolls a secret [Perception](compendium/skills.md#Perception) check for you against the undead's [Stealth](compendium/skills.md#Stealth) or [Deception](compendium/skills.md#Deception) DC, as appropriate, with a +2 item bonus to your check. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[positive](rules/traits/positive.md "Positive Energy & Element Trait") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision ([positive](rules/traits/positive.md)) +- **Frequency**: once per day - **Trigger**: You gain the [drained](rules/conditions.md#Drained) condition from an undead creature **Effect** Reduce the value of the [drained](rules/conditions.md#Drained) condition you gain by 1, and the undead that caused the condition takes `2d6` positive damage. -%% #trait/positive %% +%% + #trait/positive +%% ``` + +--- *Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/grim-sandglass-som.md b/compendium/equipment/items/grim-sandglass-som.md index 6819f3972..2b9bab839 100644 --- a/compendium/equipment/items/grim-sandglass-som.md +++ b/compendium/equipment/items/grim-sandglass-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/spellheart +- item/category/spellheart/ - trait/magical - trait/necromancy - trait/spellheart @@ -13,7 +13,6 @@ aliases: ["Grim Sandglass"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon -- **Category** Spellheart One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is 17. @@ -21,9 +20,54 @@ One bulb of this tiny hourglass contains black sand, the other white. After even - **Weapon** After you cast a necromancy spell by [Activating](rules/actions/activate-an-item.md) the sandglass, your [Strikes](rules/actions/strike.md) with the weapon deal an additional `1d4` negative damage until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [chill touch](compendium/spells/chill-touch.md). ``` +--- +### Variants + +#### grim sandglass *Item 3* + +- **Price**: 55 gp + +#### greater grim sandglass *Item 8* + +- **Price**: 450 gp + +Resistance when affixed to armor is 5, extra damage when affixed to a weapon is `1d6`, and the spell DC is 24. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 2nd-level [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md). +``` + +#### major grim sandglass *Item 12* + +- **Price**: 2000 gp + +Resistance when affixed to armor is 10, extra damage when affixed to a weapon is `1d8`, and the spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [enervation](compendium/spells/enervation-apg.md) or 4th-level [restoration](compendium/spells/restoration.md). +``` + +--- *Source: Secrets of Magic p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/grim-trophy.md b/compendium/equipment/items/grim-trophy.md index d6d97aa2e..a961a0298 100644 --- a/compendium/equipment/items/grim-trophy.md +++ b/compendium/equipment/items/grim-trophy.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/magical @@ -14,10 +14,11 @@ aliases: ["Grim Trophy"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 55 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Coerce](rules/actions/coerce.md) or [Demoralize](rules/actions/demoralize.md), but you haven't rolled yet; **Requirements** You are an expert in [Intimidation](compendium/skills.md#Intimidation). -- **Category** Talisman This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, select two targets and compare your [Intimidation](compendium/skills.md#Intimidation) check result to both of their DCs. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md b/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md index ed9404d13..5ce142c79 100644 --- a/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md +++ b/compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot5 -- item/category/grimoire +- item/category/grimoire/ - trait/divination - trait/grimoire - trait/invested @@ -16,18 +16,21 @@ aliases: ["Grimoire of Unknown Necessities"] - **Price** 8000 gp - **Bulk** L -- **Category** Grimoire The cover of this grimoire is bound in a strange crimson, pebbly leather that a DC 40 [Occultism](compendium/skills.md#Occultism) check to [Recall Knowledge](rules/actions/recall-knowledge.md) identifies as the hide of a rare monster from the distant plane of Leng. The grimoire's spine is bound in copper and a spiral of shifting runes slowly swirls across its surface. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([arcane](rules/traits/arcane.md), [divination](rules/traits/divination.md)) +- **Frequency**: once per day - **Requirements**: You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day **Effect** The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have recorded in it or any of your other spellbooks, chosen by the GM based on their knowledge of the adventure to be particularly useful to you during the upcoming day. A strange quirk of the tome prevents the spell's knowledge from ever traveling further than your own mind. The granted spell is not only removed from the tome's pages at the start of the next day, but is also removed from any other scroll, spellbook, or grimoire the granted spell is copied into, as well as any other way it might have been learned or copied. -%% #trait/arcane #trait/divination %% +%% + #trait/arcane #trait/divination +%% ``` + +--- *Source: Strength of Thousands #5: Doorway to the Red Star p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/grinning-pugwampi-tv.md b/compendium/equipment/items/grinning-pugwampi-tv.md index ba44f8051..17a0cc008 100644 --- a/compendium/equipment/items/grinning-pugwampi-tv.md +++ b/compendium/equipment/items/grinning-pugwampi-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/magical @@ -16,9 +16,8 @@ aliases: ["Grinning Pugwampi"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You damage a [flat-footed](rules/conditions.md#Flat-footed) creature with the affixed weapon. -- **Category** Talisman This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune on those you strike. The damaged creature must attempt a DC 33 Will save. @@ -27,4 +26,6 @@ This bone statuette of a sneering gremlin crumbles to dust when activated, impar > - **Success** The creature must roll twice and take the worse result on the next check it attempts. > - **Failure** The creature must roll twice and take the worse result on all checks until the end of its next turn. + +--- *Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/grisantian-pelt-armor-lomm.md b/compendium/equipment/items/grisantian-pelt-armor-lomm.md index 52f04eb03..7c1abc0b0 100644 --- a/compendium/equipment/items/grisantian-pelt-armor-lomm.md +++ b/compendium/equipment/items/grisantian-pelt-armor-lomm.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/armor +- item/category/armor/ - trait/rare aliases: ["Grisantian Pelt Armor"] --- # Grisantian Pelt Armor *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor +- **Bulk** varies by armor; **Usage** worn armor Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage. +--- +### Variants + +#### standard-grade grisantian pelt armor *Item 12* + +- **Price**: 1800 gp +- **Craft Requirements**: The initial raw materials must include grisantian pelt worth at least 900 gp + 90 gp per Bulk. + +#### high-grade grisantian pelt armor *Item 19* + +- **Price**: 33000 gp +- **Craft Requirements**: The initial raw materials must include grisantian pelt worth at least 16,500 gp + 1,650 gp per Bulk. + +--- *Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/grisantian-pelt-lomm.md b/compendium/equipment/items/grisantian-pelt-lomm.md index cfd61c048..9295c9cd6 100644 --- a/compendium/equipment/items/grisantian-pelt-lomm.md +++ b/compendium/equipment/items/grisantian-pelt-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Grisantian Pelt"] @@ -11,7 +11,6 @@ aliases: ["Grisantian Pelt"] # Grisantian Pelt *Item 12+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor). @@ -25,4 +24,16 @@ This supernaturally tough animal skin is gold and shines in sunlight. It can be | multiRow | | +--- +### Variants + +#### standard-grade grisantian pelt object *Item 12* + +- **Price**: 1200 gp + +#### high-grade grisantian pelt object *Item 18* + +- **Price**: 12000 gp + +--- *Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/grolna-aoe1.md b/compendium/equipment/items/grolna-aoe1.md index af73e62f9..2a6683e8f 100644 --- a/compendium/equipment/items/grolna-aoe1.md +++ b/compendium/equipment/items/grolna-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Grolna"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This caligni-made, murky-green drug supercharges a creature's olfactory senses at the expense of dulling their mind. Popular throughout the Darklands for its ability to transform normally dull scents and flavors into intense, euphoric experiences, grolna can also be a great aid to trackers who want to follow scent trails, turning ordinary humanoids into effective bloodhounds. @@ -37,4 +36,6 @@ title: Saving Throw: DC 13 Fortitude **Stage 2** [stupefied](rules/conditions.md#Stupefied) (6 hours) ``` + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/grounding-spike-tv.md b/compendium/equipment/items/grounding-spike-tv.md index 22df12d23..d3d205187 100644 --- a/compendium/equipment/items/grounding-spike-tv.md +++ b/compendium/equipment/items/grounding-spike-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,11 +13,12 @@ aliases: ["Grounding Spike"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand -Metal caps the bottom of this +1 striking thundering dancer's spear (page 25) and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike's damage dice. If you critically hit such a target, the creature is [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. +Metal caps the bottom of this +1 striking [thundering](compendium/equipment/items/thundering.md) [dancer's spear](compendium/equipment/items/dancers-spear-tv.md) and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike's damage dice. If you critically hit such a target, the creature is [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. Special The grounding spike pairs with the polarizing mace. + +--- *Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/growth-gun-g-g.md b/compendium/equipment/items/growth-gun-g-g.md index 056dbff37..7b9758ab0 100644 --- a/compendium/equipment/items/growth-gun-g-g.md +++ b/compendium/equipment/items/growth-gun-g-g.md @@ -13,17 +13,23 @@ aliases: ["Growth Gun"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** 2 +- **Craft Requirements** The initial raw materials must include the flesh of a creature with regeneration. +- **Bulk** 2; **Usage** held in 1 hand - **Category** Beast Gun A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its [modular](rules/traits/modular-logm.md "Modular Weapon Trait") trait. A growth gun can be fired underwater, though it's still limited by the selected damage type as normal. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([magical](rules/traits/magical.md), [transmutation](rules/traits/transmutation.md)) -Make a ranged [Strike](rules/actions/strike.md). On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes [slowed](rules/conditions.md#Slowed) for 1 round, after which the growth withers and falls off. -%% #trait/magical #trait/transmutation %% +- **Frequency**: once per minute + +**Effect** Make a ranged [Strike](rules/actions/strike.md). On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes [slowed](rules/conditions.md#Slowed) for 1 round, after which the growth withers and falls off. +%% + #trait/magical #trait/transmutation +%% ``` + +--- *Source: Guns & Gears p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/grudgestone-tv.md b/compendium/equipment/items/grudgestone-tv.md index 10dc0ca6b..f30ebb4f6 100644 --- a/compendium/equipment/items/grudgestone-tv.md +++ b/compendium/equipment/items/grudgestone-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -13,10 +13,23 @@ aliases: ["Grudgestone"] # Grudgestone *Item 7+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** A creature critically hits you. -- **Category** Talisman This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first. +--- +### Variants + +#### grudgestone *Item 7* + +- **Price**: 70 gp + +#### greater grudgestone *Item 15* + +- **Price**: 900 gp + +The bonus is +5. + +--- *Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/guardian-shield-lokl.md b/compendium/equipment/items/guardian-shield-lokl.md index 7a9731f56..866d6b437 100644 --- a/compendium/equipment/items/guardian-shield-lokl.md +++ b/compendium/equipment/items/guardian-shield-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/abjuration - trait/divine - trait/magical @@ -15,17 +15,20 @@ aliases: ["Guardian Shield"] - **Access** Knights of Lastwall have access to this item. - **Price** 1200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand A guardian shield is a steel shield (Hardness 9, HP 36, BT 18) engraved with the symbol of a good deity. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You conjure a Medium guardian with the effects of the [spiritual guardian](compendium/spells/spiritual-guardian.md) spell, but it carries a shield instead of weapons and can't attack. The guardian appears in an unoccupied space next to an ally of your choice within range and uses the [Raise a Shield](rules/actions/raise-a-shield.md) action, granting that ally a +2 circumstance bonus to AC until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. +- **Frequency**: once per day + +**Effect** You conjure a Medium guardian with the effects of the [spiritual guardian](compendium/spells/spiritual-guardian.md) spell, but it carries a shield instead of weapons and can't attack. The guardian appears in an unoccupied space next to an ally of your choice within range and uses the [Raise a Shield](rules/actions/raise-a-shield.md) action, granting that ally a +2 circumstance bonus to AC until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. Each time you Sustain the Activation, the guardian moves to the ally, as long as the ally remains within range, and Raises its Shield, granting its bonus again until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. When the ally receiving the AC bonus takes damage beyond the 10 that's redirected to the guardian, you can use a reaction to have the guardian reduce damage for your ally even more by interposing itself further. When it blocks damage in this way, it reduces the damage your ally takes by an additional 20 (for a total of 30 damage reduced), but Dismisses the guardian, immediately ending the activation. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/guardian-staff-tv.md b/compendium/equipment/items/guardian-staff-tv.md index 39752d597..b4aef61c4 100644 --- a/compendium/equipment/items/guardian-staff-tv.md +++ b/compendium/equipment/items/guardian-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/magical - trait/necromancy - trait/staff @@ -12,21 +12,49 @@ aliases: ["Guardian Staff"] # Guardian Staff *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You raise the staff and choose an ally within 10 feet. A ruby-colored plane of force appears like a shield near the ally, granting them a +1 circumstance bonus to AC until the start of your next turn. If you use this action again, any creature you previously granted this bonus to loses it. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### guardian staff *Item 6* + +- **Price**: 250 gp + +- Cantrip forbidding ward +- 1st sanctuary, spirit link +- 2nd shield other, spirit link + +#### greater guardian staff *Item 10* + +- **Price**: 900 gp + +- 3rd life connection , spirit link +- 4th freedom of movement, spirit link + +#### major guardian staff *Item 14* + +- **Price**: 4000 gp + +- 5th blessing of defiance , death ward, spirit link +- 6th freedom of movement, repulsion, scintillating safeguard , spirit link + +--- *Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/guide-harness-tv.md b/compendium/equipment/items/guide-harness-tv.md index 4d9f5795f..4f53b9dd1 100644 --- a/compendium/equipment/items/guide-harness-tv.md +++ b/compendium/equipment/items/guide-harness-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/companion +- item/category/companion/ - trait/companion aliases: ["Guide Harness"] --- @@ -11,9 +11,10 @@ aliases: ["Guide Harness"] [companion](rules/traits/companion.md "Companion Item Trait") - **Price** 5 gp -- **Usage** worn; **Bulk** 1 -- **Category** Companion +- **Bulk** 1; **Usage** worn The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide animals. Usually fastened with side straps placed through a martingale, guide harnesses can be easily reconfigured to allow them to be worn by any animal companion. + +--- *Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/guiding-chisel-aoa4.md b/compendium/equipment/items/guiding-chisel-aoa4.md index 3a17cea6f..bb217b618 100644 --- a/compendium/equipment/items/guiding-chisel-aoa4.md +++ b/compendium/equipment/items/guiding-chisel-aoa4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa4 -- item/category/held +- item/category/held/ - trait/conjuration - trait/elf - trait/magical @@ -14,17 +14,20 @@ aliases: ["Guiding Chisel"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 10000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This magical chisel evokes the holy symbol of the elven goddess of art and architecture, Findeladlara. The _Guiding Chisel_'s original function was as a portal key to Duskgate, but as [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship. You gain a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks related to stonemasonry. In addition, it takes you only 1 day to [Craft](rules/actions/craft.md) items using the _Guiding Chisel_ instead of 4 days, and you quadruple the discount you get for spending additional days [Crafting](compendium/skills.md#Crafting) items with the _Guiding Chisel_. If it's unclear whether you could use the _Guiding Chisel_ to [Craft](rules/actions/craft.md) an item, the GM decides. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) -You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the [structure](rules/traits/structure.md "Structure General Trait") trait. +- **Frequency**: once per day + +**Effect** You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the [structure](rules/traits/structure.md "Structure General Trait") trait. ``` + +--- *Source: Age of Ashes #4: Fires of the Haunted City p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/guiding-star-som.md b/compendium/equipment/items/guiding-star-som.md index 3b793141f..eb8674f0b 100644 --- a/compendium/equipment/items/guiding-star-som.md +++ b/compendium/equipment/items/guiding-star-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/chaotic - trait/divine - trait/evocation @@ -15,16 +15,18 @@ aliases: ["Guiding Star"] - **Price** 325 gp - **Usage** held in 1 hand Bulk L -- **Category** Held This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast an evocation Spell, your next attack this turn with this starknife reduces the target's cover, changing greater cover to standard cover or ignoring standard and lesser cover. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per 10 minutes - **Trigger**: You successfully [Strike](rules/actions/strike.md) a creature with a thrown [Strike](rules/actions/strike.md) with guiding star **Effect** Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune. ``` + +--- *Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/guisarme.md b/compendium/equipment/items/guisarme.md index f1bdeb10e..0a97457f1 100644 --- a/compendium/equipment/items/guisarme.md +++ b/compendium/equipment/items/guisarme.md @@ -13,10 +13,12 @@ aliases: ["Guisarme"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d10` S + - **Damage**: `1d10` S - **Hands** 2 - **Category** Martial; **Group** Polearm This polearm bears a long, often one-sided, curved blade with a hook protruding from the blunt side of the blade, which can allow its wielder to trip opponents at a distance. Its shaft is usually 8 feet long. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/gun-sword-g-g.md b/compendium/equipment/items/gun-sword-g-g.md index 8f13f6008..9aceac2c9 100644 --- a/compendium/equipment/items/gun-sword-g-g.md +++ b/compendium/equipment/items/gun-sword-g-g.md @@ -18,14 +18,16 @@ aliases: ["Gun Sword"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 13 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d8` P +- **Ranged**: + - **Damage**: `1d8` P - **Ammunution** round; **Range** 50 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` S +- **Melee**: + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial This weapon consists of a large sword with a powerful gun based on a harmona gun down the center. Vanguards and other characters who rely on Strength and Dexterity enjoy the power and flexibility of a gun sword. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/gunners-bandolier-g-g.md b/compendium/equipment/items/gunners-bandolier-g-g.md index 788ddd906..74e011c38 100644 --- a/compendium/equipment/items/gunners-bandolier-g-g.md +++ b/compendium/equipment/items/gunners-bandolier-g-g.md @@ -14,21 +14,25 @@ aliases: ["Gunner's Bandolier"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp -- **Usage** worn; **Bulk** L +- **Bulk** L; **Usage** worn - **Category** Holsters This incredibly spacious bandolier can hold up to 4 onehanded crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won't fit in the bandolier's holsters). A gunner's bandolier can be etched with runes as though it were a ranged weapon. When you invest the gunner's bandolier, you can attune it to each of the 4 weapons holstered in it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you [Interact](rules/actions/interact.md) to draw the weapon. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision + All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded. ``` + +--- *Source: Guns & Gears p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/gunners-saddle-g-g.md b/compendium/equipment/items/gunners-saddle-g-g.md index 408f3cb14..50699dd03 100644 --- a/compendium/equipment/items/gunners-saddle-g-g.md +++ b/compendium/equipment/items/gunners-saddle-g-g.md @@ -11,9 +11,11 @@ aliases: ["Gunner's Saddle"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp -- **Usage** worn saddle; **Bulk** 2 +- **Bulk** 2; **Usage** worn saddle - **Category** Stabilizers Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize a weapon with the kickback trait. Just like a normal tripod, you [Interact](rules/actions/interact.md) to deploy the tripod to stabilize the firearm, and then again to retract the tripod to move it. The saddle uses complex hydraulics to protect the steed from the firearm's recoil. + +--- *Source: Guns & Gears p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md b/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md index b88692e16..068cdf76a 100644 --- a/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md +++ b/compendium/equipment/items/gyroscopic-stabilizer-ooa2.md @@ -13,17 +13,20 @@ aliases: ["Gyroscopic Stabilizer"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 115 gp -- **Usage** attached ; **Bulk** L +- **Bulk** L; **Usage** attached - **Category** Stabilizers A gyroscopic stabilizer appears as a gold disk suspended within three rotating golden bands inside a gilded case, itself attached to a set of clamps. These clamps allow you to attach the gyroscopic stabilizer to any one-handed firearm as an [Interact](rules/actions/interact.md) action. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Requirements**: The gyroscopic stabilizer is attached to a one-handed firearm without the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") or [fatal aim](rules/traits/fatal-aim-g-g.md "Fatal Aim Weapon Trait") traits **Effect** The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait (Pathfinder Guns & Gears 232) with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") trait. ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/habus-cudgel-sot2.md b/compendium/equipment/items/habus-cudgel-sot2.md index 496c2bb7a..9a46eeccd 100644 --- a/compendium/equipment/items/habus-cudgel-sot2.md +++ b/compendium/equipment/items/habus-cudgel-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/unique @@ -13,17 +13,19 @@ aliases: ["Habu's Cudgel"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 415 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand Long associated with a notorious crime boss in Nantambu, this stout +1 striking fearsomeAPG club is studded with vicious-looking knobs of obsidian and wrapped in cloth for a better grip. It emits a ghastly groan when swung. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You gesture at a square within 40 feet with Habu's Cudgel. The club causes a frightful wail to unleash from that square and casts fear (DC 24 Will save) targeting the creature in that square and all adjacent creatures. ``` + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/hail-of-arrows-snare.md b/compendium/equipment/items/hail-of-arrows-snare.md index 67dd0ebd7..72969c163 100644 --- a/compendium/equipment/items/hail-of-arrows-snare.md +++ b/compendium/equipment/items/hail-of-arrows-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Hail of Arrows Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 1500 gp -- **Category** Snare When a creature enters the snare's square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the snare's square with massive arrow fire that deals `18d6` piercing damage. Creatures in the area must attempt a DC 37 basic Reflex saving throw. + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/halberd.md b/compendium/equipment/items/halberd.md index 21b24d4c7..5731a7f9a 100644 --- a/compendium/equipment/items/halberd.md +++ b/compendium/equipment/items/halberd.md @@ -13,10 +13,12 @@ aliases: ["Halberd"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d10` P + - **Damage**: `1d10` P - **Hands** 2 - **Category** Martial; **Group** Polearm This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/halcyon-heart-sot6.md b/compendium/equipment/items/halcyon-heart-sot6.md index 7055b2a46..c2b13f648 100644 --- a/compendium/equipment/items/halcyon-heart-sot6.md +++ b/compendium/equipment/items/halcyon-heart-sot6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divination - trait/magical @@ -13,8 +13,7 @@ aliases: ["Halcyon Heart"] # Halcyon Heart *Item 21* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in 2 hands This shekere features carved prayers barely visible under a fine silk net of colorful beads. The handheld percussion instrument grants a +3 item bonus to [Performance](compendium/skills.md#Performance) checks while playing music with it. In addition, when you [Perform](rules/actions/perform.md) with it, you can make it heard by any number of creatures within 100 miles. You can specify one or more specific creatures, or otherwise describe those who will hear it, such as all humans, or all inhabitants of a village. You can send a message through the music that the targets understand. Demons and creatures connected to demons (such as a creature whose deity is a demon lord or a sorcerer with the demonic bloodline) can't easily understand any messages conveyed in this way, even if you wish to send the message to them. They must attempt a [Society](compendium/skills.md#Society) check against your [Performance](compendium/skills.md#Performance) DC or against DC 40, whichever is higher. If your [Performance](compendium/skills.md#Performance) DC is higher than DC 40 and you want demons to be able to understand the message, you can choose to use DC 40 instead. @@ -24,7 +23,7 @@ This shekere features carved prayers barely visible under a fine silk net of col > - **Critical Failure** They don't realize the sound of the halcyon heart contains a message. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) - **Requirements**: The halcyon heart has its net of beads @@ -33,4 +32,6 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " Destruction If the Gorilla King plays a halcyon heart in front of [Angazhan](compendium/setting/deities/angazhan-logm.md)'s totem, the gourd decomposes, the net frays, and the beads shatter. ``` + +--- *Source: Strength of Thousands #6: Shadows of the Ancients p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/half-plate.md b/compendium/equipment/items/half-plate.md index 3dd9e051b..d44939df1 100644 --- a/compendium/equipment/items/half-plate.md +++ b/compendium/equipment/items/half-plate.md @@ -16,4 +16,6 @@ aliases: ["Half Plate"] Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of [full plate](compendium/equipment/items/full-plate.md) with greater flexibility and speed. A suit of this armor comes with an undercoat of [padded armor](compendium/equipment/items/padded-armor.md) and a pair of [gauntlets](compendium/equipment/items/gauntlet.md). + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/halfling-sling-staff.md b/compendium/equipment/items/halfling-sling-staff.md index 871575607..4f6f296a7 100644 --- a/compendium/equipment/items/halfling-sling-staff.md +++ b/compendium/equipment/items/halfling-sling-staff.md @@ -14,11 +14,13 @@ aliases: ["Halfling Sling Staff"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d10` B -- **Ammunution** [Sling Bullets](compendium/equipment/items/sling-bullets.md); **Range** 80 ft.; **Reload** 1 + - **Damage**: `1d10` B + - **Ammunution** [Sling Bullets](compendium/equipment/items/sling-bullets.md); **Range** 80 ft.; **Reload** 1 - **Hands** 2 - **Category** Martial; **Group** Sling This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/hammer-gun-g-g.md b/compendium/equipment/items/hammer-gun-g-g.md index caf81ab5e..df14bdcb8 100644 --- a/compendium/equipment/items/hammer-gun-g-g.md +++ b/compendium/equipment/items/hammer-gun-g-g.md @@ -18,14 +18,16 @@ aliases: ["Hammer Gun"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 13 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d6` P +- **Ranged**: + - **Damage**: `1d6` P - **Ammunution** round; **Range** 60 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` B +- **Melee**: + - **Damage**: `1d8` B - **Hands** 2 - **Category** Martial This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus with a hammer head built into the muzzle, decreasing kickback but limiting range. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/hammer.md b/compendium/equipment/items/hammer.md index 8487e4702..a0379640d 100644 --- a/compendium/equipment/items/hammer.md +++ b/compendium/equipment/items/hammer.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Hammer"] --- # Hammer *Item 0* @@ -11,8 +11,9 @@ aliases: ["Hammer"] - **Price** 1 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/hampering-snare.md b/compendium/equipment/items/hampering-snare.md index 3c52745bc..de4bcca84 100644 --- a/compendium/equipment/items/hampering-snare.md +++ b/compendium/equipment/items/hampering-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Hampering Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp -- **Category** Snare You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare's square. The difficult terrain affects the creature's movement right away, including its movement into the triggering square, and it lasts for `1d4` rounds after the snare is triggered. A creature can use an [Interact](rules/actions/interact.md) action to clear the difficult terrain out of a single square early. + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/hamster-lotg.md b/compendium/equipment/items/hamster-lotg.md index d23b42f3a..f0f5449a1 100644 --- a/compendium/equipment/items/hamster-lotg.md +++ b/compendium/equipment/items/hamster-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Hamster"] --- # Hamster *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/hand-adze-loag.md b/compendium/equipment/items/hand-adze-loag.md index 70dc2325c..28e805d71 100644 --- a/compendium/equipment/items/hand-adze-loag.md +++ b/compendium/equipment/items/hand-adze-loag.md @@ -16,10 +16,12 @@ aliases: ["Hand Adze"] - **Price** 5 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Axe This is a smaller version of an [adze](compendium/equipment/items/adze-loag.md), useful for more delicate woodworking or projects in cramped spaces. Gripplis use the hand adze for crafting and as close quarters weapons. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/hand-cannon-g-g.md b/compendium/equipment/items/hand-cannon-g-g.md index edf9c0e04..e6a946a64 100644 --- a/compendium/equipment/items/hand-cannon-g-g.md +++ b/compendium/equipment/items/hand-cannon-g-g.md @@ -14,11 +14,13 @@ aliases: ["Hand Cannon"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` modular -- **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 + - **Damage**: `1d6` modular + - **Ammunution** rounds; **Range** 30 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Firearm Popular among privateers and mercenaries in Goka, hand cannons are little more than a hardened tube with a handle and external ignition attached. A hand cannon can be used to fire almost anything that can be packed into its barrel. The wielder of a hand cannon can change the damage type granted by its [modular](rules/traits/modular-logm.md "Modular Weapon Trait") trait as part of the same [Interact](rules/actions/interact.md) action used to reload. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/hand-crossbow.md b/compendium/equipment/items/hand-crossbow.md index cb9700236..7d9883259 100644 --- a/compendium/equipment/items/hand-crossbow.md +++ b/compendium/equipment/items/hand-crossbow.md @@ -10,11 +10,13 @@ aliases: ["Hand Crossbow"] - **Price** 3 gp - **Bulk** L -- **Damage** `1d6` P -- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 60 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 60 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Bow Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It's small enough to be shot one-handed, but it still requires two hands to load. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/hand-hewed-face-da.md b/compendium/equipment/items/hand-hewed-face-da.md index c098e7ddb..5b05748e6 100644 --- a/compendium/equipment/items/hand-hewed-face-da.md +++ b/compendium/equipment/items/hand-hewed-face-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,16 +13,17 @@ aliases: ["Hand-Hewed Face"] # Hand-Hewed Face *Item 7* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck to hide the seam. Your true appearance changes to that of a generic member of your ancestry. You can shape your facial features with your hands and thus don't need a disguise kit to [Impersonate](rules/actions/impersonate.md), and you don't take circumstance penalties to [Impersonate](rules/actions/impersonate.md) someone due to the difference in your facial features. Once per day, from any distance, the entity that holds your bargained contract can change their appearance to match your appearance from before you sealed the contract, or the appearance you are currently using through [Impersonate](rules/actions/impersonate.md). When they do, your face transforms to your new true appearance, that of a generic member of your ancestry, and you become [stunned](rules/conditions.md#Stunned) by the sudden backlash. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) - **Requirements**: You have used [Impersonate](rules/actions/impersonate.md) and molded your face into a different face **Effect** You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away. ``` + +--- *Source: Dark Archive p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/hand-of-the-mage-bb.md b/compendium/equipment/items/hand-of-the-mage-bb.md index 632827c67..733f264ae 100644 --- a/compendium/equipment/items/hand-of-the-mage-bb.md +++ b/compendium/equipment/items/hand-of-the-mage-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/magical aliases: ["Hand of the Mage"] @@ -13,16 +13,19 @@ aliases: ["Hand of the Mage"] - **Price** 30 gp - **Usage** worn -- **Category** Worn This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. ```ad-embed-ability -title: Mage Hand [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Mage Hand** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([concentrate](rules/traits/concentrate.md)) + You cast the [mage hand](compendium/spells/mage-hand.md) wizard spell. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` + +--- *Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/hand-of-the-mage.md b/compendium/equipment/items/hand-of-the-mage.md index 5090a3084..2b4147d37 100644 --- a/compendium/equipment/items/hand-of-the-mage.md +++ b/compendium/equipment/items/hand-of-the-mage.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -13,15 +13,17 @@ aliases: ["Hand of the Mage"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 30 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + You cast [mage hand](compendium/spells/mage-hand.md). ``` + +--- *Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/compendium/equipment/items/handcuffs-aoe1.md b/compendium/equipment/items/handcuffs-aoe1.md index 9e395c331..f9bd0fa96 100644 --- a/compendium/equipment/items/handcuffs-aoe1.md +++ b/compendium/equipment/items/handcuffs-aoe1.md @@ -3,15 +3,14 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Handcuffs"] --- # Handcuffs *Item 3+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting. @@ -19,4 +18,26 @@ To apply handcuffs, you must first grab or restrain your opponent, then attempt If you bind a creature to itself, it takes the same penalties as those imposed by manacles (Core Rulebook 290). If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the [clumsy](rules/conditions.md#Clumsy) condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is [immobilized](rules/conditions.md#Immobilized). (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be [Broken](rules/conditions.md#Broken) Open with a single [Athletics](compendium/skills.md#Athletics) check. +--- +### Variants + +#### average handcuffs *Item 3* + +- **Price**: 30 gp + +Escaping requires two successful DC 27 [Thievery](compendium/skills.md#Thievery) checks, and the [Athletics](compendium/skills.md#Athletics) DC to Break Open the chain between handcuffs is 30. + +#### good handcuffs *Item 9* + +- **Price**: 350 gp + +Escaping requires three successful DC 30 [Thievery](compendium/skills.md#Thievery) checks, and the [Athletics](compendium/skills.md#Athletics) DC to Break Open the chain between handcuffs is 35. + +#### superior handcuffs *Item 17* + +- **Price**: 6000 gp + +Escaping requires four successful DC 40 [Thievery](compendium/skills.md#Thievery) checks, and the [Athletics](compendium/skills.md#Athletics) DC to Break Open the chain between handcuffs is 45. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/handling-gloves-lotg.md b/compendium/equipment/items/handling-gloves-lotg.md index 092efbf16..f6b34fbf6 100644 --- a/compendium/equipment/items/handling-gloves-lotg.md +++ b/compendium/equipment/items/handling-gloves-lotg.md @@ -13,4 +13,6 @@ aliases: ["Handling Gloves"] + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/handwraps-of-mighty-blows.md b/compendium/equipment/items/handwraps-of-mighty-blows.md index f79012ff1..1662b1c7b 100644 --- a/compendium/equipment/items/handwraps-of-mighty-blows.md +++ b/compendium/equipment/items/handwraps-of-mighty-blows.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,8 +12,7 @@ aliases: ["Handwraps of Mighty Blows"] # Handwraps of Mighty Blows *Item 2+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn gloves; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn gloves As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally `2d4` instead of `1d4`, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead) @@ -21,4 +20,32 @@ You can upgrade, add, and transfer runes to and from the handwraps just as you w The entries below list the most typical combinations of fundamental runes. +--- +### Variants + +#### +1 handwraps of mighty blows *Item 2* + +- **Price**: 35 gp + +#### +1 striking handwraps of mighty blows *Item 4* + +- **Price**: 100 gp + +#### +2 striking handwraps of mighty blows *Item 10* + +- **Price**: 1000 gp + +#### +2 greater striking handwraps of mighty blows *Item 12* + +- **Price**: 2000 gp + +#### +3 greater striking handwraps of mighty blows *Item 16* + +- **Price**: 10000 gp + +#### +3 major striking handwraps of mighty blows *Item 19* + +- **Price**: 40000 gp + +--- *Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/compendium/equipment/items/hardened-harrow-deck-aoe4.md b/compendium/equipment/items/hardened-harrow-deck-aoe4.md index 7795d6842..f2978b06b 100644 --- a/compendium/equipment/items/hardened-harrow-deck-aoe4.md +++ b/compendium/equipment/items/hardened-harrow-deck-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/held +- item/category/held/ - trait/magical - trait/rare - trait/transmutation @@ -13,8 +13,7 @@ aliases: ["Hardened Harrow Deck"] [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 4350 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The harrow is a traditional fortunetelling deck used by Varisian soothsayers. The hardened harrow deck is a magical version of the deck with cards made of thin metallic plates adorned with all the imagery common in standard harrow decks, but with more angular designs. You can hurl cards from the hardened harrow deck as +2 greater striking darts with the [deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait") trait. A card used as a weapon isn't destroyed and can be recovered with 1 minute of searching if it can't be recalled back to the deck (see the deck's Activate entry on page 80) @@ -23,9 +22,12 @@ However, if even a single card is missing from the deck, the deck can't be used As long as you carry more than half the cards in the hardened harrow deck, when you roll a success on a saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect, you get a critical success instead; if you already have an ability that would make a successful saving throw against a [fear](rules/traits/fear.md "Fear Effect Trait") effect a critical success, you instead gain a +1 circumstance bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) + All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck. ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/harmona-gun-g-g.md b/compendium/equipment/items/harmona-gun-g-g.md index 491472941..7cf18f3a7 100644 --- a/compendium/equipment/items/harmona-gun-g-g.md +++ b/compendium/equipment/items/harmona-gun-g-g.md @@ -14,11 +14,13 @@ aliases: ["Harmona Gun"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 10 gp - **Bulk** 2 -- **Damage** `1d10` B -- **Ammunution** rounds; **Range** 150 ft.; **Reload** 1 + - **Damage**: `1d10` B + - **Ammunution** rounds; **Range** 150 ft.; **Reload** 1 - **Hands** 2 - **Category** Martial; **Group** Firearm A favored weapon of monster hunters in Arcadia, the harmona gun is a large-bore long gun that fires a heavy, slow-moving round. The gun got its name due to the eerie similarity between the buzzing sound its oversized projectiles make flying through the air and the flight of a fey bird called a harmona. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/harmonic-hauberk-lotgb.md b/compendium/equipment/items/harmonic-hauberk-lotgb.md index 90e2365df..6338e5aff 100644 --- a/compendium/equipment/items/harmonic-hauberk-lotgb.md +++ b/compendium/equipment/items/harmonic-hauberk-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/armor +- item/category/armor/ - trait/auditory - trait/focused - trait/illusion @@ -16,17 +16,20 @@ aliases: ["Harmonic Hauberk"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [focused](rules/traits/focused.md "Focused Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2500 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait must first counteract the harmonic hauberk or they have no effect on you. The harmonic hauberk attempts to counteract [silence](compendium/spells/silence.md) spells cast on you and 4th-level or higher heightened [silence](compendium/spells/silence.md) spells the first time the armor enters their area (counteract level 4, counteract modifier +20). After failing to counteract a [silence](compendium/spells/silence.md) spell, the armor can't attempt to counteract the same spell again, even if you leave and enter the spell's area multiple times. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You gain 1 Focus Point and immediately use the Focus Point to cast [lingering composition](compendium/spells/lingering-composition.md) (Core Rulebook 387), using your [Performance](compendium/skills.md#Performance) check to determine the effects of the spell, followed by the [inspire defense](compendium/spells/inspire-defense.md) composition cantrip (Core Rulebook 386). You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point and immediately use the Focus Point to cast [lingering composition](compendium/spells/lingering-composition.md) (Core Rulebook 387), using your [Performance](compendium/skills.md#Performance) check to determine the effects of the spell, followed by the [inspire defense](compendium/spells/inspire-defense.md) composition cantrip (Core Rulebook 386). You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/harness-lotg.md b/compendium/equipment/items/harness-lotg.md index f8934e4fb..77e2d9605 100644 --- a/compendium/equipment/items/harness-lotg.md +++ b/compendium/equipment/items/harness-lotg.md @@ -13,4 +13,6 @@ aliases: ["Harness"] + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/harnessed-shield-tv.md b/compendium/equipment/items/harnessed-shield-tv.md index bbdd4c121..e8bd5f274 100644 --- a/compendium/equipment/items/harnessed-shield-tv.md +++ b/compendium/equipment/items/harnessed-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/harnessed aliases: ["Harnessed Shield"] --- @@ -12,9 +12,11 @@ aliases: ["Harnessed Shield"] - **Price** 5 gp - **Bulk** 2 -- **AC Bonus** +2/+2; **null Hardness** 5, **null HP** 20 (BT 10); **Speed Penalty** -5 ft. -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 5, **HP** 20 (BT 10); **Speed Penalty** -5 ft. +- **Group** Shield This large steel shield features a specialized opening to hold lances and similar weapons. Harnessed shields are a common backup for those who fight with jousting weapons in case they're forced into combat without their mounts. Balancing the weapon within the shield's hold is somewhat awkward, and longer weapons, like lances, need to be held closer to the body than usual for proper support. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/harpoon-bolt-ooa2.md b/compendium/equipment/items/harpoon-bolt-ooa2.md index 34e0b88f7..1bab40452 100644 --- a/compendium/equipment/items/harpoon-bolt-ooa2.md +++ b/compendium/equipment/items/harpoon-bolt-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Harpoon Bolt"] - **Price** 15 gp - **Ammunition** round -- **Category** Consumable This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter property with an [Interact](rules/actions/interact.md) action. The spike is attached to a 50-foot-long coil of rope held in a simple spool that can be attached to a weapon's barrel. The weight and awkward balance of the bolt and its spool reduce the range of the weapon by 10 feet when fired. A creature hit by a harpoon bolt takes normal damage from the shot and must succeed at a DC 18 Fortitude save. On a failure, the harpoon bolt becomes lodged in its body. Once a harpoon bolt is lodged, a creature can remove the harpoon bolt with a DC 18 check to [Escape](rules/actions/escape.md) or [Force Open](rules/actions/force-open.md), but on a failure, the creature takes `1d4` piercing damage. As long as the harpoon bolt remains lodged, the creature can't move more than 50 feet away from you. You can attempt to [Trip](rules/actions/trip.md) a creature by tugging on the rope attached to the harpoon bolt, even if it isn't within your reach, but if you fail this attempt, the bolt rips free, causing `1d4` piercing damage to the target but releasing it from the bolt. If you reload, drop, or fire the firearm again, the creature is no longer limited in its movement. Once a harpoon bolt is removed from a creature, the bolt, its rope, and the spool all decay away, consumed by the same magic that empowers the unusual ammunition to function in the first place. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/harpoon-tv.md b/compendium/equipment/items/harpoon-tv.md index ea607f969..57d0b0efb 100644 --- a/compendium/equipment/items/harpoon-tv.md +++ b/compendium/equipment/items/harpoon-tv.md @@ -13,11 +13,13 @@ aliases: ["Harpoon"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Range** 30 ft. + - **Damage**: `1d8` P + - **Range** 30 ft. - **Hands** 2 - **Category** Martial; **Group** Dart Often used for hunting exceptionally large aquatic creatures, the harpoon is similar to a javelin but features a barbed head and rope tether so it (or the corpse it's attached to) can be easily retrieved. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/harrow-spellcards-tv.md b/compendium/equipment/items/harrow-spellcards-tv.md index 2a8409055..cf9ede9dc 100644 --- a/compendium/equipment/items/harrow-spellcards-tv.md +++ b/compendium/equipment/items/harrow-spellcards-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/divination - trait/grimoire - trait/magical @@ -15,18 +15,21 @@ aliases: ["Harrow Spellcards"] - **Price** 475 gp - **Bulk** L -- **Category** Grimoire Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When shuffled, its cards seem to fly between one another of their own accord. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per day - **Trigger**: Your last action was to cast a divination spell prepared from this grimoire **Effect** You draw forth a card to gain insight into future challenges you'll face. Draw a card from a harrow deck or roll `1d6`: 1 = hammers ([Athletics](compendium/skills.md#Athletics)), 2 = keys ([Acrobatics](compendium/skills.md#Acrobatics)), 3 = shields ([Survival](compendium/skills.md#Survival)), 4 = books (any [Recall Knowledge](rules/actions/recall-knowledge.md)), 5 = stars ([Religion](compendium/skills.md#Religion)), 6 = crowns ([Diplomacy](compendium/skills.md#Diplomacy)). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` + +--- *Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md index 4d64bd1c9..a4798d9e3 100644 --- a/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md +++ b/compendium/equipment/items/hat-of-disagreeable-disguise-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/cursed - trait/illusion - trait/invested @@ -14,15 +14,28 @@ aliases: ["Hat of Disagreeable Disguise"] # Hat of Disagreeable Disguise *Item 2+* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn headwear; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn headwear This elegant hat appears to be and functions as a hat of disguise. When you invest the hat, it fuses to you. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) -Like a hat of disguise, the hat casts a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you're trying to sneak past guards or lending you the seeming of a pauper if you're trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won't. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can't [Dismiss](rules/actions/dismiss.md) the spell. +- **Frequency**: once per day + +**Effect** Like a hat of disguise, the hat casts a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you're trying to sneak past guards or lending you the seeming of a pauper if you're trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won't. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can't [Dismiss](rules/actions/dismiss.md) the spell. ``` +--- +### Variants + +#### hat of disagreeable disguise *Item 2* + + +#### greater hat of disagreeable disguise *Item 7* + + +You can Activate the hat as a 2-action activity any number of times per day, the illusory disguise is 2nd level (allowing it to malfunction with sound and smell), and the DC is 23. + +--- *Source: Treasure Vault p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-disguise-bb.md b/compendium/equipment/items/hat-of-disguise-bb.md index 189c9c782..edc3736e2 100644 --- a/compendium/equipment/items/hat-of-disguise-bb.md +++ b/compendium/equipment/items/hat-of-disguise-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/magical aliases: ["Hat of Disguise"] @@ -13,16 +13,19 @@ aliases: ["Hat of Disguise"] - **Price** 30 gp - **Usage** worn headwear -- **Category** Worn This ordinary-looking hat allows you to cloak yourself in illusions—perfect for pretending to be someone you're not. Once per day, you can use the following activity. ```ad-embed-ability -title: Illusory Disguise [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Illusory Disguise** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ([manipulate](rules/traits/manipulate.md)) + Over the course of 1 minute, the hat changes your visual appearance to look like another type of creature you choose. You're still roughly the same height and weight, and the disguise doesn't change your voice, scent, or mannerisms, only your visual appearance. The disguise isn't good enough to impersonate a specific person. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. If someone tries to see through your disguise, they need to [Seek](rules/actions/seek.md) against your [Deception](compendium/skills.md#Deception) DC, but you get a +4 status bonus to your DC (making your DC 14 + your [Deception](compendium/skills.md#Deception)). -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` + +--- *Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-disguise.md b/compendium/equipment/items/hat-of-disguise.md index 692b1b63e..4b6c08e96 100644 --- a/compendium/equipment/items/hat-of-disguise.md +++ b/compendium/equipment/items/hat-of-disguise.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -12,17 +12,32 @@ aliases: ["Hat of Disguise"] # Hat of Disguise *Item 2+* [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn headwear; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn headwear This ordinary-looking hat allows you to cloak yourself in illusions. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) -The hat casts a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) spell on you. +- **Frequency**: once per day + +**Effect** The hat casts a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. ``` +--- +### Variants + +#### hat of disguise *Item 2* + +- **Price**: 30 gp + +#### greater hat of disguise *Item 7* + +- **Price**: 340 gp + +You can activate the hat as a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd level. + +--- *Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-many-minds-som.md b/compendium/equipment/items/hat-of-many-minds-som.md index 5e67ab0e2..49564eb45 100644 --- a/compendium/equipment/items/hat-of-many-minds-som.md +++ b/compendium/equipment/items/hat-of-many-minds-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/magical aliases: ["Hat Of Many Minds"] @@ -12,17 +12,20 @@ aliases: ["Hat Of Many Minds"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1800 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear This pointy, brimmed hat made up of a rainbow patchwork of various materials seems to sit just a little lopsided on your head, no matter how you adjust it. You gain a +2 item bonus to checks to [Earn Income](rules/actions/earn-income.md). ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) -You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions. +- **Frequency**: once per day + +**Effect** You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions. The copy disappears and returns to the hat as a piece of cloth when the given task has been completed, or when you [Dismiss](rules/actions/dismiss.md) the activation. ``` + +--- *Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-the-magi-bb.md b/compendium/equipment/items/hat-of-the-magi-bb.md index c6459cd36..e69afda13 100644 --- a/compendium/equipment/items/hat-of-the-magi-bb.md +++ b/compendium/equipment/items/hat-of-the-magi-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/arcane - trait/conjuration aliases: ["Hat of the Magi"] @@ -13,8 +13,9 @@ aliases: ["Hat of the Magi"] - **Price** 50 gp - **Usage** worn headwear -- **Category** Worn This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. In all its forms, the hat is the symbol of a stylish and professional mage. It grants you a +1 item bonus to [Arcana](compendium/skills.md#Arcana) checks and allows you to cast the [detect magic](compendium/spells/detect-magic.md) wizard cantrip as often as you like, using the normal actions to do so. + +--- *Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-the-magi.md b/compendium/equipment/items/hat-of-the-magi.md index 65da7fa65..27f813135 100644 --- a/compendium/equipment/items/hat-of-the-magi.md +++ b/compendium/equipment/items/hat-of-the-magi.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/arcane - trait/conjuration - trait/invested @@ -12,9 +12,24 @@ aliases: ["Hat of the Magi"] # Hat of the Magi *Item 3+* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") -- **Usage** worn headwear; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn headwear This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to [Arcana](compendium/skills.md#Arcana) checks and allows you to cast the [prestidigitation](compendium/spells/prestidigitation.md) cantrip as an arcane innate spell. +--- +### Variants + +#### hat of the magi *Item 3* + +- **Price**: 50 gp + +#### greater hat of the magi *Item 9* + +- **Price**: 650 gp + +This larger, fancier hat grants a +2 bonus and can be activated. + +**Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Cast a Spell](rules/actions/cast-a-spell.md); **Frequency** once per day; **Effect** You cast a 4th-level arcane [summon elemental](compendium/spells/summon-elemental.md) spell. + +--- *Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/compendium/equipment/items/hatchet.md b/compendium/equipment/items/hatchet.md index 796e21a74..c7ba2b38e 100644 --- a/compendium/equipment/items/hatchet.md +++ b/compendium/equipment/items/hatchet.md @@ -14,10 +14,12 @@ aliases: ["Hatchet"] - **Price** 4 sp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Axe This small axe can be used in close combat or thrown. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/hauling-lotgb.md b/compendium/equipment/items/hauling-lotgb.md index b88d022d5..398b48dee 100644 --- a/compendium/equipment/items/hauling-lotgb.md +++ b/compendium/equipment/items/hauling-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical - trait/uncommon @@ -13,13 +13,13 @@ aliases: ["Hauling"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto a weapon -- **Category** Rune Hauling weapons are adept at moving creatures around the battlefield after a successful attack. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Command +- **Frequency**: once per hour - **Trigger**: You succeed at an attack roll to [Strike](rules/actions/strike.md) with a weapon with the hauling rune **Effect** The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. @@ -27,4 +27,18 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R This is forced movement. ``` +--- +### Variants + +#### hauling *Item 6* + +- **Price**: 225 gp + +#### greater hauling *Item 11* + +- **Price**: 1300 gp + +The DC is 28, and the target is moved up to 10 feet. + +--- *Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/headband-of-inspired-wisdom.md b/compendium/equipment/items/headband-of-inspired-wisdom.md index cdbc15fca..c15ac7f2d 100644 --- a/compendium/equipment/items/headband-of-inspired-wisdom.md +++ b/compendium/equipment/items/headband-of-inspired-wisdom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/apex +- item/category/apex/ - trait/abjuration - trait/apex - trait/invested @@ -14,23 +14,30 @@ aliases: ["Headband of Inspired Wisdom"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp -- **Usage** worn circlet; **Bulk** — -- **Category** Apex +- **Bulk** —; **Usage** worn circlet This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an [augury](compendium/spells/augury.md) spell, except that you receive the result from your own instincts rather than an external source. +- **Frequency**: once per day + +**Effect** When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an [augury](compendium/spells/augury.md) spell, except that you receive the result from your own instincts rather than an external source. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per hour - **Trigger**: You fail a saving throw against an effect that makes you [confused](rules/conditions.md#Confused), [fascinated](rules/conditions.md#Fascinated), or [stupefied](rules/conditions.md#Stupefied) -**Effect** The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result. +**Effect** The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result. +%% + #trait/fortune +%% ``` + +--- *Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/headbands-of-translocation-frp2.md b/compendium/equipment/items/headbands-of-translocation-frp2.md index 40feca35f..f32fc03f3 100644 --- a/compendium/equipment/items/headbands-of-translocation-frp2.md +++ b/compendium/equipment/items/headbands-of-translocation-frp2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp2 -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -16,16 +16,19 @@ aliases: ["Headbands Of Translocation"] - **Price** 10000 gp - **Usage** worn headband -- **Category** Worn These silk headbands always come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. As long as you both have Invested your headbands, you can [Aid](rules/actions/aid.md) each other without taking an action to prepare and when you get a critical failure when attempting to [Aid](rules/actions/aid.md) an ally with a paired headband, you get a failure instead. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other. +- **Frequency**: once per day + +**Effect** You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other. ``` + +--- *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/headbands-of-translocation-tv.md b/compendium/equipment/items/headbands-of-translocation-tv.md index 4e3fad22b..5838db7df 100644 --- a/compendium/equipment/items/headbands-of-translocation-tv.md +++ b/compendium/equipment/items/headbands-of-translocation-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -15,15 +15,18 @@ aliases: ["Headbands of Translocation"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10000 gp -- **Usage** worn headwear; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn headwear Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. If you both have invested your headbands, you can [Aid](rules/actions/aid.md) each other without taking an action to prepare, and when you roll a critical failure when attempting to [Aid](rules/actions/aid.md) an ally with a paired headband, you get a failure instead. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other. +- **Frequency**: once per day + +**Effect** You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other. ``` + +--- *Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/healers-gel-som.md b/compendium/equipment/items/healers-gel-som.md index 6206ebcbb..8b982b930 100644 --- a/compendium/equipment/items/healers-gel-som.md +++ b/compendium/equipment/items/healers-gel-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,9 +12,30 @@ aliases: ["Healer's Gel"] # Healer's Gel *Item 5+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a [heal](compendium/spells/heal.md) spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 25 gp + +The spell grants 5 temporary Hit Points. + +#### moderate *Item 9* + +- **Price**: 125 gp + +The spell grants 10 temporary Hit Points. + +#### greater *Item 13* + +- **Price**: 500 gp + +The spell grants 15 temporary Hit Points. + +--- *Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/compendium/equipment/items/healers-gloves-bb.md b/compendium/equipment/items/healers-gloves-bb.md index 35f6a14fd..f99f818e6 100644 --- a/compendium/equipment/items/healers-gloves-bb.md +++ b/compendium/equipment/items/healers-gloves-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/magical - trait/necromancy aliases: ["Healer's Gloves"] @@ -13,16 +13,19 @@ aliases: ["Healer's Gloves"] - **Price** 80 gp - **Usage** worn gloves -- **Category** Worn These clean white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. Once per day, you can use the following action. ```ad-embed-ability -title: Soothe Wounds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Soothe Wounds** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) + You heal an adjacent living creature by touching them with the gloves, restoring `2d6+7` Hit Points to that creature. This is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` + +--- *Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/healers-gloves.md b/compendium/equipment/items/healers-gloves.md index 4e31afd98..cf2509b83 100644 --- a/compendium/equipment/items/healers-gloves.md +++ b/compendium/equipment/items/healers-gloves.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/necromancy @@ -12,15 +12,30 @@ aliases: ["Healer's Gloves"] # Healer's Gloves *Item 4+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Usage** worn gloves; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn gloves These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You can soothe a willing, living, adjacent creature, restoring `2d6+7` Hit Points to that creature. This is a [positive](rules/traits/positive.md "Positive Energy & Element Trait") [healing](rules/traits/healing.md "Healing Effect Trait") effect. You can't harm undead with this healing. +- **Frequency**: once per day + +**Effect** You can soothe a willing, living, adjacent creature, restoring `2d6+7` Hit Points to that creature. This is a [positive](rules/traits/positive.md "Positive Energy & Element Trait") [healing](rules/traits/healing.md "Healing Effect Trait") effect. You can't harm undead with this healing. ``` +--- +### Variants + +#### healer's gloves *Item 4* + +- **Price**: 80 gp + +#### greater healer's gloves *Item 9* + +- **Price**: 700 gp + +The gloves provide a +2 bonus and restore `4d6+15` Hit Points. + +--- *Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/compendium/equipment/items/healers-tools.md b/compendium/equipment/items/healers-tools.md index 9d5b3fefa..224ebe93d 100644 --- a/compendium/equipment/items/healers-tools.md +++ b/compendium/equipment/items/healers-tools.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Healer's Tools"] --- # Healer's Tools *Item 0* @@ -11,11 +11,23 @@ aliases: ["Healer's Tools"] - **Price** 5 gp - **Bulk** 1 - **Hands** 1 or 2* -- **Category** Adventuring Gear This kit of bandages, herbs, and suturing tools is necessary for [Medicine](compendium/skills.md#Medicine) checks to [Administer First Aid](rules/actions/administer-first-aid.md), [Treat Disease](rules/actions/treat-disease.md), [Treat Poison](rules/actions/treat-poison.md), or [Treat Wounds](rules/actions/treat-wounds.md). If you wear your healer's tools, you can draw and replace them as part of the action that uses them. > [!pf2-note] > You can use the set of tools with one hand if you are wearing it. +--- +### Variants + +#### Base *Item 0* + + +#### Expanded *Item 3* + +- **Price**: 50 gp + +Expanded healer's tools provide a +1 item bonus to such checks. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/healing-potion.md b/compendium/equipment/items/healing-potion.md index a25029d40..2b0cdeb46 100644 --- a/compendium/equipment/items/healing-potion.md +++ b/compendium/equipment/items/healing-potion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/healing - trait/magical @@ -14,10 +14,43 @@ aliases: ["Healing Potion"] # Healing Potion *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points. +--- +### Variants + +#### minor *Item 1* + +- **Price**: 4 gp + +The potion restores `1d8` Hit Points. + +#### lesser *Item 3* + +- **Price**: 12 gp + +The potion restores `2d8+5` Hit Points. + +#### moderate *Item 6* + +- **Price**: 50 gp + +The potion restores `3d8+10` Hit Points. + +#### greater *Item 12* + +- **Price**: 400 gp + +The potion restores `6d8+20` Hit Points. + +#### major *Item 18* + +- **Price**: 5000 gp + +The potion restores `8d8+30` Hit Points. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/healing-vapor-tv.md b/compendium/equipment/items/healing-vapor-tv.md index d13e9f217..736fc0ba2 100644 --- a/compendium/equipment/items/healing-vapor-tv.md +++ b/compendium/equipment/items/healing-vapor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/healing @@ -12,12 +12,39 @@ aliases: ["Healing Vapor"] # Healing Vapor *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 20 gp + +Each creature regains 1 Hit Point every 2 minutes and gets a +1 bonus. + +#### moderate *Item 8* + +- **Price**: 100 gp + +Each creature regains 1 Hit Point every minute and gets a +1 bonus. + +#### greater *Item 12* + +- **Price**: 400 gp + +Each creature regains 2 Hit Points every minute and gets a +2 bonus. + +#### major *Item 17* + +- **Price**: 3000 gp + +Each creature regains 3 Hit Points every minute and gets a +3 bonus. + +--- *Source: Treasure Vault p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/heartening-missive-tv.md b/compendium/equipment/items/heartening-missive-tv.md index be7fff155..7b2dc8465 100644 --- a/compendium/equipment/items/heartening-missive-tv.md +++ b/compendium/equipment/items/heartening-missive-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/missive +- item/category/missive/ - trait/abjuration - trait/consumable - trait/magical @@ -13,9 +13,8 @@ aliases: ["Heartening Missive"] # Heartening Missive *Item 5+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Missive +- **Bulk** —; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. @@ -23,4 +22,32 @@ It alights near the recipient or in their hand. After Activating the missive, th If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document. +--- +### Variants + +#### bull heartening missive *Item 6* + +- **Price**: 50 gp + +Folded into a bull, this missive grants the recipient a sense of solidity. The recipient gains a +1 item bonus to Fortitude saves for the next 24 hours. + +#### butterfly heartening missive *Item 5* + +- **Price**: 25 gp + +Folded into a delicate butterfly, this missive grants the recipient a sense of grace and poise. Once during the next 24 hours, when the recipient fails a [Diplomacy](compendium/skills.md#Diplomacy) or [Performance](compendium/skills.md#Performance) check, they can improve the result from a failure to a success or from a critical failure to a failure. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. + +#### rabbit heartening missive *Item 6* + +- **Price**: 50 gp + +Folded into a rabbit sitting on its haunches, this missive grants the recipient a sense of mischief and agility. The recipient gains a +1 item bonus to Reflex saves for the next 24 hours. + +#### turtle heartening missive *Item 6* + +- **Price**: 50 gp + +Folded into a square‑shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours. + +--- *Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/heated-cloak-g-g.md b/compendium/equipment/items/heated-cloak-g-g.md index 760cb8940..7cf93f095 100644 --- a/compendium/equipment/items/heated-cloak-g-g.md +++ b/compendium/equipment/items/heated-cloak-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Heated Cloak"] --- @@ -11,11 +11,12 @@ aliases: ["Heated Cloak"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the cloak by the wearer's movements. While active, the wearer is protected from severe cold. The cloak offers no protection from extreme or incredible cold. It operates for 24 hours and can be reset with a simple process that takes 1 minute. + +--- *Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/heavy-ballista-g-g.md b/compendium/equipment/items/heavy-ballista-g-g.md index 1b5e96e15..2c3fa2eef 100644 --- a/compendium/equipment/items/heavy-ballista-g-g.md +++ b/compendium/equipment/items/heavy-ballista-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/huge - trait/mounted - trait/uncommon @@ -14,24 +14,28 @@ aliases: ["Heavy Ballista"] - **Price** 900 gp - **Usage** mounted -- **Category** Siege Weapon Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 60 feet, minimum distance 40 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` `4d12` piercing, single target, DC 19 Reflex + +--- *Source: Guns & Gears p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/heavy-bombard-g-g.md b/compendium/equipment/items/heavy-bombard-g-g.md index b3a55cac9..918f37616 100644 --- a/compendium/equipment/items/heavy-bombard-g-g.md +++ b/compendium/equipment/items/heavy-bombard-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/gargantuan - trait/uncommon aliases: ["Heavy Bombard"] @@ -13,30 +13,36 @@ aliases: ["Heavy Bombard"] - **Price** 1400 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard. ```ad-embed-ability -title: Aim [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Aim** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + 50 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <250 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md), range increment <250 feet>) + `7d10` bludgeoning, 20-foot burst, DC 25 Reflex. -%% #trait/manipulate #trait/range-increment-250-feet %% +%% + #trait/manipulate #trait/range-increment-250-feet +%% ``` + +--- *Source: Guns & Gears p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/heavy-crossbow.md b/compendium/equipment/items/heavy-crossbow.md index ed3b94d8a..7953edd8f 100644 --- a/compendium/equipment/items/heavy-crossbow.md +++ b/compendium/equipment/items/heavy-crossbow.md @@ -10,11 +10,13 @@ aliases: ["Heavy Crossbow"] - **Price** 4 gp - **Bulk** 2 -- **Damage** `1d10` P -- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 120 ft.; **Reload** 2 + - **Damage**: `1d10` P + - **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 120 ft.; **Reload** 2 - **Hands** 2 - **Category** Simple; **Group** Bow This large crossbow is harder to load and more substantial than a regular crossbow, but it packs a greater punch. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/heavy-power-suit-g-g.md b/compendium/equipment/items/heavy-power-suit-g-g.md index 098639a57..4af2bc2df 100644 --- a/compendium/equipment/items/heavy-power-suit-g-g.md +++ b/compendium/equipment/items/heavy-power-suit-g-g.md @@ -21,4 +21,6 @@ If your Strength score is at least 16, you remove the Speed penalty entirely ins > [!pf2-note] > This armor is exclusive to the Inventor class with the Armor innovation and the Heavy Construction breakthrough armor modification. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in heavy armor. + +--- *Source: Guns & Gears p. 16* \ No newline at end of file diff --git a/compendium/equipment/items/heavy-rondache-tv.md b/compendium/equipment/items/heavy-rondache-tv.md index f8c250bde..d79d76428 100644 --- a/compendium/equipment/items/heavy-rondache-tv.md +++ b/compendium/equipment/items/heavy-rondache-tv.md @@ -3,16 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ aliases: ["Heavy Rondache"] --- # Heavy Rondache *Item 0* - **Price** 4 gp - **Bulk** 1 -- **AC Bonus** +1/+1; **null Hardness** 5, **null HP** 24 (BT 12) -- **Category** Shield; **Group** Shield +- **AC Bonus** +1/+1; **Hardness** 5, **HP** 24 (BT 12); **Speed Penalty** — +- **Group** Shield Similar in size to a buckler, this steel shield is intended to absorb as many blows as possible instead of deflecting attacks. It features multiple layers of metal and is reinforced with additional wood. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/heckling-tools-tv.md b/compendium/equipment/items/heckling-tools-tv.md index a0fdcb213..9be0917c6 100644 --- a/compendium/equipment/items/heckling-tools-tv.md +++ b/compendium/equipment/items/heckling-tools-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/cursed - trait/enchantment - trait/intelligent @@ -14,9 +14,10 @@ aliases: ["Heckling Tools"] # Heckling Tools *Item 3* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** as tools of the normal type -- **Category** Held +- **Bulk** as tools of the normal type; **Usage** held in 2 hands Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a –2 circumstance penalty to checks made using heckling tools. Once you realize the tools are cursed, you can suppress their [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check to placate them, often by offering obsequious, public admiration. + +--- *Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/heedless-spurs-ec5.md b/compendium/equipment/items/heedless-spurs-ec5.md index 35a1a8a6c..ac7e0a022 100644 --- a/compendium/equipment/items/heedless-spurs-ec5.md +++ b/compendium/equipment/items/heedless-spurs-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/magical - trait/rare @@ -13,17 +13,19 @@ aliases: ["Heedless Spurs"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5200 gp -- **Usage** worn anklets; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn anklets These wicked-looking spiked metal wheels fit around the ankles and jingle when the wearer walks, imposing a –1 item penalty on [Stealth](compendium/skills.md#Stealth) checks. If used as a weapon, they are treated as a spiked gauntlet. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per 10 minutes - **Requirements**: You are riding a mount **Effect** You kick both spurs into your mount's flank. Your mount takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and gains the [quickened](rules/conditions.md#Quickened) condition for 1 minute or until the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) ends, whichever comes first. It can use the extra action only to [Stride](rules/actions/stride.md). ``` + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/hell-staff-tv.md b/compendium/equipment/items/hell-staff-tv.md index 24f6b2483..9783913e0 100644 --- a/compendium/equipment/items/hell-staff-tv.md +++ b/compendium/equipment/items/hell-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/conjuration - trait/evil - trait/magical @@ -15,8 +15,8 @@ aliases: ["Hell Staff"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 13000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** You're lawful evil. Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A hell staff is a tall, pointed staff forged of red-tinted steel with Infernal inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections. @@ -25,7 +25,8 @@ Found mostly in Cheliax or other lands where diabolic influences hold sway, when The staff's [summon lesser servitor](compendium/spells/summon-lesser-servitor-som.md) spell can be used only to summon animals with the [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait, devils, or hell hounds (at 4th level). Its [summon fiend](compendium/spells/summon-fiend.md) spell can summon only devils or hell hounds. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -39,4 +40,6 @@ You expend a number of charges from the staff to cast a spell from its list. - 7th divine decree (evil or lawful only), summon fiend ``` + +--- *Source: Treasure Vault p. 132* \ No newline at end of file diff --git a/compendium/equipment/items/hellfire-boots-apg.md b/compendium/equipment/items/hellfire-boots-apg.md index c7950a9f7..96c59f56b 100644 --- a/compendium/equipment/items/hellfire-boots-apg.md +++ b/compendium/equipment/items/hellfire-boots-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/worn +- item/category/worn/ - trait/evocation - trait/fire - trait/invested @@ -14,15 +14,18 @@ aliases: ["Hellfire Boots"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3000 gp -- **Usage** worn; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots, you gain resistance 10 to fire damage. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -[Stride](rules/actions/stride.md). Each square you move through during your [Stride](rules/actions/stride.md) is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes `3d6` fire damage. +- **Frequency**: once per minute + +**Effect** [Stride](rules/actions/stride.md). Each square you move through during your [Stride](rules/actions/stride.md) is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes `3d6` fire damage. ``` + +--- *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/hellknight-breastplate-tv.md b/compendium/equipment/items/hellknight-breastplate-tv.md index 5464e5cf7..141d5940f 100644 --- a/compendium/equipment/items/hellknight-breastplate-tv.md +++ b/compendium/equipment/items/hellknight-breastplate-tv.md @@ -14,11 +14,13 @@ aliases: ["Hellknight Breastplate"] - **Price** 10 gp - **Bulk** 1 - **AC Bonus** +4; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Strength** 16; **Check Penalty** -2; **Speed Penalty** -5 ft. - **Category** Medium; **Group** Plate Hellknights wear a variety of armors decorated with designs specific to the order. [Hellknight half plate](compendium/equipment/items/hellknight-half-plate-tv.md) is the armor of choice for Hellknight signifiers, and [Hellknight breastplate](compendium/equipment/items/hellknight-breastplate-tv.md) serves those in the order who lack the training to wear heavy armor. A character who is a member of the Hellknights has access to these uncommon armors. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/hellknight-half-plate-tv.md b/compendium/equipment/items/hellknight-half-plate-tv.md index a0e3ceeb5..7bba160d8 100644 --- a/compendium/equipment/items/hellknight-half-plate-tv.md +++ b/compendium/equipment/items/hellknight-half-plate-tv.md @@ -14,11 +14,13 @@ aliases: ["Hellknight Half Plate"] - **Price** 20 gp - **Bulk** 3 - **AC Bonus** +5; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Strength** 16; **Check Penalty** -3; **Speed Penalty** -10 ft. - **Category** Heavy; **Group** Plate Hellknights wear a variety of armors decorated with designs specific to the order. [Hellknight half plate](compendium/equipment/items/hellknight-half-plate-tv.md) is the armor of choice for Hellknight signifiers, and [Hellknight breastplate](compendium/equipment/items/hellknight-breastplate-tv.md) serves those in the order who lack the training to wear heavy armor. A character who is a member of the Hellknights has access to these uncommon armors. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/hellknight-plate-tv.md b/compendium/equipment/items/hellknight-plate-tv.md index e0e8fe1a1..385c2ed37 100644 --- a/compendium/equipment/items/hellknight-plate-tv.md +++ b/compendium/equipment/items/hellknight-plate-tv.md @@ -13,7 +13,7 @@ aliases: ["Hellknight Plate"] - **Access** A character who is a member of the Hellknights has access to this option. - **Price** 35 gp -- **Usage** worn armor; **Bulk** 4 +- **Bulk** 4; **Usage** worn armor - **AC Bonus** +6; **Dex Cap** +0 - **Strength** 18; **Check Penalty** -3; **Speed Penalty** -10 ft. - **Category** Heavy; **Group** Plate @@ -26,4 +26,6 @@ Few armors in the Inner Sea region are as memorable as the iconic Hellknight pla Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to [full plate](compendium/equipment/items/full-plate.md). + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/helm-of-underwater-action-tv.md b/compendium/equipment/items/helm-of-underwater-action-tv.md index 193d2f4f9..a758edbb0 100644 --- a/compendium/equipment/items/helm-of-underwater-action-tv.md +++ b/compendium/equipment/items/helm-of-underwater-action-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,17 +12,32 @@ aliases: ["Helm of Underwater Action"] # Helm of Underwater Action *Item 9+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear A helm of underwater action is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md). ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) -You can breathe underwater for 8 hours. +- **Frequency**: once per day + +**Effect** You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed. ``` +--- +### Variants + +#### helm of underwater action *Item 9* + +- **Price**: 660 gp + +#### greater helm of underwater action *Item 13* + +- **Price**: 2700 gp + +The helm grants a +2 item bonus. Its activation lasts until your next daily preparations. + +--- *Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/helmsmans-recourse-tv.md b/compendium/equipment/items/helmsmans-recourse-tv.md index 932a808aa..85eebbbfc 100644 --- a/compendium/equipment/items/helmsmans-recourse-tv.md +++ b/compendium/equipment/items/helmsmans-recourse-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Helmsman's Recourse"] @@ -11,17 +11,37 @@ aliases: ["Helmsman's Recourse"] # Helmsman's Recourse *Item 5+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to [Sailing Lore](compendium/skills.md#Lore) and to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command +- **Frequency**: once per day - **Requirements**: You're in a body of water **Effect** For 10 minutes, you don't sink if you haven't succeeded at a [Swim](rules/actions/swim.md) action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn. ``` +--- +### Variants + +#### helmsman's recourse *Item 5* + +- **Price**: 150 gp + +#### greater *Item 7* + +- **Price**: 625 gp + +The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts [water walk](compendium/spells/water-walk.md) on you. + +#### major helmsman's recourse *Item 11* + +- **Price**: 2650 gp + +The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes. + +--- *Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/hemlock.md b/compendium/equipment/items/hemlock.md index c865c51f1..53db605aa 100644 --- a/compendium/equipment/items/hemlock.md +++ b/compendium/equipment/items/hemlock.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -14,9 +14,8 @@ aliases: ["Hemlock"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 2250 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. @@ -35,4 +34,6 @@ title: Saving Throw: DC 40 Fortitude **Stage 3** `26d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (10 minutes) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/herd-mask-sot1.md b/compendium/equipment/items/herd-mask-sot1.md index e0478c908..8fc0ac52c 100644 --- a/compendium/equipment/items/herd-mask-sot1.md +++ b/compendium/equipment/items/herd-mask-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -15,15 +15,19 @@ aliases: ["Herd Mask"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 210 gp +- **Craft Requirements** Supply a casting of dimension door. You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask. - **Usage** worn mask -- **Category** Worn All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look similar to one another, with only the slightest of differences to tell them apart. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate [Perception](compendium/skills.md#Perception) check against the lower of your or the other wearer's [Deception](compendium/skills.md#Deception) DCs to [Impersonate](rules/actions/impersonate.md) each other. On a failure, they don't realize the swap occurred. +- **Frequency**: once per day + +**Effect** You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate [Perception](compendium/skills.md#Perception) check against the lower of your or the other wearer's [Deception](compendium/skills.md#Deception) DCs to [Impersonate](rules/actions/impersonate.md) each other. On a failure, they don't realize the swap occurred. ``` + +--- *Source: Strength of Thousands #1: Kindled Magic p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/herd-mask-tv.md b/compendium/equipment/items/herd-mask-tv.md index e8226beef..35da4ea4d 100644 --- a/compendium/equipment/items/herd-mask-tv.md +++ b/compendium/equipment/items/herd-mask-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -15,15 +15,19 @@ aliases: ["Herd Mask"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 210 gp -- **Usage** worn mask; **Bulk** — -- **Category** Worn +- **Craft Requirements** Supply a casting of dimension door. You can link a herd mask you create to another herd mask in your possession when you finish crafting it, which causes it to be linked to the chosen mask as well as all other herd masks that are also linked to the chosen mask. +- **Bulk** —; **Usage** worn mask All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one another, with only the slightest of differences to tell them apart. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate [Perception](compendium/skills.md#Perception) check against the lower of your or the other wearer's [Deception](compendium/skills.md#Deception) DCs to [Impersonate](rules/actions/impersonate.md) each other. On a failure, they don't realize the swap occurred. +- **Frequency**: once per day + +**Effect** You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate [Perception](compendium/skills.md#Perception) check against the lower of your or the other wearer's [Deception](compendium/skills.md#Deception) DCs to [Impersonate](rules/actions/impersonate.md) each other. On a failure, they don't realize the swap occurred. ``` + +--- *Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/hex-blaster-ooa3.md b/compendium/equipment/items/hex-blaster-ooa3.md index 9dd94b3a1..8070f0a75 100644 --- a/compendium/equipment/items/hex-blaster-ooa3.md +++ b/compendium/equipment/items/hex-blaster-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/curse +- item/category/curse/ - trait/curse - trait/emotion - trait/enchantment @@ -18,15 +18,16 @@ aliases: ["Hex Blaster"] [curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1400 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Curse +- **Bulk** 2; **Usage** held in 2 hands This +2 striking fearsome arquebus (Advanced Players Guide 260, Guns & Gears 152) is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast sometimes sounds like the cackling of a diabolical witch. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You afflict a creature you can see with a hex of impending doom. The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it. +- **Frequency**: once per day + +**Effect** You afflict a creature you can see with a hex of impending doom. The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it. > [!success-degree] > - **Critical Success** The creature is unaffected. @@ -35,4 +36,6 @@ You afflict a creature you can see with a hex of impending doom. The hex lasts f > - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [slowed](rules/conditions.md#Slowed) for 1 minute. It also takes `4d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage) and is cursed with a hex of impending doom. If the target falls [unconscious](rules/conditions.md#Unconscious) from damage dealt by this [Strike](rules/actions/strike.md) or the [persistent mental damage](rules/conditions.md#Persistent%20Damage), it remains [unconscious](rules/conditions.md#Unconscious) for 1 day or until this curse is removed. After 1 day, if the creature is still [unconscious](rules/conditions.md#Unconscious), it must succeed at a DC 28 Fortitude save or die; this effect has the [death](rules/traits/death.md "Death Effect Trait") and [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") traits. ``` + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/hexing-jar-tv.md b/compendium/equipment/items/hexing-jar-tv.md index 9f36e02cb..1e1cea586 100644 --- a/compendium/equipment/items/hexing-jar-tv.md +++ b/compendium/equipment/items/hexing-jar-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/focused - trait/invested @@ -14,25 +14,30 @@ aliases: ["Hexing Jar"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1200 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Craft Requirements** You are a witch. +- **Bulk** —; **Usage** worn Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from the soil. Your patron chooses the form, commonly including glowing mushrooms, venus flytraps, mandragora roots, or undead hands reaching up. The thing whispers secrets it learned from your patron, giving you a +2 item bonus to your patron skill. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a witch hex spell. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a witch hex spell. If not used by the end of your turn, this Focus Point is lost. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per hour - **Trigger**: You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast **Effect** The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against [mental](rules/traits/mental.md "Mental Effect Trait") effects. ``` + +--- *Source: Treasure Vault p. 148* \ No newline at end of file diff --git a/compendium/equipment/items/hide-shield-tv.md b/compendium/equipment/items/hide-shield-tv.md index 42ab73993..92ec212f2 100644 --- a/compendium/equipment/items/hide-shield-tv.md +++ b/compendium/equipment/items/hide-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/deflecting-bludgeoning aliases: ["Hide Shield"] --- @@ -12,9 +12,11 @@ aliases: ["Hide Shield"] - **Price** 2 gp - **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 20 (BT 10) -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 4, **HP** 20 (BT 10); **Speed Penalty** — +- **Group** Shield Hide shields come in a variety of shapes and sizes. Specialized tanning techniques combined with tough hides from creatures such as owlbears result in these particularly tough shields. The hardened hide of the shield still has enough flexibility to diminish the impact of battering and pummeling attacks. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/hide.md b/compendium/equipment/items/hide.md index f9b52dfeb..c6210dc32 100644 --- a/compendium/equipment/items/hide.md +++ b/compendium/equipment/items/hide.md @@ -16,4 +16,6 @@ aliases: ["Hide"] A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/hippogriff-in-a-jar-tv.md b/compendium/equipment/items/hippogriff-in-a-jar-tv.md index 70067d662..9145b2f26 100644 --- a/compendium/equipment/items/hippogriff-in-a-jar-tv.md +++ b/compendium/equipment/items/hippogriff-in-a-jar-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/expandable @@ -13,10 +13,12 @@ aliases: ["Hippogriff in a Jar"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply a hippogriff corpse (Bestiary 2 143). +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This bottle contains a shrunken hippogriff. When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to 1 round and allows two creatures to mount it, then Flies up to 65 feet and waits 1 more round to give the mounted creatures time to dismount. Creatures who are still mounted on the hippogriff when it dissolves fall [prone](rules/conditions.md#Prone) in the space where the hippogriff corpse ends its movement. + +--- *Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/hoax-hunters-kit-da.md b/compendium/equipment/items/hoax-hunters-kit-da.md index 582393e6e..5ccb9431c 100644 --- a/compendium/equipment/items/hoax-hunters-kit-da.md +++ b/compendium/equipment/items/hoax-hunters-kit-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Hoax-Hunter's Kit"] --- @@ -11,11 +11,12 @@ aliases: ["Hoax-Hunter's Kit"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature or to [Track](rules/actions/track.md) the creature. In addition, if you fail to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature (but don't critically fail), you're able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn't an owlbear, even if you get no further information. + +--- *Source: Dark Archive p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/hobbling-snare.md b/compendium/equipment/items/hobbling-snare.md index 09cb4e0fc..d15100056 100644 --- a/compendium/equipment/items/hobbling-snare.md +++ b/compendium/equipment/items/hobbling-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Hobbling Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp -- **Category** Snare You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save. @@ -25,4 +24,6 @@ You rig vines, ropes, or wires to cinch tight around a creature that triggers th > - **Failure** As success, but the penalty is –10 feet. > - **Critical Failure** As success, but the penalty is –20 feet. + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/hollowed-hilt-lokl.md b/compendium/equipment/items/hollowed-hilt-lokl.md index 173d19914..547fe9c79 100644 --- a/compendium/equipment/items/hollowed-hilt-lokl.md +++ b/compendium/equipment/items/hollowed-hilt-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Hollowed Hilt"] --- @@ -12,8 +12,9 @@ aliases: ["Hollowed Hilt"] - **Access** Knights of Lastwall have access to this item. - **Price** 3 gp -- **Category** Adventuring Gear A hollowed hilt is a weapon modification that allows a pommel to be detached and its hilt meticulously hollowed out to create a small compartment without greatly affecting its balance. Often used by knight emissaries to hide important missives, this space can hold an object of light Bulk about the size of a scroll. A creature studying the weapon can find the hilt compartment with a successful DC 20 [Perception](compendium/skills.md#Perception) check. Any weapon with an appropriate hilt or pommel can be converted into a hollowed one by paying the equipment's price. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/holly-and-mistletoe.md b/compendium/equipment/items/holly-and-mistletoe.md index 5b7fca6ef..eb34eb89e 100644 --- a/compendium/equipment/items/holly-and-mistletoe.md +++ b/compendium/equipment/items/holly-and-mistletoe.md @@ -3,16 +3,17 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Holly and Mistletoe"] --- # Holly and Mistletoe *Item 0* -- **Price** 0 null +- **Price** 0 - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/holy-avenger.md b/compendium/equipment/items/holy-avenger.md index f12047568..233adff64 100644 --- a/compendium/equipment/items/holy-avenger.md +++ b/compendium/equipment/items/holy-avenger.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/divine - trait/evocation - trait/good @@ -15,15 +15,16 @@ aliases: ["Holy Avenger"] [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon +- **Craft Requirements** You are a champion with the paladin cause; supply a casting of detect alignment and dispel magic. The initial raw materials must include 120 gp of cold iron. +- **Bulk** 1; **Usage** held in 1 hand The gleaming holy avenger is the iconic weapon of powerful paladins. The crossbar of this +2 greater striking holy cold iron longsword is styled to look like angel wings. Tradition holds that those who see their reflection in a holy avenger's highly polished blade have their faults laid bare. If you are evil, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected creature instead of detecting in an area. @@ -34,11 +35,14 @@ Paladin Wielder If you're a champion of the paladin cause, you also gain the fol ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command +- **Frequency**: once per day - **Requirements**: You hit a creature using the holy avenger on your previous action **Effect** You cast [dispel magic](compendium/spells/dispel-magic.md) at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting the creature you hit, or an item the creature you hit wears or carries. The spell or item you attempt to counteract must be within 120 feet of you. ``` + +--- *Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/holy-prayer-beads.md b/compendium/equipment/items/holy-prayer-beads.md index be6827061..a6ead821d 100644 --- a/compendium/equipment/items/holy-prayer-beads.md +++ b/compendium/equipment/items/holy-prayer-beads.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/divine - trait/healing - trait/necromancy @@ -14,17 +14,34 @@ aliases: ["Holy Prayer Beads"] # Holy Prayer Beads *Item 5+* [divine](rules/traits/divine.md "Divine Tradition Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster. Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + Cast [bless](compendium/spells/bless.md) or heal, each once per day. ``` +--- +### Variants + +#### standard *Item 5* + +- **Price**: 160 gp + +#### greater *Item 11* + +- **Price**: 1400 gp +- **Craft Requirements**: You have a spellcasting class feature with the divine tradition. + +You recover `1d4` Hit Points instead of 1 Hit Point when casting divine spells from your spell slots. + +Change the beads' list of spells to the 4th-level versions of bless, divine wrath (matching one component of your deity's alignment), heal, neutralize poison, and remove disease. You can cast each of these once per day. + +--- *Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/holy-steam-ball-g-g.md b/compendium/equipment/items/holy-steam-ball-g-g.md index 7dd6ce255..d2abd2d2b 100644 --- a/compendium/equipment/items/holy-steam-ball-g-g.md +++ b/compendium/equipment/items/holy-steam-ball-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/divine - trait/enchantment - trait/good @@ -15,8 +15,7 @@ aliases: ["Holy Steam Ball"] [divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [good](rules/traits/good.md "Good Alignment Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The holy steam ball is an odd-looking device that's nevertheless effective at reinforcing its user's mind against fiendish control. It's a hollow black-rubber ball with small, flexible twin tubes sticking out from its center. Sealed within the rubber ball is vapor made from a mixture of evaporated holy water and a special type of incense smoke. The tube's twin prongs are placed into the user's nostrils, after which the user squeezes the rubber ball to activate the device, forcing the vapor into the user's body through their nose. @@ -27,11 +26,13 @@ When the holy steam ball was first introduced in Mendev fifty years ago, few tru After using a holy steam ball, you must refill it before the next use in a process that takes five minutes to complete. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: The holy steam ball is filled with evaporated holy water and incense smoke **Effect** You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against [possession](rules/traits/possession.md "Possession Effect Trait") effects from fiends and undead and effects from fiends and undead that cause the [controlled](rules/conditions.md#Controlled) condition. ``` + +--- *Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/holy-water-bb.md b/compendium/equipment/items/holy-water-bb.md index a0ed1dc0d..2707a224b 100644 --- a/compendium/equipment/items/holy-water-bb.md +++ b/compendium/equipment/items/holy-water-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divine - trait/good @@ -15,8 +15,9 @@ aliases: ["Holy Water"] - **Price** 3 gp - **Usage** held in 1 hand -- **Category** Consumable This vial contains magical water blessed by a good deity. You can throw it as a ranged [Strike](rules/actions/strike.md). _Holy water_ is a simple thrown weapon with a range increment of 20 feet. It shatters on a hit, dealing `1d6+1` good damage to the target and 1 good damage to every other creature within 5 feet of the target. _Holy water_ damages only undead. + +--- *Source: Beginner Box p. 53* \ No newline at end of file diff --git a/compendium/equipment/items/holy-water.md b/compendium/equipment/items/holy-water.md index 362280ae0..7ea9b56d1 100644 --- a/compendium/equipment/items/holy-water.md +++ b/compendium/equipment/items/holy-water.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divine - trait/good @@ -15,12 +15,13 @@ aliases: ["Holy Water"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Consumable This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. Holy water deals `1d6` good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage. + +--- *Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/compendium/equipment/items/holy.md b/compendium/equipment/items/holy.md index 5b2fc5427..b51573380 100644 --- a/compendium/equipment/items/holy.md +++ b/compendium/equipment/items/holy.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/good - trait/magical @@ -13,17 +13,20 @@ aliases: ["Holy"] [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp +- **Craft Requirements** You are good. - **Usage** etched onto a weapon without an unholy rune -- **Category** Rune Holy weapons command powerful celestial energy. A weapon with this rune deals an extra `1d6` good damage against evil targets. If you are evil, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: You critically succeed at an attack roll against an [evil](rules/traits/evil.md "Evil Alignment Trait") creature with the weapon **Effect** You regain HP equal to double the evil creature's level. This is a [good](rules/traits/good.md "Good Alignment Trait"), [positive](rules/traits/positive.md "Positive Energy & Element Trait"), [healing](rules/traits/healing.md "Healing Effect Trait") effect. ``` + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/homeward-swallow-tv.md b/compendium/equipment/items/homeward-swallow-tv.md index 6c0528c26..ace5f2992 100644 --- a/compendium/equipment/items/homeward-swallow-tv.md +++ b/compendium/equipment/items/homeward-swallow-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/divination - trait/invested - trait/magical @@ -15,15 +15,17 @@ aliases: ["Homeward Swallow"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic fails to bind with the ink. When you travel to your home using teleportation that can be off target, such as teleport or plane shift, you arrive exactly at your home. If your home is destroyed or you come to believe a new place is your home, this tattoo fades from your skin. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You sense the direction toward your home. ``` + +--- *Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/homeward-wayfinder-lopsg.md b/compendium/equipment/items/homeward-wayfinder-lopsg.md index c300f1f74..343d4608f 100644 --- a/compendium/equipment/items/homeward-wayfinder-lopsg.md +++ b/compendium/equipment/items/homeward-wayfinder-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/evocation - trait/invested @@ -17,14 +17,17 @@ aliases: ["Homeward Wayfinder"] - **Price** 2750 gp - **Usage** worn -- **Category** Worn Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder (Core Rulebook 617), a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, [Interact](rules/actions/interact.md) -You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. +- **Frequency**: once per day + +**Effect** You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/honeyscent-lol.md b/compendium/equipment/items/honeyscent-lol.md index a2c7d94e5..a918d8a5f 100644 --- a/compendium/equipment/items/honeyscent-lol.md +++ b/compendium/equipment/items/honeyscent-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/inhaled @@ -15,9 +15,8 @@ aliases: ["Honeyscent"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 180 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are feeding on them. So vivid are these hallucinations that the victims damage themselves by scratching and clawing at the imaginary swarm. At the GM's discretion, a creature incapable of clawing at itself might instead slam against solid objects, in which case the poison inflicts bludgeoning damage. @@ -35,4 +34,6 @@ title: Saving Throw: DC 30 Will **Stage 3** `2d6` slashing damage, [drained](rules/conditions.md#Drained), and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/hongali-hornbow-lotgb.md b/compendium/equipment/items/hongali-hornbow-lotgb.md index b4b2e246d..9e845b6e1 100644 --- a/compendium/equipment/items/hongali-hornbow-lotgb.md +++ b/compendium/equipment/items/hongali-hornbow-lotgb.md @@ -14,11 +14,13 @@ aliases: ["Hongali Hornbow"] - **Price** 11 gp - **Bulk** 2 -- **Damage** `1d8` P -- **Range** 40 ft.; **Reload** 0 + - **Damage**: `1d8` P + - **Range** 40 ft.; **Reload** 0 - **Hands** 1+ - **Category** Advanced; **Group** Bow These immense bows are traditionally made from the horns of great beasts, though modern residents of Hongal, the northernmost nation in Tian Xia, often use composite materials or even small trees as the weapon's base. While Hongali hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback—perfect for the skirmishing fighting style of mounted Hongali troops. While it's difficult for those in Avistan to get their hands on these Hongali weapons, a small warband of beast-riding orcs from the Hold of Belkzen managed to arm themselves with Hongali hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Avistani adventurers with little knowledge of Tian Xia to associate the bows with orcs. Hongali characters have access to the Hongali hornbow. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/hook-sword-tv.md b/compendium/equipment/items/hook-sword-tv.md index d1d3cfee7..0a4d7903d 100644 --- a/compendium/equipment/items/hook-sword-tv.md +++ b/compendium/equipment/items/hook-sword-tv.md @@ -18,10 +18,12 @@ aliases: ["Hook Sword"] - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Advanced; **Group** Sword This long sword has a hook near the tip which makes it easy to snag an opponent or their weapons. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/hopeful-lotgb.md b/compendium/equipment/items/hopeful-lotgb.md index f41ebefde..dc92c7bfb 100644 --- a/compendium/equipment/items/hopeful-lotgb.md +++ b/compendium/equipment/items/hopeful-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/enchantment - trait/magical - trait/uncommon @@ -14,8 +14,9 @@ aliases: ["Hopeful"] - **Price** 1200 gp - **Usage** etched onto a weapon -- **Category** Rune A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn. + +--- *Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/horn-of-blasting.md b/compendium/equipment/items/horn-of-blasting.md index 468b8ed1c..fd4a2cb59 100644 --- a/compendium/equipment/items/horn-of-blasting.md +++ b/compendium/equipment/items/horn-of-blasting.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/evocation - trait/sonic aliases: ["Horn of Blasting"] @@ -12,21 +12,24 @@ aliases: ["Horn of Blasting"] [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your [Performance](compendium/skills.md#Performance) check. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -When you activate the horn by blowing into it with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals `3d6` sonic damage. (DC 28 basic Fortitude save). +- **Frequency**: once per round + +**Effect** When you activate the horn by blowing into it with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals `3d6` sonic damage. (DC 28 basic Fortitude save). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You can blow even louder to create an intense blast wave in a 30-foot cone that deals `8d6` sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects. +**Effect** You can blow even louder to create an intense blast wave in a 30-foot cone that deals `8d6` sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects. > [!success-degree] > - **Critical Success** The creature takes no damage. @@ -34,4 +37,6 @@ You can blow even louder to create an intense blast wave in a 30-foot cone that > - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for `2d6` rounds. ``` + +--- *Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/horn-of-fog.md b/compendium/equipment/items/horn-of-fog.md index 6103da2e7..76ce45d8b 100644 --- a/compendium/equipment/items/horn-of-fog.md +++ b/compendium/equipment/items/horn-of-fog.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/water @@ -13,15 +13,18 @@ aliases: ["Horn of Fog"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Price** 230 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This large ram's horn perpetually glistens with tiny droplets of water, much like condensation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level [obscuring mist](compendium/spells/obscuring-mist.md) spell. You can [Dismiss](rules/actions/dismiss.md) the mist at any time by blowing a second note on the horn using an [Interact](rules/actions/interact.md) action. +- **Frequency**: once per hour + +**Effect** You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level [obscuring mist](compendium/spells/obscuring-mist.md) spell. You can [Dismiss](rules/actions/dismiss.md) the mist at any time by blowing a second note on the horn using an [Interact](rules/actions/interact.md) action. ``` + +--- *Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/horn-of-the-aoyin-da.md b/compendium/equipment/items/horn-of-the-aoyin-da.md index a74b3d4c6..baf2fddb7 100644 --- a/compendium/equipment/items/horn-of-the-aoyin-da.md +++ b/compendium/equipment/items/horn-of-the-aoyin-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/cursed - trait/enchantment - trait/magical @@ -13,21 +13,25 @@ aliases: ["Horn of the Aoyin"] # Horn of the Aoyin *Item 13* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Craft Requirements** A horn of the aoyin can be crafted only from a single aoyin horn. [Crafting](compendium/skills.md#Crafting) this object must be undertaken using tools soaked in the wielder's blood. +- **Bulk** 1; **Usage** held in 2 hands This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, and hair as coarse as straw—and carved with fell symbols. If the horn of the aoyin's owner doesn't use the instrument's activation on sapient creatures at least once a day, the horn of the aoyin activates at some point of its own choosing on the owner, and the owner critically fails with no saving throw. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([auditory](rules/traits/auditory.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [magical](rules/traits/magical.md), [mental](rules/traits/mental.md)) +- **Frequency**: once per hour - **Requirements**: You're trained in [Performance](compendium/skills.md#Performance) **Effect** You blow the horn, creating a low growling sound. Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals `1d8` piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours. -%% #trait/auditory #trait/emotion #trait/enchantment #trait/incapacitation #trait/magical #trait/mental %% +%% + #trait/auditory #trait/emotion #trait/enchantment #trait/incapacitation #trait/magical #trait/mental +%% ``` + +--- *Source: Dark Archive p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/horned-hand-rests-lotgb.md b/compendium/equipment/items/horned-hand-rests-lotgb.md index 90284debe..2c68a487d 100644 --- a/compendium/equipment/items/horned-hand-rests-lotgb.md +++ b/compendium/equipment/items/horned-hand-rests-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/companion +- item/category/companion/ - trait/companion - trait/evocation - trait/invested @@ -13,15 +13,16 @@ aliases: ["Horned Hand Rests"] # Horned Hand Rests *Item 6+* [companion](rules/traits/companion.md "Companion Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** 1 -- **Category** Companion +- **Bulk** 1; **Usage** worn These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") envision -You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. +- **Frequency**: once per minute + +**Effect** You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. - **[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")** Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals `2d6` additional force damage on its next [Strike](rules/actions/strike.md) and, on a critical success, pushes the target away by 5 feet. - **[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")** Your legchair fires a beam of force from its ram horns. The target takes `4d6` force damage and must attempt a DC 22 Fortitude save. @@ -33,4 +34,6 @@ You trace your finger along the base of the ram horns, with an effect depending > - **Critical Failure** The target takes double damage and is pushed 20 feet. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/horns-of-naraga-gmg.md b/compendium/equipment/items/horns-of-naraga-gmg.md index 30f47bbbc..e7916d077 100644 --- a/compendium/equipment/items/horns-of-naraga-gmg.md +++ b/compendium/equipment/items/horns-of-naraga-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/invested - trait/magical @@ -14,13 +14,12 @@ aliases: ["Horns Of Naraga"] # Horns Of Naraga *Item 26* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** worn headwear; **Bulk** 2 -- **Category** Artifact +- **Bulk** 2; **Usage** worn headwear This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Naraga, you gain [greater darkvision](rules/abilities/darkvision.md) and immunity to acid. If you are undead, you gain resistance 40 to positive damage. If you are not undead, the helm quickly saps the life from you, dealing `10d6` negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in `1d4` rounds. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You touch a creature as part of an unarmed attack or melee spell attack roll @@ -28,9 +27,13 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command -The Horns of Naraga transform into Naraga, an ancient black dragon (Bestiary 106). Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an [Interact](rules/actions/interact.md) action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can't be summoned for 1 week. You don't receive any of the helm's other benefits while it is transformed. +- **Frequency**: once per day + +**Effect** The Horns of Naraga transform into Naraga, an ancient black dragon (Bestiary 106). Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an [Interact](rules/actions/interact.md) action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can't be summoned for 1 week. You don't receive any of the helm's other benefits while it is transformed. ``` + +--- *Source: Gamemastery Guide p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/horrid-figurine-tv.md b/compendium/equipment/items/horrid-figurine-tv.md index bca77c817..94d7c6db3 100644 --- a/compendium/equipment/items/horrid-figurine-tv.md +++ b/compendium/equipment/items/horrid-figurine-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Horrid Figurine"] @@ -12,21 +12,24 @@ aliases: ["Horrid Figurine"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 450 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine. When activated, the effect is amplified to a disgusting or horrifying degree. The figurine can be activated twice per day. If you try to activate it a third time during a day, it dissolves into a puddle of non-magical, putrid glue, causing you to become [sickened](rules/conditions.md#Sickened). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + Holding the figurine over your head and speaking one command word causes a wave of nausea in a 20-foot emanation. Each creature in the emanation must succeed at a DC 24 Fortitude save or become [sickened](rules/conditions.md#Sickened). You're immune to this effect. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become [frightened](rules/conditions.md#Frightened). You're immune to this effect. ``` + +--- *Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/horse-lotg.md b/compendium/equipment/items/horse-lotg.md index 8aebc3cfd..06d03e57b 100644 --- a/compendium/equipment/items/horse-lotg.md +++ b/compendium/equipment/items/horse-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Horse"] --- # Horse *Item 0* - **Price** 2 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/horsechopper.md b/compendium/equipment/items/horsechopper.md index fa2958b4a..268a5b97f 100644 --- a/compendium/equipment/items/horsechopper.md +++ b/compendium/equipment/items/horsechopper.md @@ -16,10 +16,12 @@ aliases: ["Horsechopper"] - **Price** 9 sp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Polearm Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/horseshoes-of-speed.md b/compendium/equipment/items/horseshoes-of-speed.md index 1600346f0..6e832b2fd 100644 --- a/compendium/equipment/items/horseshoes-of-speed.md +++ b/compendium/equipment/items/horseshoes-of-speed.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/primal @@ -13,9 +13,22 @@ aliases: ["Horseshoes of Speed"] # Horseshoes of Speed *Item 7+* [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn horseshoes; **Bulk** 1 -- **Category** Companion +- **Bulk** 1; **Usage** worn horseshoes When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. +--- +### Variants + +#### horseshoes of speed *Item 7* + +- **Price**: 340 gp + +#### greater horseshoes of speed *Item 14* + +- **Price**: 4250 gp + +The bonus to Speed is +10 feet, and the bonus to [Athletics](compendium/skills.md#Athletics) checks is +3. + +--- *Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/hosteling-statuette-lotgb.md b/compendium/equipment/items/hosteling-statuette-lotgb.md index 23c1c8fb5..dd876772e 100644 --- a/compendium/equipment/items/hosteling-statuette-lotgb.md +++ b/compendium/equipment/items/hosteling-statuette-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/primal @@ -15,23 +15,26 @@ aliases: ["Hosteling Statuette"] [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp -- **Usage** worn; **Bulk** L -- **Category** Companion +- **Bulk** L; **Usage** worn This soapstone statuette resembles an unidentified lump with a vaguely animal shape, worn on a band or cord around the companion's neck. When your companion invests the item, the statuette changes to appear as a miniature carved soapstone version of the companion. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if you don't have a hand free). While in statuette form, your companion has the [petrified](rules/conditions.md#Petrified) condition, and its size is Tiny. +- **Frequency**: once per day + +**Effect** You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if you don't have a hand free). While in statuette form, your companion has the [petrified](rules/conditions.md#Petrified) condition, and its size is Tiny. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) - **Requirements**: Your companion is in statuette form **Effect** You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/hourglass.md b/compendium/equipment/items/hourglass.md index a269c9ae6..72383552e 100644 --- a/compendium/equipment/items/hourglass.md +++ b/compendium/equipment/items/hourglass.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Hourglass"] --- # Hourglass *Item 0* @@ -11,8 +11,9 @@ aliases: ["Hourglass"] - **Price** 3 gp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/house-eagle-lotg.md b/compendium/equipment/items/house-eagle-lotg.md index 46fa0b8d7..acd37cb92 100644 --- a/compendium/equipment/items/house-eagle-lotg.md +++ b/compendium/equipment/items/house-eagle-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["House Eagle"] --- # House Eagle *Item 0* - **Price** 10 gp -- **Category** Pet These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs. + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/hovering-potion-tv.md b/compendium/equipment/items/hovering-potion-tv.md index 8cce03966..e7c73443c 100644 --- a/compendium/equipment/items/hovering-potion-tv.md +++ b/compendium/equipment/items/hovering-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Hovering Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off the ground. If you take a [Stride](rules/actions/stride.md) action, you can move 10 feet up or down in the air. You can instead [Climb](rules/actions/climb.md) at your full Speed or [Stride](rules/actions/stride.md) to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this potion is in effect, you can use the [Arrest a Fall](rules/actions/arrest-a-fall.md) reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn't use a [Fly](rules/actions/fly.md) action this round. + +--- *Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/hummingbird-wayfinder-lopsg.md b/compendium/equipment/items/hummingbird-wayfinder-lopsg.md index 2d863dc19..12054cb64 100644 --- a/compendium/equipment/items/hummingbird-wayfinder-lopsg.md +++ b/compendium/equipment/items/hummingbird-wayfinder-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -16,14 +16,17 @@ aliases: ["Hummingbird Wayfinder"] - **Price** 1750 gp - **Usage** worn -- **Category** Worn Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder (Core Rulebook 617), a hummingbird wayfinder has the following activation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye. In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder. +- **Frequency**: once per hour + +**Effect** You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye. In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/hundred-moth-caress-som.md b/compendium/equipment/items/hundred-moth-caress-som.md index 0c20bb008..815882d9f 100644 --- a/compendium/equipment/items/hundred-moth-caress-som.md +++ b/compendium/equipment/items/hundred-moth-caress-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/divine - trait/necromancy - trait/negative @@ -13,17 +13,21 @@ aliases: ["Hundred-moth Caress"] [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Price** 475 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of [Urgathoa](compendium/setting/deities/urgathoa.md), you can use this scythe as a divine focus, and with every [Strike](rules/actions/strike.md), it exudes a pallid cloud of powdery dust. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) + +- **Frequency**: once per round -You deal `1d10` negative damage to yourself. If your next action is to [Strike](rules/actions/strike.md) with the scythe or to [Cast a Spell](rules/actions/cast-a-spell.md) with the [disease](rules/traits/disease.md "Disease Effect Trait") or [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait, that [Strike](rules/actions/strike.md) or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses). -%% #trait/divine #trait/necromancy #trait/negative %% +**Effect** You deal `1d10` negative damage to yourself. If your next action is to [Strike](rules/actions/strike.md) with the scythe or to [Cast a Spell](rules/actions/cast-a-spell.md) with the [disease](rules/traits/disease.md "Disease Effect Trait") or [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait, that [Strike](rules/actions/strike.md) or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses). +%% + #trait/divine #trait/necromancy #trait/negative +%% ``` + +--- *Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/hunger-oil-aoe4.md b/compendium/equipment/items/hunger-oil-aoe4.md index 0fbddda3f..f82d799a5 100644 --- a/compendium/equipment/items/hunger-oil-aoe4.md +++ b/compendium/equipment/items/hunger-oil-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/contact - trait/divine @@ -15,9 +15,9 @@ aliases: ["Hunger Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp -- **Usage** held in 2 hands; **Bulk** L +- **Craft Requirements** Supply one casting of ghoulish cravings. +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the [enfeebled](rules/conditions.md#Enfeebled) condition from hunger oil for 1 minute. While under the effect of hunger oil, you regain only half as many Hit Points from [healing](rules/traits/healing.md "Healing Effect Trait") effects unless you've eaten at least a mouthful of humanoid flesh in the last minute. @@ -36,4 +36,6 @@ title: Saving Throw: DC 30 Fortitude **Stage 3** [enfeebled](rules/conditions.md#Enfeebled) (`1d4` minutes) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/hunger-oil-tv.md b/compendium/equipment/items/hunger-oil-tv.md index 3d350abea..1e32ce76c 100644 --- a/compendium/equipment/items/hunger-oil-tv.md +++ b/compendium/equipment/items/hunger-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -17,9 +17,9 @@ aliases: ["Hunger Oil"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 235 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of ghoulish cravings. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If the victim eats at least a mouthful of humanoid flesh, it ignores the [enfeebled](rules/conditions.md#Enfeebled) condition from hunger oil for 1 minute. @@ -40,4 +40,6 @@ title: Saving Throw: DC 30 Fortitude **Stage 3** [enfeebled](rules/conditions.md#Enfeebled) (1d4 minutes) ``` + +--- *Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/hungering-maw-tv.md b/compendium/equipment/items/hungering-maw-tv.md index 9e6fdfc83..3424f47d9 100644 --- a/compendium/equipment/items/hungering-maw-tv.md +++ b/compendium/equipment/items/hungering-maw-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -16,10 +16,11 @@ aliases: ["Hungering Maw"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2200 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** command; **Trigger** You attempt a saving throw against a [possession](rules/traits/possession.md "Possession Effect Trait") effect; **Requirements** You are a master in Will saves. -- **Category** Talisman A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against [hostile](rules/conditions.md#Hostile) spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 [bind soul](compendium/spells/bind-soul.md) spell, which can trap it in the talisman as if it had recently died. The talisman's magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns. + +--- *Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-arrowhead-tv.md b/compendium/equipment/items/hunters-arrowhead-tv.md index 00235db18..acf675f92 100644 --- a/compendium/equipment/items/hunters-arrowhead-tv.md +++ b/compendium/equipment/items/hunters-arrowhead-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Hunter's Arrowhead"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 80 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn A hunter's arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images sacred to the elven god [Ketephys](compendium/setting/deities/ketephys-logm.md). While you wear or carry the arrowhead, it infuses you with great skill at hunting, and you gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and attack rolls against any creature you've currently designated as your prey with [Hunt Prey](rules/actions/hunt-prey.md). A hunter's arrowhead is also a religious symbol of [Ketephys](compendium/setting/deities/ketephys-logm.md). ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: You would miss with an attack made with a bow **Effect** You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit. ``` + +--- *Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-bane.md b/compendium/equipment/items/hunters-bane.md index 01c3cdf73..c70f651a3 100644 --- a/compendium/equipment/items/hunters-bane.md +++ b/compendium/equipment/items/hunters-bane.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -14,10 +14,11 @@ aliases: ["Hunter's Bane"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 6 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** An [undetected](rules/conditions.md#Undetected) enemy hits you with an attack; **Requirements** You are trained in [Survival](compendium/skills.md#Survival). -- **Category** Talisman This talisman is a ring of dried, interwoven leaves. When you activate the hunter's bane, you sense the exact location of the attacker, making it [hidden](rules/conditions.md#Hidden) from you instead of [undetected](rules/conditions.md#Undetected). If the attacker is behind lead, the hunter's bane fails and is wasted. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-bow-bb.md b/compendium/equipment/items/hunters-bow-bb.md index a37503830..29b3911ef 100644 --- a/compendium/equipment/items/hunters-bow-bb.md +++ b/compendium/equipment/items/hunters-bow-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/magical aliases: ["Hunter's Bow"] @@ -12,8 +12,9 @@ aliases: ["Hunter's Bow"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Category** Weapon Stealthy hunters and rogues can use this shortbow to attack from hiding. If you use this bow to [Strike](rules/actions/strike.md) a target that can't see you and you get a critical hit, the target takes an extra `1d6` damage (this is in addition to sneak attack damage if you're a rogue). + +--- *Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-brooch-av2.md b/compendium/equipment/items/hunters-brooch-av2.md index bab2eb356..cb71da3a1 100644 --- a/compendium/equipment/items/hunters-brooch-av2.md +++ b/compendium/equipment/items/hunters-brooch-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/worn +- item/category/worn/ - trait/divine - trait/invested - trait/positive @@ -15,15 +15,17 @@ aliases: ["Hunter's Brooch"] [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 80 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn While wearing this silver religious symbol of [Erastil](compendium/setting/deities/erastil.md), you can cast the [disrupt undead](compendium/spells/disrupt-undead.md) cantrip as an innate divine spell. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, [Interact](rules/actions/interact.md) + By touching a weapon you wield to the symbol and uttering a plea for [Erastil](compendium/setting/deities/erastil.md)'s steadying hand, you grant that weapon the [deadly ](rules/traits/deadly-d12.md "Deadly Weapon Trait") trait. Against undead, the weapon instead gains the fatal trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon. ``` + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/hunters-dawn-ec6.md b/compendium/equipment/items/hunters-dawn-ec6.md index 92ee67ec5..18d982b30 100644 --- a/compendium/equipment/items/hunters-dawn-ec6.md +++ b/compendium/equipment/items/hunters-dawn-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/artifact +- item/category/artifact/ - trait/arcane - trait/artifact - trait/enchantment @@ -13,13 +13,13 @@ aliases: ["Hunter's Dawn"] # Hunter's Dawn *Item 23* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in 1 hand Hunter's Dawn is a club. However, the notched head of the weapon marks it as an atlatl, an ancient tool used for throwing [darts](compendium/equipment/items/dart.md) and [javelins](compendium/equipment/items/javelin.md). You can use Hunter's Dawn with a mundane dart or javelin like you would use a bow with an arrow; when you do so, the range of the dart or javelin is doubled, and the dart or javelin uses Hunter's Dawn to determine its attack modifier and damage dice. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) [Interact](rules/actions/interact.md) + You swing Hunter's Dawn and launch a magically conjured javelin at a target within 60 feet, making a ranged [Strike](rules/actions/strike.md). The javelin has the statistics of a javelin but gains the magical properties of Hunter's Dawn and disappears immediately after hitting or missing its target. On a successful hit, you deal damage (`3d6` piercing, due to the atlatl's greater striking rune, plus your Strength modifier); in addition, a gazelle leaps from the hit target to one or more targets within 20 feet of the first, dealing `2d6` piercing damage plus your Strength modifier. @@ -27,7 +27,7 @@ The number of additional targets hit in this way is equal to the number of actio ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: You hit a creature with a ranged Strike with Hunter's Dawn @@ -35,9 +35,13 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: three per day -You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take `6d6` fire damage (DC 46 basic Reflex save) +**Effect** You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take `6d6` fire damage (DC 46 basic Reflex save) ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/hunting-spider-venom.md b/compendium/equipment/items/hunting-spider-venom.md index 716ab3194..93d7610ed 100644 --- a/compendium/equipment/items/hunting-spider-venom.md +++ b/compendium/equipment/items/hunting-spider-venom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Hunting Spider Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 25 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This venom erodes its target's defenses, aiding the spider in securing prey. @@ -34,4 +33,6 @@ title: Saving Throw: DC 21 Fortitude **Stage 3** `2d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and [flat-footed](rules/conditions.md#Flat-footed) (1 round) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/hwacha-g-g.md b/compendium/equipment/items/hwacha-g-g.md index b725ec24e..daac20f16 100644 --- a/compendium/equipment/items/hwacha-g-g.md +++ b/compendium/equipment/items/hwacha-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/uncommon aliases: ["Hwacha"] @@ -13,30 +13,36 @@ aliases: ["Hwacha"] - **Price** 180 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon Rather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha holds 100 tubes, each loaded with an arrow or a small bundle of arrows wrapped with a small amount Fiend's Mouth Cannon Hwacha of black powder and attached to a fuse. By lighting a master fuse, you can make all of the arrows fire in rapid succession. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 40 feet, minimum distance 40 feet ``` ```ad-embed-ability -title: Load [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([manipulate](rules/traits/manipulate.md)) + Each Load action loads 10 hwacha arrows. Taking the Launch action requires three Load actions to load 30 hwacha arrows, but you can continue to Load more arrows to increase the effect of the next Launch action, as detailed below. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <300 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md), range increment <300 feet>) + `4d8` piercing, 20-foot burst, DC 18 Reflex. If you loaded at least 70 hwacha arrows, the area increases to a 25-foot burst. If you loaded 100 hwacha arrows, the area increases to a 30-foot burst and the damage to `5d8` piercing. -%% #trait/manipulate #trait/range-increment-300-feet %% +%% + #trait/manipulate #trait/range-increment-300-feet +%% ``` + +--- *Source: Guns & Gears p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/hyldarfs-fang-g-g.md b/compendium/equipment/items/hyldarfs-fang-g-g.md index aee2dfdaa..65589c25d 100644 --- a/compendium/equipment/items/hyldarfs-fang-g-g.md +++ b/compendium/equipment/items/hyldarfs-fang-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/poison +- item/category/poison/ - trait/evocation - trait/fire - trait/magical @@ -14,25 +14,30 @@ aliases: ["Hyldarf's Fang"] # Hyldarf's Fang *Item 15* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Poison +- **Bulk** 1; **Usage** held in 1 hand This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the fang has been filed down, but still leaks black fluid occasionally. It was fashioned from the tooth of the tor linnorm Hyldarf by a half-Ulfen gunsmith from Tian Xia who sought the title of linnorm king. Though the smith failed to slay the linnorm, he did claim the mighty dragon's tooth and fashion it into a magic firearm that still drips warm venom. Hyldarf survived the encounter with her attacker and slew the gunsmith years later, though by then the smith had already bequeathed the weapon to his chosen heir and it was far out of her grasp. The linnorm still searches for her missing tooth, portending potential doom for the weapon's owner. The weapon deals an additional `2d6` fire damage on a successful [Strike](rules/actions/strike.md), plus `3d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a critical hit. Fire damage dealt by this weapon (including [persistent fire damage](rules/conditions.md#Persistent%20Damage) and damage from Hyldarf's Venom) ignores the target's fire resistance. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision -You call upon Hyldarf's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly, freedom of movement, and true seeing as well as fire resistance 20. +- **Frequency**: once per day + +**Effect** You call upon Hyldarf's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly, freedom of movement, and true seeing as well as fire resistance 20. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per minute -You soak your shot in the fluid of the fang, imbuing it with Hyldarf's venom. The next [Strike](rules/actions/strike.md) you make with Hydalf's Fang before the end of your next turn delivers the venom to the target. +**Effect** You soak your shot in the fluid of the fang, imbuing it with Hyldarf's venom. The next [Strike](rules/actions/strike.md) you make with Hydalf's Fang before the end of your next turn delivers the venom to the target. Hyldarf's Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 `3d6` fire damage and [sickened](rules/conditions.md#Sickened); Stage 2 `6d6` fire damage and [sickened](rules/conditions.md#Sickened). ``` + +--- *Source: Guns & Gears p. 164* \ No newline at end of file diff --git a/compendium/equipment/items/hype-lol.md b/compendium/equipment/items/hype-lol.md index 0d56cf170..c626c26d4 100644 --- a/compendium/equipment/items/hype-lol.md +++ b/compendium/equipment/items/hype-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Hype"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A synthetic adrenaline supplement that increases awareness and reaction time. @@ -36,4 +35,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** [drained](rules/conditions.md#Drained) and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Lost Omens: Legends p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/ice-forge-gw3.md b/compendium/equipment/items/ice-forge-gw3.md index 1528b43e1..49d2f24b2 100644 --- a/compendium/equipment/items/ice-forge-gw3.md +++ b/compendium/equipment/items/ice-forge-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/rare @@ -15,9 +15,10 @@ aliases: ["Ice Forge"] - **Price** 1300 gp - **Bulk** L (when not activated) While many of the magical wonders created by saumen kar have been destroyed, ice forges, while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best. -- **Activate** envision, , [Interact](rules/actions/interact.md); **Requirements** The ice forge is in forge form -- **Category** Structure +- **Activate** envision, [Interact](rules/actions/interact.md); **Requirements** The ice forge is in forge form + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ice-slick-snare-pfum.md b/compendium/equipment/items/ice-slick-snare-pfum.md index 685fbad58..7b3762176 100644 --- a/compendium/equipment/items/ice-slick-snare-pfum.md +++ b/compendium/equipment/items/ice-slick-snare-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/snare +- item/category/snare/ - trait/cold - trait/consumable - trait/mechanical @@ -16,8 +16,9 @@ aliases: ["Ice Slick Snare"] [cold](rules/traits/cold.md "Cold Energy & Element Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 40 gp -- **Category** Snare Using a moderate frost vial as a catalyst, this snare spills out over the ground when triggered to create a slippery patch of ice on the ground. When a creature triggers this snare, it takes `2d6` cold damage and must attempt a DC 22 Reflex saving throw. + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/ichthyosis-mutagen-av2.md b/compendium/equipment/items/ichthyosis-mutagen-av2.md index f6aa448da..fdd7a9862 100644 --- a/compendium/equipment/items/ichthyosis-mutagen-av2.md +++ b/compendium/equipment/items/ichthyosis-mutagen-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -16,9 +16,8 @@ aliases: ["Ichthyosis Mutagen"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 24 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir After you drink this mutagen, your skin continually renews itself, thickening into large, scaly patches. @@ -28,4 +27,6 @@ Drawback Your thickened skin makes quick movement difficult, and your excess ski You take a –2 penalty to Reflex saves for 1 minute. Any creature attempting to [Track](rules/actions/track.md) you in the next 24 hours gains a +4 circumstance bonus to their check. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/icy-disposition-av2.md b/compendium/equipment/items/icy-disposition-av2.md index dd538da20..eaac98455 100644 --- a/compendium/equipment/items/icy-disposition-av2.md +++ b/compendium/equipment/items/icy-disposition-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/contract +- item/category/contract/ - trait/abjuration - trait/contract - trait/invested @@ -14,8 +14,7 @@ aliases: ["Icy Disposition"] # Icy Disposition *Item 11* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Devil** gelugon; **Decipher Writing** [Nature](compendium/skills.md#Nature), [Games Lore](compendium/skills.md#Lore) -- **Category** Contract +- **Decipher Writing** [Nature](compendium/skills.md#Nature), [Games Lore](compendium/skills.md#Lore); **Devil** gelugon Your flesh looks no different, but is cold to the touch. @@ -27,4 +26,6 @@ Your flesh looks no different, but is cold to the touch. **Termination Clause** The contract provides you the benefits of "the eternal ice of Cocytus." If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/ignitor-g-g.md b/compendium/equipment/items/ignitor-g-g.md index 1ffe75f75..bf5eee1be 100644 --- a/compendium/equipment/items/ignitor-g-g.md +++ b/compendium/equipment/items/ignitor-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/clockwork aliases: ["Ignitor"] --- @@ -11,9 +11,10 @@ aliases: ["Ignitor"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** - -- **Category** Held +- **Bulk** -; **Usage** held in 1 hand An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can [Interact](rules/actions/interact.md) with it to ignite a flammable object within reach. + +--- *Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/illuminated-folio-tv.md b/compendium/equipment/items/illuminated-folio-tv.md index eabd889ae..034ac857f 100644 --- a/compendium/equipment/items/illuminated-folio-tv.md +++ b/compendium/equipment/items/illuminated-folio-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/conjuration - trait/grimoire - trait/magical @@ -14,18 +14,21 @@ aliases: ["Illuminated Folio"] - **Price** 4200 gp - **Bulk** L -- **Category** Grimoire The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move around the page when examined. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([metamagic](rules/traits/metamagic.md)) + If your next action is to cast a conjuration spell prepared from this grimoire that summons one or more creatures, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the [water](rules/traits/water.md "Water Energy & Element Trait") trait. They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement. -%% #trait/metamagic %% +%% + #trait/metamagic +%% ``` + +--- *Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/immaculate-holsters-g-g.md b/compendium/equipment/items/immaculate-holsters-g-g.md index cf9de9dff..f66770eb0 100644 --- a/compendium/equipment/items/immaculate-holsters-g-g.md +++ b/compendium/equipment/items/immaculate-holsters-g-g.md @@ -14,15 +14,19 @@ aliases: ["Immaculate Holsters"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 52 gp -- **Usage** worn; **Bulk** L +- **Bulk** L; **Usage** worn - **Category** Holster This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that can each fit a one-handed firearm or hand crossbow. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision -Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can't reload the cartridge of a repeating weapon. +- **Frequency**: once per day + +**Effect** Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can't reload the cartridge of a repeating weapon. ``` + +--- *Source: Guns & Gears p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/immolation-clan-pistol-g-g.md b/compendium/equipment/items/immolation-clan-pistol-g-g.md index a5f5881ef..d03a2ee6e 100644 --- a/compendium/equipment/items/immolation-clan-pistol-g-g.md +++ b/compendium/equipment/items/immolation-clan-pistol-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/cursed - trait/evocation - trait/fire @@ -14,8 +14,7 @@ aliases: ["Immolation Clan Pistol"] # Immolation Clan Pistol *Item 10* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. Clearly at dangerous risk of misfire, this weapon claimed the life of its dwarven crafter shortly after completion and is haunted by that pained spirit. @@ -27,4 +26,6 @@ On a misfire, an immolation hand cannon releases a blast of concentrated fire, d An immolation clan pistol fuses with you when you first fire it. While you're fused with the immolation clan pistol, the pained spirit haunts your dreams, forcing you to relive its death each night. If you fired the immolation clan pistol that day, you are unharmed by these dreams. If you didn't fire the immolation clan pistol that day, but still possess it, you awaken [fatigued](rules/conditions.md#Fatigued). If you no longer possess the immolation clan pistol, the spirit of its dwarven smith is enraged by your neglect; you awaken [fatigued](rules/conditions.md#Fatigued) and aflame, taking `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Guns & Gears p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/immortal-bastion-tv.md b/compendium/equipment/items/immortal-bastion-tv.md index 1838fe0ea..35e6c8471 100644 --- a/compendium/equipment/items/immortal-bastion-tv.md +++ b/compendium/equipment/items/immortal-bastion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -13,25 +13,28 @@ aliases: ["Immortal Bastion"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp -- **Usage** worn armor; **Bulk** 5 -- **Category** Armor +- **Bulk** 5; **Usage** worn armor This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense and no weak points. When you activate the armor's deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You are reduced to 0 Hit Points or would die from a [death](rules/traits/death.md "Death Effect Trait") effect **Effect** You drop to 1 Hit Point instead of being reduced to 0 HP or [dying](rules/conditions.md#Dying), and you gain 100 temporary Hit Points that last until the start of your next turn. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You would gain or increase the [doomed](rules/conditions.md#Doomed) or [wounded](rules/conditions.md#Wounded) condition **Effect** You avoid gaining or increasing the condition. If the triggering effect imposes both [doomed](rules/conditions.md#Doomed) and [wounded](rules/conditions.md#Wounded), choose only one to prevent. This doesn't remove either of the conditions if you already have them, nor does it prevent the same triggering effect from giving or increasing the prevented condition later. ``` + +--- *Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-arm-lotgb.md b/compendium/equipment/items/immovable-arm-lotgb.md index 528baeed7..541f1eadc 100644 --- a/compendium/equipment/items/immovable-arm-lotgb.md +++ b/compendium/equipment/items/immovable-arm-lotgb.md @@ -12,15 +12,18 @@ aliases: ["Immovable Arm"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp -- **Usage** worn; **Bulk** 1 +- **Bulk** 1; **Usage** worn - **Category** Prosthesis The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of the hand. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying gravity if necessary. You can still move the fingers of this hand and your elbow, shoulder, and rest of your body while the magic is in effect, but you can't move your wrist. If you press the button again, the rod inside your arm is deactivated, ending the magic that anchors it in place. While anchored, the arm can be moved only if 8,000 pounds of pressure is placed upon it or if a creature succeeds at a DC 40 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) your arm. A creature can notice the button [hidden](rules/conditions.md#Hidden) in the hand of the prosthesis with a successful DC 25 [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md). ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-potion-tv.md b/compendium/equipment/items/immovable-potion-tv.md index dcd994790..bd0fe0584 100644 --- a/compendium/equipment/items/immovable-potion-tv.md +++ b/compendium/equipment/items/immovable-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,12 +14,13 @@ aliases: ["Immovable Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion When you drink the thick, slate-colored immovable potion, you become anchored in place, even defying gravity, rendering you [immobilized](rules/conditions.md#Immobilized) for 1 minute or until you [Dismiss](rules/actions/dismiss.md) the activation. While you are [immobilized](rules/conditions.md#Immobilized) this way, the DC to move you from your place, including knocking you [prone](rules/conditions.md#Prone), is 40. + +--- *Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-rod.md b/compendium/equipment/items/immovable-rod.md index d90536c6a..af7bb0357 100644 --- a/compendium/equipment/items/immovable-rod.md +++ b/compendium/equipment/items/immovable-rod.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Immovable Rod"] @@ -12,15 +12,17 @@ aliases: ["Immovable Rod"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This flat iron bar is almost completely nondescript, except for one small button appearing on its surface. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You push the button to anchor the rod in place. It doesn't move, defying gravity if need be. If the button is pushed again, the rod deactivates, ending the anchoring magic. While anchored, the rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses [Athletics](compendium/skills.md#Athletics) to [Force Open](rules/actions/force-open.md) the rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod). ``` + +--- *Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-tripod-g-g.md b/compendium/equipment/items/immovable-tripod-g-g.md index b5fa031f2..8b675ce7b 100644 --- a/compendium/equipment/items/immovable-tripod-g-g.md +++ b/compendium/equipment/items/immovable-tripod-g-g.md @@ -19,9 +19,12 @@ aliases: ["Immovable Tripod"] This copper tripod with an immovable rod at its core is a perfect example of engineering ingenuity applied to magic items, adapting the eccentric power of an immovable rod for the pragmatic use of stabilizing weapons without the need for solid ground on which to stabilize them. In addition to extraplanar and aquatic environments, these devices have seen use by flying and climbing snipers who would otherwise have no way to mitigate their weapons' fierce kickback. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You deploy the tripod and press a button to lock it into place via the immovable rod, allowing you to deploy the tripod in midair, underwater, or anywhere else where you don't have a solid horizontal surface available. If you [Activate](rules/actions/activate-an-item.md) the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses [Athletics](compendium/skills.md#Athletics) to [Force Open](rules/actions/force-open.md) the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod). ``` + +--- *Source: Guns & Gears p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-tv.md b/compendium/equipment/items/immovable-tv.md index d67d3f735..dd2d8347f 100644 --- a/compendium/equipment/items/immovable-tv.md +++ b/compendium/equipment/items/immovable-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation - trait/uncommon @@ -14,14 +14,17 @@ aliases: ["Immovable"] - **Price** 1800 gp - **Usage** etched onto armor -- **Category** Rune This rune utilizes magical principles used in an immovable rod (Core Rulebook 574). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -Your armor anchors you in place, even defying gravity, rendering you [immobilized](rules/conditions.md#Immobilized) until you [Dismiss](rules/actions/dismiss.md) the Activation. While you're [immobilized](rules/conditions.md#Immobilized) in this way, you can be moved only if a creature succeeds at a DC 40 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal. +- **Frequency**: once per day + +**Effect** Your armor anchors you in place, even defying gravity, rendering you [immobilized](rules/conditions.md#Immobilized) until you [Dismiss](rules/actions/dismiss.md) the Activation. While you're [immobilized](rules/conditions.md#Immobilized) in this way, you can be moved only if a creature succeeds at a DC 40 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal. ``` + +--- *Source: Treasure Vault p. 12* \ No newline at end of file diff --git a/compendium/equipment/items/imp-shot-tv.md b/compendium/equipment/items/imp-shot-tv.md index 863d3522f..f0bae3156 100644 --- a/compendium/equipment/items/imp-shot-tv.md +++ b/compendium/equipment/items/imp-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Imp Shot"] - **Price** 24 gp - **Ammunition** any - **Activate** command -- **Category** Consumable This black‑and‑red ammunition contains an egg‑shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation that resembles a Tiny imp that can't act in any way or provide benefits outside those described here. If the [Strike](rules/actions/strike.md) misses the target, the imp appears, makes a rude gesture at you, and vanishes in a puff of sulfuric smoke. On a hit, though, the imp harries the target for up to 1 minute, remaining in the target's space, slapping, nipping, hurling insults, and moving with the target as it moves. A creature harried by the imp is [flat‑footed](rules/conditions.md#Flat-footed) and takes a –2 circumstance penalty to attack rolls and skill checks. At the start of your turn on each round while the imp is active, you must attempt a DC 11 flat check. On a failure, the imp makes a final vulgar gesture at the target and vanishes in a cloud of brimstone. + +--- *Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/impact-foam-chassis-g-g.md b/compendium/equipment/items/impact-foam-chassis-g-g.md index 148cc8d1d..584226275 100644 --- a/compendium/equipment/items/impact-foam-chassis-g-g.md +++ b/compendium/equipment/items/impact-foam-chassis-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,9 +12,36 @@ aliases: ["Impact Foam Chassis"] # Impact Foam Chassis *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn over armor and clothes; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** worn over armor and clothes While you're wearing an impact foam chassis wrapped around your body, it [Activates](rules/actions/activate-an-item.md) automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are [immobilized](rules/conditions.md#Immobilized) and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an [Escape](rules/actions/escape.md) DC of 15; a creature can also remove it by spending three [Interact](rules/actions/interact.md) actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +A lesser impact foam chassis prevents up to 20 falling damage and has 20 Hit Points. + +#### moderate *Item 4* + +- **Price**: 15 gp + +A moderate impact foam chassis prevents up to 50 falling damage and has 40 Hit Points. + +#### greater *Item 9* + +- **Price**: 150 gp + +A greater impact foam chassis prevents up to 100 falling damage and has 100 Hit Points. + +#### major *Item 14* + +- **Price**: 650 gp + +A major impact foam chassis prevents up to 200 falling damage and has 200 Hit Points. + +--- *Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/impactful-som.md b/compendium/equipment/items/impactful-som.md index 535241431..06270198b 100644 --- a/compendium/equipment/items/impactful-som.md +++ b/compendium/equipment/items/impactful-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/rune +- item/category/rune/ - trait/evocation - trait/force - trait/magical @@ -13,8 +13,21 @@ aliases: ["Impactful"] [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune This rune thrums with pure magical energy. Weapons with the rune deal an additional `1d6` force damage on a successful [Strike](rules/actions/strike.md). On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you. +--- +### Variants + +#### impactful *Item 10* + +- **Price**: 1000 gp + +#### greater impactful *Item 17* + +- **Price**: 15000 gp + +The save DC is 37, and on a failed save, the foe is pushed 10 feet away from you. + +--- *Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/impenetrable-scale.md b/compendium/equipment/items/impenetrable-scale.md index 1290cc0eb..83b529333 100644 --- a/compendium/equipment/items/impenetrable-scale.md +++ b/compendium/equipment/items/impenetrable-scale.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -14,11 +14,13 @@ aliases: ["Impenetrable Scale"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12800 gp -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include 1,600 gp of adamantine. +- **Bulk** 3; **Usage** worn armor Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail seems to momentarily thicken at the point of impact when hit. Whenever the armor's fortification rune successfully turns a significant foe's critical hit into a normal hit, one of the scales on the armor turns violet. You gain resistance to physical damage equal to the number of violet scales, to a maximum of 8. At dawn each day, all the violet scales return to normal. + +--- *Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/implacable-lotgb.md b/compendium/equipment/items/implacable-lotgb.md index c73fa6248..34956122c 100644 --- a/compendium/equipment/items/implacable-lotgb.md +++ b/compendium/equipment/items/implacable-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation - trait/uncommon @@ -14,10 +14,11 @@ aliases: ["Implacable"] - **Price** 1200 gp - **Usage** etched onto medium or heavy armor -- **Category** Rune This substantial rune makes you difficult to hold back. Whenever you are affected by an effect that lasts until you [Escape](rules/actions/escape.md) (for instance, from the [Grapple](rules/actions/grapple.md) action or a tanglefoot bag), you become [quickened](rules/conditions.md#Quickened). You can use the extra action each round only to [Step](rules/actions/step.md) or [Escape](rules/actions/escape.md). + +--- *Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/implosion-dust-tv.md b/compendium/equipment/items/implosion-dust-tv.md index 73b9e995b..a37de5c75 100644 --- a/compendium/equipment/items/implosion-dust-tv.md +++ b/compendium/equipment/items/implosion-dust-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Implosion Dust"] @@ -11,9 +11,8 @@ aliases: ["Implosion Dust"] # Implosion Dust *Item 6+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size. @@ -25,4 +24,26 @@ Sealed in a packet so it can be released in a pressurized puff, implosion dust c > Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is. > - **Critical Failure** As failure, but the target decreases in size by two steps. +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 40 gp + +The save DC is 20. + +#### moderate *Item 12* + +- **Price**: 370 gp + +The save DC is 29. + +#### greater *Item 18* + +- **Price**: 4100 gp + +The save DC is 38. + +--- *Source: Treasure Vault p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/impossible-cake-lotgb.md b/compendium/equipment/items/impossible-cake-lotgb.md index fdd10f17c..3b059c779 100644 --- a/compendium/equipment/items/impossible-cake-lotgb.md +++ b/compendium/equipment/items/impossible-cake-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,10 +12,29 @@ aliases: ["Impossible Cake"] # Impossible Cake *Item 3* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md), as well as to [Lie](rules/actions/lie.md) to convince others that you possess knowledge about the type of item that the cake resembles. +--- +### Variants + +#### impossible cake *Item 3* + +- **Price**: 5 gp + +#### greater impossible cake *Item 9* + +- **Price**: 25 gp + +The item bonus is +3 and the effect lasts 30 minutes. + +#### major impossible cake *Item 17* + +- **Price**: 2500 gp + +The item bonus is +4 and the effect lasts 1 hour. + +--- *Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/compendium/equipment/items/impossible-tv.md b/compendium/equipment/items/impossible-tv.md index e257064c3..5001586ec 100644 --- a/compendium/equipment/items/impossible-tv.md +++ b/compendium/equipment/items/impossible-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/magical aliases: ["Impossible"] @@ -13,16 +13,20 @@ aliases: ["Impossible"] - **Price** 70000 gp - **Usage** etched onto a weapon -- **Category** Rune This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could counteract its magic. If it's a ranged weapon or thrown weapon, its range increment is doubled. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision ([teleportation](rules/traits/teleportation.md)) -You and the weapon flash to a perfect attacking position, then return to where you started. Make a [Strike](rules/actions/strike.md) with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this [Strike](rules/actions/strike.md), ignore any circumstance penalty, status penalty, and range increment penalty. -%% #trait/teleportation %% +- **Frequency**: once per hour + +**Effect** You and the weapon flash to a perfect attacking position, then return to where you started. Make a [Strike](rules/actions/strike.md) with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this [Strike](rules/actions/strike.md), ignore any circumstance penalty, status penalty, and range increment penalty. +%% + #trait/teleportation +%% ``` + +--- *Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/impulse-control-lotgb.md b/compendium/equipment/items/impulse-control-lotgb.md index f058ad658..a04c98042 100644 --- a/compendium/equipment/items/impulse-control-lotgb.md +++ b/compendium/equipment/items/impulse-control-lotgb.md @@ -18,4 +18,6 @@ The magical impulse control upgrade attaches the wheelchair to your fingers or n You still can't move the wheelchair if you're physically or magically prevented from doing so, such as by being [grabbed](rules/conditions.md#Grabbed) or magically [paralyzed](rules/conditions.md#Paralyzed). + +--- *Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/incense-of-distilled-death-apg.md b/compendium/equipment/items/incense-of-distilled-death-apg.md index 436c274a4..134f2e2e3 100644 --- a/compendium/equipment/items/incense-of-distilled-death-apg.md +++ b/compendium/equipment/items/incense-of-distilled-death-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/necromancy @@ -16,8 +16,9 @@ aliases: ["Incense Of Distilled Death"] - **Price** 350 gp - **Usage** held in 1 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent negative energy. Undead creatures, including incorporeal undead, gain fast healing 4 while in the area; though this healing comes from negative energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished. + +--- *Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/compendium/equipment/items/indestructible-shield.md b/compendium/equipment/items/indestructible-shield.md index ce6fdec58..1d3aeace7 100644 --- a/compendium/equipment/items/indestructible-shield.md +++ b/compendium/equipment/items/indestructible-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/abjuration - trait/magical - trait/rare @@ -13,9 +13,12 @@ aliases: ["Indestructible Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 24000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Craft Requirements** The raw materials must include at least 4,400 gp of adamantine. +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged only by a [disintegrate](compendium/spells/disintegrate.md) spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation. + +--- *Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/indomitable-keepsake-g-g.md b/compendium/equipment/items/indomitable-keepsake-g-g.md index d6ca7d7ce..0e6da923e 100644 --- a/compendium/equipment/items/indomitable-keepsake-g-g.md +++ b/compendium/equipment/items/indomitable-keepsake-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/fortune @@ -14,10 +14,29 @@ aliases: ["Indomitable Keepsake"] # Indomitable Keepsake *Item 3+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") -- **Usage** affixed to armor; **Bulk** – +- **Bulk** –; **Usage** affixed to armor - **Activate** envision; **Trigger** You're critically hit by a firearm attack. -- **Category** Talisman This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit. +--- +### Variants + +#### indomitable keepsake *Item 3* + +- **Price**: 12 gp + +#### greater indomitable keepsake *Item 9* + +- **Price**: 120 gp + +When you activate a greater indomitable keepsake, you reduce the damage from a firearm critical hit by 20 instead of reducing it by 10. + +#### major indomitable keepsake *Item 15* + +- **Price**: 1200 gp + +When you activate a major indomitable keepsake, you reduce the damage from a firearm critical hit by 30 instead of reducing it by 10. + +--- *Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/inexplicable-apparatus.md b/compendium/equipment/items/inexplicable-apparatus.md index 2b43e265c..56efa6c2d 100644 --- a/compendium/equipment/items/inexplicable-apparatus.md +++ b/compendium/equipment/items/inexplicable-apparatus.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,8 +13,7 @@ aliases: ["Inexplicable Apparatus"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 19000 gp -- **Usage** worn garment; **Bulk** 2 -- **Category** Worn +- **Bulk** 2; **Usage** worn garment This strange and intricate harness fits snugly to the torso. @@ -23,9 +22,13 @@ Once you invest the apparatus, numerous artificial limbs with various tools, cla When using this apparatus, you gain a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md), [Earn Income](rules/actions/earn-income.md), and [Repair](rules/actions/repair.md), and you reduce the minimum time required to [Craft](rules/actions/craft.md) an item to 1 day. If you succeed at your [Crafting](compendium/skills.md#Crafting) check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in [Crafting](compendium/skills.md#Crafting); on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-level [mending](compendium/spells/mending.md) spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then. +- **Frequency**: once per day + +**Effect** You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-level [mending](compendium/spells/mending.md) spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then. ``` + +--- *Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/compendium/equipment/items/infernal-health-lol.md b/compendium/equipment/items/infernal-health-lol.md index 4f1c1ae7f..8e2fd3626 100644 --- a/compendium/equipment/items/infernal-health-lol.md +++ b/compendium/equipment/items/infernal-health-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/contract +- item/category/contract/ - trait/contract - trait/healing - trait/invested @@ -14,14 +14,17 @@ aliases: ["Infernal Health"] # Infernal Health *Item 15* [contract](rules/traits/contract-lol.md "Contract Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract You regain triple the normal number of Hit Points when resting (meaning you regain triple your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly tripled. Once per day, from any distance, Abrogail Thrune II can recite a voidability clause in your Thrune contract as a 1-minute activity to prevent you from regaining Hit Points from resting for 1 day. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn. +- **Frequency**: once per day + +**Effect** You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn. ``` + +--- *Source: Lost Omens: Legends p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/infiltrators-accessory-apg.md b/compendium/equipment/items/infiltrators-accessory-apg.md index 91ad6f61f..fb35f6d87 100644 --- a/compendium/equipment/items/infiltrators-accessory-apg.md +++ b/compendium/equipment/items/infiltrators-accessory-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/illusion - trait/magical aliases: ["Infiltrator's Accessory"] @@ -12,17 +12,19 @@ aliases: ["Infiltrator's Accessory"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This elegant +1 striking sword cane serves equally well as a fashionable accessory and [hidden](rules/conditions.md#Hidden) weapon suitable for highsociety events where weapons aren't typically permitted. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-level [magic aura](compendium/spells/magic-aura.md) spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 [Perception](compendium/skills.md#Perception)) Activating the sword cane again releases the blade, allowing it to be drawn normally. ``` + +--- *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/infiltrators-elixir.md b/compendium/equipment/items/infiltrators-elixir.md index 015fc658c..40f1be405 100644 --- a/compendium/equipment/items/infiltrators-elixir.md +++ b/compendium/equipment/items/infiltrators-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Infiltrator's Elixir"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") - **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Favored by spies and tricksters, an infiltrator's elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren't a humanoid, you might take on a form more similar to your own, at the GM's discretion. @@ -24,4 +23,6 @@ The creator of the elixir decides the basics of the appearance you transform int Drinking this elixir counts as setting up a disguise to [Impersonate](rules/actions/impersonate.md). You gain a +4 status bonus to your [Deception](compendium/skills.md#Deception) DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained. + +--- *Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/injection-reservoir-tv.md b/compendium/equipment/items/injection-reservoir-tv.md index ea0b91b38..b65928ee6 100644 --- a/compendium/equipment/items/injection-reservoir-tv.md +++ b/compendium/equipment/items/injection-reservoir-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment - trait/alchemical aliases: ["Injection Reservoir"] @@ -12,11 +12,12 @@ aliases: ["Injection Reservoir"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 10 gp -- **Usage** applied to a non-injection melee weapon that deals piercing damage; Bulk L; **Bulk** L -- **Category** Adjustment +- **Bulk** L; **Usage** applied to a non-injection melee weapon that deals piercing damage; Bulk L This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with an injury poison. Immediately after a successful attack with the adjusted weapon, you can inject the target with the loaded poison by activating the reservoir with an [Interact](rules/actions/interact.md) action. Refilling the reservoir with a new poison requires 3 [Interact](rules/actions/interact.md) actions and uses both hands. Adding an injection reservoir to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon). + +--- *Source: Treasure Vault p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/injection-spear-g-g.md b/compendium/equipment/items/injection-spear-g-g.md index e983017e0..2ac973dd7 100644 --- a/compendium/equipment/items/injection-spear-g-g.md +++ b/compendium/equipment/items/injection-spear-g-g.md @@ -14,10 +14,12 @@ aliases: ["Injection Spear"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d8` P + - **Damage**: `1d8` P - **Hands** 2 - **Category** Martial; **Group** Spear A hollow receptacle inside this spear's head can store a single dose of poison. A sliding trigger along the spear's shaft can inject the loaded poison into a damaged target. + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/inquisitive-quill-tv.md b/compendium/equipment/items/inquisitive-quill-tv.md index b52455f3e..311e44b99 100644 --- a/compendium/equipment/items/inquisitive-quill-tv.md +++ b/compendium/equipment/items/inquisitive-quill-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divination - trait/intelligent - trait/magical @@ -13,9 +13,10 @@ aliases: ["Inquisitive Quill"] # Inquisitive Quill *Item 4* [divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand or free-standing; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand or free-standing A colorful feather adorns an inquisitive quill, which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its own when given a surface, balancing as it writes or stands. (Drawing a line gives it an effective Speed of 5 feet.) It has strong curiosity, eagerly writing any information offered to it, often acting as a scribe for its partner. The quill copies text and drawings it can see or transcribes dictation it hears. It writes at a rate that rivals that of an expert scribe. + +--- *Source: Treasure Vault p. 194* \ No newline at end of file diff --git a/compendium/equipment/items/insight-coffee-tv.md b/compendium/equipment/items/insight-coffee-tv.md index d142a94ce..595c422b2 100644 --- a/compendium/equipment/items/insight-coffee-tv.md +++ b/compendium/equipment/items/insight-coffee-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,9 +12,8 @@ aliases: ["Insight Coffee"] # Insight Coffee *Item 6+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. @@ -27,4 +26,26 @@ For 1 hour after you drink an insight coffee, you use d8s instead of d6s for you - Pumpkin Spice [Occultism](compendium/skills.md#Occultism) - Toffee [Medicine](compendium/skills.md#Medicine) +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 40 gp + +The item bonus is +2. + +#### moderate *Item 12* + +- **Price**: 375 gp + +The item bonus is +3. + +#### greater *Item 19* + +- **Price**: 7500 gp + +The item bonus is +4. + +--- *Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/insistent-door-knocker-locg.md b/compendium/equipment/items/insistent-door-knocker-locg.md index e51f10174..5bb74df73 100644 --- a/compendium/equipment/items/insistent-door-knocker-locg.md +++ b/compendium/equipment/items/insistent-door-knocker-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Insistent Door Knocker"] @@ -11,17 +11,38 @@ aliases: ["Insistent Door Knocker"] # Insistent Door Knocker *Item 6+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an [Interact](rules/actions/interact.md) action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to [Thievery](compendium/skills.md#Thievery) checks to [Pick a Lock](rules/actions/pick-a-lock.md). Removing the door knocker from a surface requires you to use an [Interact](rules/actions/interact.md) action. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an [Interact](rules/actions/interact.md) action to release the door knocker from the surface and return the surface to its previous shape. +- **Frequency**: once per day + +**Effect** You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an [Interact](rules/actions/interact.md) action to release the door knocker from the surface and return the surface to its previous shape. ``` +--- +### Variants + +#### insistent door knocker *Item 6* + +- **Price**: 225 gp + +#### greater insistent door knocker *Item 11* + +- **Price**: 1250 gp + +The item bonus is +2, and the door knocker can penetrate up to 5 feet of material when activated. + +#### major insistent door knocker *Item 17* + +- **Price**: 13500 gp + +The item bonus is +3, and the door knocker can penetrate up to 10 feet of material when activated. + +--- *Source: Lost Omens: Character Guide p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/inspiring-spotlight-ec2.md b/compendium/equipment/items/inspiring-spotlight-ec2.md index 5865cf8bb..2153e72de 100644 --- a/compendium/equipment/items/inspiring-spotlight-ec2.md +++ b/compendium/equipment/items/inspiring-spotlight-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/held +- item/category/held/ - trait/enchantment - trait/light - trait/magical @@ -14,15 +14,18 @@ aliases: ["Inspiring Spotlight"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Held +- **Bulk** 3; **Usage** held in 2 hands An inspiring spotlight is a bulky contraption consisting of a drum-shaped metal housing around several reflective metal plates. Two handles on either side, each with a small button, allow you to aim the spotlight outward from your body. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and remains in place even if you move the spotlight. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, the inspiring spotlight attempts to counteract the darkness. Creatures within the line gain a +1 item bonus to saving throws and Charisma-based skill checks. In addition, creatures in the line who are [frightened](rules/conditions.md#Frightened) reduce the value of their [frightened](rules/conditions.md#Frightened) condition by 1 at the beginning of each turn they start in the area of the line. The beam remains in place for 1 minute or until you push the righthand button with another [Interact](rules/actions/interact.md) action to extinguish the light. +- **Frequency**: once per hour + +**Effect** When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and remains in place even if you move the spotlight. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, the inspiring spotlight attempts to counteract the darkness. Creatures within the line gain a +1 item bonus to saving throws and Charisma-based skill checks. In addition, creatures in the line who are [frightened](rules/conditions.md#Frightened) reduce the value of their [frightened](rules/conditions.md#Frightened) condition by 1 at the beginning of each turn they start in the area of the line. The beam remains in place for 1 minute or until you push the righthand button with another [Interact](rules/actions/interact.md) action to extinguish the light. ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/instant-evisceration-snare.md b/compendium/equipment/items/instant-evisceration-snare.md index 669c831e9..d78c322d6 100644 --- a/compendium/equipment/items/instant-evisceration-snare.md +++ b/compendium/equipment/items/instant-evisceration-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Instant Evisceration Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 10000 gp -- **Category** Snare When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades, dealing `24d8` piercing damage (DC 45 basic Reflex). + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/instant-fortress.md b/compendium/equipment/items/instant-fortress.md index bb16dbb24..27ed5dccc 100644 --- a/compendium/equipment/items/instant-fortress.md +++ b/compendium/equipment/items/instant-fortress.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,12 +15,12 @@ aliases: ["Instant Fortress"] - **Price** 9300 gp - **Bulk** L (when not activated) -- **Category** Structure This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded thousands of times. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, [Interact](rules/actions/interact.md) + You toss the cube on the ground, and it immediately unfolds into an adamantine fortress. @@ -37,4 +37,6 @@ You can instantly return the instant fortress to its cube form by spending a sin If the fortress becomes damaged, it can be repaired only with a [remake](compendium/spells/remake.md) spell or by someone who is legendary at [Crafting](compendium/skills.md#Crafting). ``` + +--- *Source: Core Rulebook p. 596* \ No newline at end of file diff --git a/compendium/equipment/items/instant-spy-g-g.md b/compendium/equipment/items/instant-spy-g-g.md index 3983095fe..8cf321bb5 100644 --- a/compendium/equipment/items/instant-spy-g-g.md +++ b/compendium/equipment/items/instant-spy-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -14,9 +14,8 @@ aliases: ["Instant Spy"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable An instant spy is a tiny clockwork device that is small enough to be easily [hidden](rules/conditions.md#Hidden). It contains the same audio-recording mechanisms as a clockwork spy, as well as a short-lived gemstone that can store up to 1 hour of sound to play back later. @@ -26,4 +25,6 @@ When the recording is complete, once within the next 24 hours, you or another cr This prevents the information from falling into the wrong hands later. It's typical to use the [Conceal an Object](rules/actions/conceal-an-object.md) action to hide an instant spy in a location once you've activated it, since if you don't hide it, it's relatively easy to discover in a thorough search, despite the fact that it's small and relatively unobtrusive. + +--- *Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/instinct-crown-tv.md b/compendium/equipment/items/instinct-crown-tv.md index c73009ae4..b099ee99f 100644 --- a/compendium/equipment/items/instinct-crown-tv.md +++ b/compendium/equipment/items/instinct-crown-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,22 +13,23 @@ aliases: ["Instinct Crown"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 900 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to represent the instinct it's tied to, such as a wolf's head for an animal instinct crown or a simple helmet with Jotun runes for a giant instinct crown. When worn, the crown allows you to tap further into your instincts, granting you even greater benefits if the crown's essence matches your instinct. You must be able to [Rage](rules/actions/rage.md) to use the crown's activations. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Trigger**: You roll initiative **Effect** You [Rage](rules/actions/rage.md), gaining 10 additional temporary Hit Points. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision +- **Frequency**: once per day - **Requirements**: The crown's instinct matches your barbarian instinct **Effect** You [Rage](rules/actions/rage.md) and draw upon your instinct to gain a boon, as follows. @@ -46,4 +47,6 @@ Spirit: You take on the partial form of a spirit, becoming somewhat incorporeal. Superstition: Your body fights off the effects of magic with even greater effect. Until the end of your rage, when you attempt a saving throw against magic, roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Also, your raging resistance applies to all magic traditions while you rage. ``` + +--- *Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/instructions-for-lasting-agony-som.md b/compendium/equipment/items/instructions-for-lasting-agony-som.md index d43978bcb..4f6010d18 100644 --- a/compendium/equipment/items/instructions-for-lasting-agony-som.md +++ b/compendium/equipment/items/instructions-for-lasting-agony-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/magical - trait/necromancy @@ -14,16 +14,20 @@ aliases: ["Instructions For Lasting Agony"] - **Price** 200 gp - **Bulk** L -- **Category** Grimoire This worn and stained manual emits a chill when opened. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes [sickened](rules/conditions.md#Sickened) by the pain. -%% #trait/metamagic %% +- **Frequency**: once per day + +**Effect** If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes [sickened](rules/conditions.md#Sickened) by the pain. +%% + #trait/metamagic +%% ``` + +--- *Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-armor-lotgb.md b/compendium/equipment/items/inubrix-armor-lotgb.md index 7b4bb5d0f..43fa6beef 100644 --- a/compendium/equipment/items/inubrix-armor-lotgb.md +++ b/compendium/equipment/items/inubrix-armor-lotgb.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Inubrix Armor"] --- # Inubrix Armor *Item 11+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1. +--- +### Variants + +#### standard-grade inubrix armor *Item 11* + +- **Price**: 1200 gp +- **Craft Requirements**: The initial raw materials must include at least 150 gp of inubrix + 15 gp per Bulk. + +#### high-grade inubrix armor *Item 18* + +- **Price**: 18000 gp +- **Craft Requirements**: The initial raw materials must include at least 9,000 gp of inubrix + 900 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-lotgb.md b/compendium/equipment/items/inubrix-lotgb.md index 5b092d57f..04bd3f5de 100644 --- a/compendium/equipment/items/inubrix-lotgb.md +++ b/compendium/equipment/items/inubrix-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Inubrix"] @@ -11,7 +11,6 @@ aliases: ["Inubrix"] # Inubrix *Item 0+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. @@ -28,4 +27,24 @@ This pale, malleable metal's unusual molecular structure allows it to partially | multiRow | | +--- +### Variants + +#### inubrix chunk *Item 0* + +- **Price**: 550 gp + +#### inubrix ingot *Item 0* + +- **Price**: 5500 gp + +#### standard-grade inubrix object *Item 8* + +- **Price**: 400 gp + +#### high-grade inubrix object *Item 16* + +- **Price**: 6500 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-shield-lotgb.md b/compendium/equipment/items/inubrix-shield-lotgb.md index 109f1d8b5..a32087441 100644 --- a/compendium/equipment/items/inubrix-shield-lotgb.md +++ b/compendium/equipment/items/inubrix-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Inubrix Shield"] --- @@ -11,8 +11,31 @@ aliases: ["Inubrix Shield"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield -- **Category** Material Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to [Disarm](rules/actions/disarm.md) a metal item with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to [Disarm](rules/actions/disarm.md) a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. +--- +### Variants + +#### standard-grade inubrix buckler *Item 7* + +- **Price**: 320 gp +- **Craft Requirements**: inubrix worth at least 40 gp The shield has Hardness 2, HP 8, and BT 4. + +#### standard-grade inubrix shield *Item 7* + +- **Price**: 352 gp +- **Craft Requirements**: inubrix worth at least 44 gp The shield has Hardness 4, HP 16, and BT 8. + +#### high-grade inubrix buckler *Item 15* + +- **Price**: 5000 gp +- **Craft Requirements**: inubrix worth at least 2,500 gp The shield has Hardness 5, HP 20, and BT 10. + +#### high-grade inubrix shield *Item 15* + +- **Price**: 5500 gp +- **Craft Requirements**: inubrix worth at least 2,750 gp The shield has Hardness 7, HP 28, and BT 14. + +--- *Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/inubrix-weapon-lotgb.md b/compendium/equipment/items/inubrix-weapon-lotgb.md index 4cac0a749..1e4ee674c 100644 --- a/compendium/equipment/items/inubrix-weapon-lotgb.md +++ b/compendium/equipment/items/inubrix-weapon-lotgb.md @@ -3,15 +3,14 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Inubrix Weapon"] --- # Inubrix Weapon *Item 11+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. @@ -19,4 +18,18 @@ A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However [Strikes](rules/actions/strike.md) with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal `1d4` damage can't be crafted from inubrix. +--- +### Variants + +#### standard-grade inubrix weapon *Item 11* + +- **Price**: 1400 gp +- **Craft Requirements**: at least 175 gp of inubrix + 17.5 gp per Bulk. + +#### high-grade inubrix weapon *Item 17* + +- **Price**: 13500 gp +- **Craft Requirements**: at least 6,750 gp of inubrix + 675 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/inventors-chair-tv.md b/compendium/equipment/items/inventors-chair-tv.md index 1dcacb785..a16104ac4 100644 --- a/compendium/equipment/items/inventors-chair-tv.md +++ b/compendium/equipment/items/inventors-chair-tv.md @@ -18,4 +18,6 @@ aliases: ["Inventor's Chair"] Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor's chair is a traveler's chair. It's a marvel of engineering, utilizing clockwork mechanisms to maneuver about. The chair comes equipped with [wheel blades](compendium/equipment/items/wheel-blades-lotgb.md), and portions of its frame contain sterling artisan's tools. The inventor's chair might be a family heirloom or a gift from someone who inherited it. It could instead sit unused in its inventor's abandoned estate, awaiting another user. + +--- *Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/inventors-fulu-tv.md b/compendium/equipment/items/inventors-fulu-tv.md index f7ee8c72a..8751bb5ef 100644 --- a/compendium/equipment/items/inventors-fulu-tv.md +++ b/compendium/equipment/items/inventors-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/fulu - trait/magical @@ -15,12 +15,13 @@ aliases: ["Inventor's Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 50 gp -- **Usage** affixed to an innovation; **Bulk** — +- **Bulk** —; **Usage** affixed to an innovation - **Activate** envision; **Trigger** You critically fail an action with the [unstable](rules/traits/unstable-g-g.md "Unstable Trait") trait. -- **Category** Talisman Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other inventors, who replaced the food with a drawing on an inventor's fulu. When you Activate the fulu, your critical failure becomes a failure, and you can spend just 1 minute to return your innovation to full functionality. The fulu then burns up, and its effects end. + +--- *Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/invisibility-potion-bb.md b/compendium/equipment/items/invisibility-potion-bb.md index c1edb9ad8..6fe31dc81 100644 --- a/compendium/equipment/items/invisibility-potion-bb.md +++ b/compendium/equipment/items/invisibility-potion-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/illusion - trait/magical @@ -15,8 +15,9 @@ aliases: ["Invisibility Potion"] - **Price** 20 gp - **Usage** held in 1 hand -- **Category** Potion When you drink this potion, you turn [invisible](rules/conditions.md#Invisible) for 10 minutes. Creatures can't see you, but they might be able for 10 minutes. Creatures can't see you, but they might be able to [Seek](rules/actions/seek.md) to figure out your location (though they still need to succeed at a DC 11 flat check to target you). If you attack a creature or use another hostile action, the potion's magic ends as soon as your hostile action is completed. + +--- *Source: Beginner Box p. 52* \ No newline at end of file diff --git a/compendium/equipment/items/invisibility-potion.md b/compendium/equipment/items/invisibility-potion.md index 855c14bca..ec808d22d 100644 --- a/compendium/equipment/items/invisibility-potion.md +++ b/compendium/equipment/items/invisibility-potion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/illusion - trait/magical @@ -15,10 +15,11 @@ aliases: ["Invisibility Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/invisibility.md b/compendium/equipment/items/invisibility.md index e313cb9b5..447f6a289 100644 --- a/compendium/equipment/items/invisibility.md +++ b/compendium/equipment/items/invisibility.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/illusion - trait/magical aliases: ["Invisibility"] @@ -12,14 +12,30 @@ aliases: ["Invisibility"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto light armor -- **Category** Rune Light seems to partially penetrate this armor. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -Whispering the command word, you become [invisible](rules/conditions.md#Invisible) for 1 minute, gaining the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell. +- **Frequency**: once per day + +**Effect** Whispering the command word, you become [invisible](rules/conditions.md#Invisible) for 1 minute, gaining the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell. ``` +--- +### Variants + +#### invisibility *Item 8* + +- **Price**: 500 gp + +#### greater invisibility *Item 10* + +- **Price**: 1000 gp +- **Craft Requirements**: Supply one casting of invisibility. + +You can activate the armor up to three times per day. + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/invisible-chain-shirt-som.md b/compendium/equipment/items/invisible-chain-shirt-som.md index 4413fa23d..28aff6c35 100644 --- a/compendium/equipment/items/invisible-chain-shirt-som.md +++ b/compendium/equipment/items/invisible-chain-shirt-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/armor +- item/category/armor/ - trait/evocation - trait/magical aliases: ["Invisible Chain Shirt"] @@ -13,16 +13,18 @@ aliases: ["Invisible Chain Shirt"] - **Price** 2750 gp - **Usage** worn armor -- **Category** Armor This +2 resilient invisibility chain shirt is itself [invisible](rules/conditions.md#Invisible). Other creatures can't see it at all, allowing you to wear it surreptitiously. Additionally, the armor's [invisible](rules/conditions.md#Invisible) composition is quieter and more comfortable than a normal chain shirt. It loses the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait and gains the [comfort](rules/traits/comfort.md "Comfort Armor Trait") trait. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision + You [Stride](rules/actions/stride.md) and turn partially [invisible](rules/conditions.md#Invisible), becoming [concealed](rules/conditions.md#Concealed) until the end of your next turn or until you use a [hostile](rules/conditions.md#Hostile) action, whichever comes first. As normal, you can use the concealment from this activation to [Hide](rules/actions/hide.md). ``` + +--- *Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/invisible-net-ec2.md b/compendium/equipment/items/invisible-net-ec2.md index d6b6ddbae..0d1bf34aa 100644 --- a/compendium/equipment/items/invisible-net-ec2.md +++ b/compendium/equipment/items/invisible-net-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/magical @@ -16,8 +16,9 @@ aliases: ["Invisible Net"] - **Price** 60 gp - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-footby- 30-foot square area. Pale and diaphanous, the spread handkerchief is exceptionally difficult to see from more than 30 feet away and evaporates entirely after 1 minute. Any creature that falls on the net doesn't take falling damage. + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/iris-of-the-sky-g-g.md b/compendium/equipment/items/iris-of-the-sky-g-g.md index ca2875580..f37f8cbea 100644 --- a/compendium/equipment/items/iris-of-the-sky-g-g.md +++ b/compendium/equipment/items/iris-of-the-sky-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/unique @@ -13,23 +13,31 @@ aliases: ["Iris Of The Sky"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 240 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you take 5 [persistent fire damage](rules/conditions.md#Persistent%20Damage). The first firearm of this type came as the result of a gunslinger who entreated an efreeti, wishing for the might of the desert sun. The weapon constantly glows and burns with a brilliant intensity. The firearm has since belonged to an extensive string of users and been replicated several times, though each wielder of the weapon, whether the original or one of its copies, has eventually ended up as a charred husk, slain by fire in battle or unusual accidents that no one could quite explain except, perhaps, the efreet. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a [Strike](rules/actions/strike.md) with the iris of the sky. All damage from this [Strike](rules/actions/strike.md) is fire damage and the target takes an additional `1d6` fire damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- **Frequency**: once per minute + +**Effect** You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a [Strike](rules/actions/strike.md) with the iris of the sky. All damage from this [Strike](rules/actions/strike.md) is fire damage and the target takes an additional `1d6` fire damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision ([fortune](rules/traits/fortune.md)) + +- **Frequency**: once per minute -You make a wish into the iris of the sky, yearning for it to strike true, and then fire. [Strike](rules/actions/strike.md) against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 [persistent fire damage](rules/conditions.md#Persistent%20Damage). +**Effect** You make a wish into the iris of the sky, yearning for it to strike true, and then fire. [Strike](rules/actions/strike.md) against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 [persistent fire damage](rules/conditions.md#Persistent%20Damage). +%% + #trait/fortune +%% ``` + +--- *Source: Guns & Gears p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/iron-cube.md b/compendium/equipment/items/iron-cube.md index 4e3de5495..91023d443 100644 --- a/compendium/equipment/items/iron-cube.md +++ b/compendium/equipment/items/iron-cube.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,12 +14,13 @@ aliases: ["Iron Cube"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 50 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** [Knockdown](compendium/feats/knockdown.md); **Requirements** You are an expert with the affixed weapon. -- **Category** Talisman This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use [Knockdown](compendium/feats/knockdown.md), as the fighter feat. If you have the [Knockdown](compendium/feats/knockdown.md) feat, ignore its normal size restrictions. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/iron-cudgel.md b/compendium/equipment/items/iron-cudgel.md index 08309fe05..7e32f8926 100644 --- a/compendium/equipment/items/iron-cudgel.md +++ b/compendium/equipment/items/iron-cudgel.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,9 +14,8 @@ aliases: ["Iron Cudgel"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 900 gp -- **Usage** affixed to a weapon; **Bulk** — -- **Activate** Brutal Finish -- **Category** Talisman +- **Bulk** —; **Usage** affixed to a weapon +- **Activate** [Brutal Finish](compendium/feats/brutal-finish.md) You are a master with the affixed weapon. @@ -24,4 +23,6 @@ This miniature iron cudgel is typically affixed to a weapon by an iron chain. Wh If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/iron-equalizer.md b/compendium/equipment/items/iron-equalizer.md index d4c69b415..a37ee0a32 100644 --- a/compendium/equipment/items/iron-equalizer.md +++ b/compendium/equipment/items/iron-equalizer.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,12 +14,13 @@ aliases: ["Iron Equalizer"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 400 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** [Certain Strike](compendium/feats/certain-strike.md); **Requirements** You are a master with the affixed weapon. -- **Category** Talisman This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use [Certain Strike](compendium/feats/certain-strike.md), as the fighter feat. You must meet the normal requirements, including those of the [press](rules/traits/press.md "Press Combat Trait") trait. If you have the [Certain Strike](compendium/feats/certain-strike.md) feat, the failure effect increases to deal the weapon's normal damage. + +--- *Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/iron-medallion.md b/compendium/equipment/items/iron-medallion.md index 1aa5351d4..251a8f6d8 100644 --- a/compendium/equipment/items/iron-medallion.md +++ b/compendium/equipment/items/iron-medallion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,12 +14,13 @@ aliases: ["Iron Medallion"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 175 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a; **Requirements** You have master proficiency in Will saves or have the bravery class feature. -- **Category** Talisman This small medallion is shaped like a shield. When you activate it, you gain a +2 status bonus to saves against fear for 1 minute. On the triggering save, if the outcome of your roll is a failure, you get a success instead or if the outcome is a critical failure, you get a failure instead. + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/isolation-draught-aoa5.md b/compendium/equipment/items/isolation-draught-aoa5.md index 432bd15d5..84d74e5bb 100644 --- a/compendium/equipment/items/isolation-draught-aoa5.md +++ b/compendium/equipment/items/isolation-draught-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["Isolation Draught"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber's senses. @@ -36,4 +35,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), –5 to all [Perception](compendium/skills.md#Perception) checks (5 minutes) ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/items.md b/compendium/equipment/items/items.md index 1f004120c..6de1b3420 100644 --- a/compendium/equipment/items/items.md +++ b/compendium/equipment/items/items.md @@ -219,6 +219,7 @@ cssclass: pf2e,pf2e-index - [Big Rock Bullet](big-rock-bullet-lotgb.md) - [Binding Coil](binding-coil-som.md) - [Binding Snare](binding-snare-g-g.md) +- [Bioluminescence Bomb](bioluminescence-bomb-gw1.md) - [Bird](bird-lotg.md) - [Biting Snare](biting-snare.md) - [Bitter](bitter-lotgb.md) @@ -308,6 +309,7 @@ cssclass: pf2e,pf2e-index - [Bort's Blessing](borts-blessing-fop.md) - [Bottled Air](bottled-air.md) - [Bottled Lightning](bottled-lightning.md) +- [Bottled Omen](bottled-omen-gw1.md) - [Bottled Roc](bottled-roc-tv.md) - [Bottled Screams](bottled-screams-loil.md) - [Bottled Sunlight](bottled-sunlight-botd.md) @@ -449,6 +451,7 @@ cssclass: pf2e,pf2e-index - [Clinging Ooze Snare](clinging-ooze-snare-pfum.md) - [Cloak of Elvenkind](cloak-of-elvenkind.md) - [Cloak Of Feline Rest](cloak-of-feline-rest-som.md) +- [Cloak of Gnawing Leaves](cloak-of-gnawing-leaves-gw1.md) - [Cloak Of Immolation](cloak-of-immolation-gmg.md) - [Cloak Of Repute](cloak-of-repute-locg.md) - [Cloak of the Bat](cloak-of-the-bat.md) @@ -662,6 +665,7 @@ cssclass: pf2e,pf2e-index - [Double-barreled Pistol](double-barreled-pistol-g-g.md) - [Doubling Rings](doubling-rings.md) - [Draconic Toxin Bottle](draconic-toxin-bottle-tv.md) +- [Draft of Stellar Radiance](draft-of-stellar-radiance-gw1.md) - [Dragon Bile](dragon-bile.md) - [Dragon Handwraps](dragon-handwraps-tv.md) - [Dragon Mouth Pistol](dragon-mouth-pistol-g-g.md) @@ -1935,6 +1939,7 @@ cssclass: pf2e,pf2e-index - [Seventh Prism](seventh-prism-tv.md) - [Sextant of the Night](sextant-of-the-night-tv.md) - [Shade Hat](shade-hat-lotgb.md) +- [Shadewither Key](shadewither-key-gw1.md) - [Shadow Essence](shadow-essence.md) - [Shadow Signet](shadow-signet-som.md) - [Shadow](shadow.md) @@ -2167,6 +2172,7 @@ cssclass: pf2e,pf2e-index - [Staff](staff.md) - [Stage Fright Missive](stage-fright-missive-tv.md) - [Staining](staining-gmg.md) +- [Stalk Goggles](stalk-goggles-gw1.md) - [Stalker Bane Snare](stalker-bane-snare.md) - [Stalwart's Ring](stalwarts-ring-fop.md) - [Stampede Medallion](stampede-medallion-som.md) diff --git a/compendium/equipment/items/ixames-eye-sot3.md b/compendium/equipment/items/ixames-eye-sot3.md index 791c320c3..d88e4ddf5 100644 --- a/compendium/equipment/items/ixames-eye-sot3.md +++ b/compendium/equipment/items/ixames-eye-sot3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot3 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -15,9 +15,8 @@ aliases: ["Ixamè's Eye"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 150 gp -- **Usage** affixed to headgear; **Bulk** – +- **Bulk** –; **Usage** affixed to headgear - **Activate** envision -- **Category** Talisman Via some strange alchemical reaction with the gasses of Terwa Lake, the cloud dragon Ixamè's eyeballs have shriveled into sky-blue gems. @@ -25,4 +24,6 @@ The dragon's sense of vision isn't impaired, and her eyes can't be removed from Once removed, each gem functions as a special talisman. Ixamè's eye sparkles when it's in an area of fog or mist. Activating the talisman enables you to see clearly through fog and mist for 1 minute; any creature [concealed](rules/conditions.md#Concealed) only by fog or mist is no longer [concealed](rules/conditions.md#Concealed) to you. If such a creature was relying on the concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), this also means it's no longer [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). + +--- *Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/jade-bauble.md b/compendium/equipment/items/jade-bauble.md index 3ff4874ec..54e046eb5 100644 --- a/compendium/equipment/items/jade-bauble.md +++ b/compendium/equipment/items/jade-bauble.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/magical @@ -15,12 +15,13 @@ aliases: ["Jade Bauble"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 100 gp -- **Usage** affixed to a melee weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a melee weapon - **Activate** command; **Requirements** You are a master with the affixed weapon. -- **Category** Talisman This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are [flat-footed](rules/conditions.md#Flat-footed). + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/jade-cat.md b/compendium/equipment/items/jade-cat.md index 1536dbb29..170d6fca1 100644 --- a/compendium/equipment/items/jade-cat.md +++ b/compendium/equipment/items/jade-cat.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Jade Cat"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 6 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** command; **Trigger** You fall or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md); **Requirements** You are trained in [Acrobatics](compendium/skills.md#Acrobatics). -- **Category** Talisman A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not [flat-footed](rules/conditions.md#Flat-footed) when you [Balance](rules/actions/balance.md), and narrow surfaces and uneven ground are not difficult terrain for you. + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/jahan-waystone-lome.md b/compendium/equipment/items/jahan-waystone-lome.md index 1ba313266..9ea667898 100644 --- a/compendium/equipment/items/jahan-waystone-lome.md +++ b/compendium/equipment/items/jahan-waystone-lome.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lome -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/conjuration - trait/magical @@ -15,14 +15,17 @@ aliases: ["Jahan Waystone"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") - **Usage** Worn -- **Category** Artifact This enormous stone glows with a pale light and emits a quiet hum. Each Jahan waystone is part of a paired link. The paired stones correspond in the color of the light they emit, as well as the specific tone at which they hum. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) -You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save. +- **Frequency**: once per day + +**Effect** You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save. ``` + +--- *Source: Lost Omens: The Mwangi Expanse p. 207* \ No newline at end of file diff --git a/compendium/equipment/items/jar-of-shifting-sands-som.md b/compendium/equipment/items/jar-of-shifting-sands-som.md index ff018834b..ec27625b9 100644 --- a/compendium/equipment/items/jar-of-shifting-sands-som.md +++ b/compendium/equipment/items/jar-of-shifting-sands-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/conjuration - trait/earth - trait/magical @@ -13,23 +13,26 @@ aliases: ["Jar Of Shifting Sands"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 320 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This small, ceramic jar is full, holding approximately a quarter gallon of sand. When poured out, the jar immediately begins to conjure more sand. It is said, however improbably, that this jar is responsible for creating at least one desert in the world. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) + You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute. ``` + +--- *Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/javelin-of-lightning.md b/compendium/equipment/items/javelin-of-lightning.md index d6db9a122..0d3ce325f 100644 --- a/compendium/equipment/items/javelin-of-lightning.md +++ b/compendium/equipment/items/javelin-of-lightning.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/electricity - trait/evocation @@ -14,10 +14,12 @@ aliases: ["Javelin of Lightning"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 110 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** command, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Craft Requirements** Supply a casting of lightning bolt (4th level). +- **Bulk** L; **Usage** held in 1 hand +- **Activate** command, [Interact](rules/actions/interact.md) This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you **Activate** the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level [lightning bolt](compendium/spells/lightning-bolt.md) originating from your space. The bolt deals `5d12` electricity damage and has a Reflex save DC of 25. + +--- *Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/compendium/equipment/items/javelin.md b/compendium/equipment/items/javelin.md index 2cd3f3adf..8058acbd6 100644 --- a/compendium/equipment/items/javelin.md +++ b/compendium/equipment/items/javelin.md @@ -12,11 +12,13 @@ aliases: ["Javelin"] - **Price** 1 sp - **Bulk** L -- **Damage** `1d6` P -- **Range** 30 ft. + - **Damage**: `1d6` P + - **Range** 30 ft. - **Hands** 1 - **Category** Simple; **Group** Dart This thin spear is well balanced for throwing but is not designed for melee use. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/jawbreaker-shield-ec4.md b/compendium/equipment/items/jawbreaker-shield-ec4.md index 26d020827..b1a61d1e0 100644 --- a/compendium/equipment/items/jawbreaker-shield-ec4.md +++ b/compendium/equipment/items/jawbreaker-shield-ec4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec4 -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,15 +13,14 @@ aliases: ["Jawbreaker Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1650 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This heavy bone shield is composed of a massive plate of dinosaur bone with jagged, tooth-like ridges ringing its edge. It has Hardness 12, HP 48, and BT 24. The ridges are unremovable +1 striking shield spikes that deal slashing damage instead of piercing damage. While holding the jawbreaker shield, you gain a +3 item bonus to your Reflex DC to resist Swallow Whole attacks. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: A creature attacks you with a jaws or fangs @@ -33,4 +32,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R > - **Critical Failure** You break the target's jaw. As failure, and the creature can't make [Strikes](rules/actions/strike.md) using its mouth for 1 minute. At the end of its turn, it can attempt a Fortitude save to regain the ability to make [Strikes](rules/actions/strike.md) using its mouth. ``` + +--- *Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/jax-ooa2.md b/compendium/equipment/items/jax-ooa2.md index dc4c12bb1..a2228f9c8 100644 --- a/compendium/equipment/items/jax-ooa2.md +++ b/compendium/equipment/items/jax-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/held +- item/category/held/ - trait/cursed - trait/divine - trait/evocation @@ -15,8 +15,7 @@ aliases: ["Jax"] # Jax *Item 8* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [ln](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands Jax was a caravan guard who died defending her charges from a pack of Lamashtan cultists in the Spellscar Desert. @@ -27,15 +26,21 @@ Jax is a +1 striking fearsome piercing wind (Guns & Gears 159) whose driving pur If ever used to attack an innocent traveler, or if, in Jax's opinion, the attack could be considered banditry, the weapon automatically misfires. If Jax witnesses an innocent harmed or killed, she empathically urges her wielder to avenge the victim. If the wielder doesn't comply, Jax attempts to cast [dominate](compendium/spells/dominate.md) (below). Even if the [dominate](compendium/spells/dominate.md) spell fails, Jax withholds all magical abilities, including the +1 weapon potency rune and striking rune, until her wielder redeems themself. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -Jax casts heroism on you. +- **Frequency**: once per day + +**Effect** Jax casts heroism on you. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command + +- **Frequency**: once per day -Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of [Lamashtu](compendium/setting/deities/lamashtu.md), you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways. +**Effect** Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of [Lamashtu](compendium/setting/deities/lamashtu.md), you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways. ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/jellyfish-lamp-lowg.md b/compendium/equipment/items/jellyfish-lamp-lowg.md index 6149db152..310630f3a 100644 --- a/compendium/equipment/items/jellyfish-lamp-lowg.md +++ b/compendium/equipment/items/jellyfish-lamp-lowg.md @@ -3,17 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lowg -- item/category/held +- item/category/held/ aliases: ["Jellyfish Lamp"] --- # Jellyfish Lamp *Item 0* - **Price** 2 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they're allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients. Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities. + +--- *Source: Lost Omens: World Guide p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/jerkin-of-liberation-ec6.md b/compendium/equipment/items/jerkin-of-liberation-ec6.md index a2c61f754..48f13f292 100644 --- a/compendium/equipment/items/jerkin-of-liberation-ec6.md +++ b/compendium/equipment/items/jerkin-of-liberation-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/armor - trait/invested @@ -15,11 +15,12 @@ aliases: ["Jerkin Of Liberation"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") armor - **Price** 14000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor This +2 greater resilient studded leather is traditionally inscribed with a symbol of either [Norgorber](compendium/setting/deities/norgorber.md) or [Cayden Cailean](compendium/setting/deities/cayden-cailean.md). Its leather is light as silk, and its buttons and studs are gleaming crystal. While you wear it, you get a +15-foot item bonus to your Speed, and effects that attempt to impose penalties on your Speed must first counteract the jerkin of liberation or they have no effect on you. In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait. + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/jezail-g-g.md b/compendium/equipment/items/jezail-g-g.md index 9f6ec5e93..6fcf76dc8 100644 --- a/compendium/equipment/items/jezail-g-g.md +++ b/compendium/equipment/items/jezail-g-g.md @@ -15,11 +15,13 @@ aliases: ["Jezail"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 11 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** rounds; **Range** 90 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** rounds; **Range** 90 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm Jezails are simple, efficient long guns developed in Casmaron that typically feature a custom stock and a flintlock firing mechanism. Though lacking the range and stopping power of an arquebus or the raw force of a harmona gun, the jezail is an elegant, well-balanced weapon suitable for a variety of combat situations. It's even possible to tuck it under one arm to fire a less accurate attack that uses only one hand. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/jiu-huan-dao-tv.md b/compendium/equipment/items/jiu-huan-dao-tv.md index 818d62d19..d22ecbdc8 100644 --- a/compendium/equipment/items/jiu-huan-dao-tv.md +++ b/compendium/equipment/items/jiu-huan-dao-tv.md @@ -13,10 +13,12 @@ aliases: ["Jiu Huan Dao"] - **Price** 9 sp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Sword This sword has a broad blade, along which are threaded nine heavy metal rings, leading some to call it the nine-ring sword. The rings add weight to the weapon for broad swings and clash together to make noise. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/jolt-coil-tv.md b/compendium/equipment/items/jolt-coil-tv.md index 3e782a4bb..8538dae55 100644 --- a/compendium/equipment/items/jolt-coil-tv.md +++ b/compendium/equipment/items/jolt-coil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/electricity - trait/evocation - trait/magical @@ -13,8 +13,7 @@ aliases: ["Jolt Coil"] # Jolt Coil *Item 3+* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17. @@ -22,9 +21,54 @@ Contained within this small glass tube is a twisted wire filament crackling with - Weapon After you cast an electricity spell by activating the coil, your Strikes with the weapon deal an additional `1d4` electricity damage until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [electric arc](compendium/spells/electric-arc.md). ``` +--- +### Variants + +#### jolt coil *Item 3* + +- **Price**: 60 gp + +#### greater jolt coil *Item 8* + +- **Price**: 475 gp + +Resistance when affixed to armor is 3, extra damage when affixed to a weapon is `1d6`, and the spell DC is 24. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [light](compendium/spells/light.md)ning bolt. +``` + +#### major jolt coil *Item 12* + +- **Price**: 1750 gp + +Resistance when affixed to armor is 5, extra damage when affixed to a weapon is `1d8`, and the spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [light](compendium/spells/light.md)ning bolt. +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [draw the lightning](compendium/spells/draw-the-lightning-som.md) . +``` + +--- *Source: Treasure Vault p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/journeybread-tv.md b/compendium/equipment/items/journeybread-tv.md index 286432345..73a1ae2de 100644 --- a/compendium/equipment/items/journeybread-tv.md +++ b/compendium/equipment/items/journeybread-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,10 +12,23 @@ aliases: ["Journeybread"] # Journeybread *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours. +--- +### Variants + +#### journeybread *Item 1* + +- **Price**: 3 gp + +#### power journeybread *Item 4* + +- **Price**: 15 gp + +In addition to the benefits of journeybread, power journeybread grants you a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md), [Force Open](rules/actions/force-open.md), and [Swim](rules/actions/swim.md), and to Fortitude saving throws against being [sickened](rules/conditions.md#Sickened). The number of minutes you can [Hustle](rules/actions/hustle.md) changes to your Constitution modifier × 20. These benefits last for 4 hours. + +--- *Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/judgment-thurible-tv.md b/compendium/equipment/items/judgment-thurible-tv.md index ec6f14279..618ff2645 100644 --- a/compendium/equipment/items/judgment-thurible-tv.md +++ b/compendium/equipment/items/judgment-thurible-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/evocation - trait/magical - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Judgment Thurible"] # Judgment Thurible *Item 10+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don't worship a deity or if your deity is true neutral. The spell DC of any spell cast by activating this item is 27. @@ -21,15 +20,66 @@ The golden religious symbol on the top of this spherical incense holder shifts i - Weapon After you cast a spell by activating the thurible, the weapon gains your choice of an anarchic, axiomatic, holy, or unholy rune until the end of your next turn. You can choose a rune only if it matches an alignment your deity has (anarchic for chaotic, axiomatic for lawful, holy for good, or unholy for evil). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [divine lance](compendium/spells/divine-lance.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [divine wrath](compendium/spells/divine-wrath.md). +``` + +--- +### Variants + +#### greater judgment thurible *Item 17* + +- **Price**: 14000 gp + +The additional damage from the rune granted by the thurible is `2d6`, and the spell DC is 35. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [divine wrath](compendium/spells/divine-wrath.md). +**Effect** You cast 6th-level [divine wrath](compendium/spells/divine-wrath.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [divine decree](compendium/spells/divine-decree.md). +``` + +#### major judgment thurible *Item 20* + +- **Price**: 65000 gp + +The additional damage from the rune granted by the thurible is `2d6`, and the spell DC is 43. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 7th-level [divine decree](compendium/spells/divine-decree.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [summon deific herald](compendium/spells/summon-deific-herald-som.md) . +``` + +--- *Source: Treasure Vault p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/jug-of-fond-remembrance-tv.md b/compendium/equipment/items/jug-of-fond-remembrance-tv.md index 728da8b21..92deb397d 100644 --- a/compendium/equipment/items/jug-of-fond-remembrance-tv.md +++ b/compendium/equipment/items/jug-of-fond-remembrance-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Jug of Fond Remembrance"] @@ -12,15 +12,18 @@ aliases: ["Jug of Fond Remembrance"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 75 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand This large jug always seems to contain just enough of the holder's favorite alcohol to share with a friend. As long as you're holding the jug, you gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. If you share a sip of the liquor from the jug with a creature, you gain a +2 circumstance bonus to your next [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) or [Request](rules/actions/request.md) something from that creature any time within the next month. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You take a long swig on the jug and then [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then [stupefied](rules/conditions.md#Stupefied) for 3 rounds. +- **Frequency**: once per hour + +**Effect** You take a long swig on the jug and then [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then [stupefied](rules/conditions.md#Stupefied) for 3 rounds. ``` + +--- *Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/juggernaut-mutagen.md b/compendium/equipment/items/juggernaut-mutagen.md index d9f6c1731..b4d788487 100644 --- a/compendium/equipment/items/juggernaut-mutagen.md +++ b/compendium/equipment/items/juggernaut-mutagen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Juggernaut Mutagen"] # Juggernaut Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant. @@ -24,4 +23,32 @@ After you drink this mutagen, your body becomes thick and sturdy. You exhibit a **Drawback** You take a –2 penalty to Will saves, [Perception](compendium/skills.md#Perception) checks, and initiative rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead. + +--- *Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/juggling-club-ec1.md b/compendium/equipment/items/juggling-club-ec1.md index 6494d61ae..400a7ebb0 100644 --- a/compendium/equipment/items/juggling-club-ec1.md +++ b/compendium/equipment/items/juggling-club-ec1.md @@ -15,10 +15,12 @@ aliases: ["Juggling Club"] - **Price** 1 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Club A juggling club is lighter than a typical club and balanced to be easily caught and thrown again by a juggler. While a juggling club deals less damage, the extra throwing distance its light weight allows is important for Juggling. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/junk-bomb-pfum.md b/compendium/equipment/items/junk-bomb-pfum.md index 285f6ba0d..a6386f3b6 100644 --- a/compendium/equipment/items/junk-bomb-pfum.md +++ b/compendium/equipment/items/junk-bomb-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,37 @@ aliases: ["Junk Bomb"] # Junk Bomb *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and piercing splash damage. Many types grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bomb deals `1d8` slashing damage, 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 1 piercing splash damage. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d8` slashing damage, 2 [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 2 piercing splash damage. + +#### greater *Item 11* + +- **Price**: 275 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d8` slashing damage, 3 [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 3 piercing splash damage. + +#### major *Item 17* + +- **Price**: 2750 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d8` slashing damage, 4 [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 4 piercing splash damage. + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/juxtaposition-ammunition-lotgb.md b/compendium/equipment/items/juxtaposition-ammunition-lotgb.md index 5935b4567..dde6230e9 100644 --- a/compendium/equipment/items/juxtaposition-ammunition-lotgb.md +++ b/compendium/equipment/items/juxtaposition-ammunition-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Juxtaposition Ammunition"] - **Price** 225 gp - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition ammunition hits a creature, it doesn't deal the [Strike](rules/actions/strike.md)'s normal damage. Instead, the target must succeed at a DC 28 Will save or be teleported to a safe, unoccupied square of your choice within 60 feet of its original position and within the weapon's first range increment. On a critical failure, the target is also [sickened](rules/conditions.md#Sickened) from the gut-wrenching sensation of sudden movement. Any relocation from the juxtaposition ammunition is forced movement. + +--- *Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/jyotis-feather-tv.md b/compendium/equipment/items/jyotis-feather-tv.md index 4299889cb..13b772ac3 100644 --- a/compendium/equipment/items/jyotis-feather-tv.md +++ b/compendium/equipment/items/jyotis-feather-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/healing - trait/magical - trait/necromancy @@ -14,8 +14,7 @@ aliases: ["Jyoti's Feather"] # Jyoti's Feather *Item 10+* [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon A jyoti's feather is a shimmering red and gold feather, seeming almost metallic, although delicate and flexible to the touch. @@ -25,15 +24,66 @@ Though most aren't made from true jyoti feathers, as the reclusive outsiders avo - Weapon The weapon has the disrupting rune while the feather is affixed. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [stabilize](compendium/spells/stabilize.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [vital beacon](compendium/spells/vital-beacon.md). +``` + +--- +### Variants + +#### greater jyoti's feather *Item 14* + +- **Price**: 4100 gp + +The item bonus when affixed to armor is +3. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [vital beacon](compendium/spells/vital-beacon.md). +**Effect** You cast 5th-level [vital beacon](compendium/spells/vital-beacon.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [heal](compendium/spells/heal.md)ing well . +``` + +#### major jyoti's feather *Item 16* + +- **Price**: 9400 gp + +The item bonus when affixed to armor is +4, and the rune when affixed to a weapon is greater disrupting. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 6th-level [heal](compendium/spells/heal.md)ing well. +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [field of life](compendium/spells/field-of-life.md). +``` + +--- *Source: Treasure Vault p. 126* \ No newline at end of file diff --git a/compendium/equipment/items/kaiju-fulu-tv.md b/compendium/equipment/items/kaiju-fulu-tv.md index 83b0738b5..0f33809f6 100644 --- a/compendium/equipment/items/kaiju-fulu-tv.md +++ b/compendium/equipment/items/kaiju-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -15,11 +15,12 @@ aliases: ["Kaiju Fulu"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp -- **Usage** affixed to a load‑bearing wall or pillar; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** affixed to a load‑bearing wall or pillar Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up to 50 feet tall takes damage, the structure is as hard as standard‑grade adamantine against that damage and any damage that occurs within 1 hour thereafter. The fulu then crumbles to dust, and its effects end. + +--- *Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/kaldemashs-lament-tv.md b/compendium/equipment/items/kaldemashs-lament-tv.md index 4bf065c2e..5efdd57dd 100644 --- a/compendium/equipment/items/kaldemashs-lament-tv.md +++ b/compendium/equipment/items/kaldemashs-lament-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/arcane - trait/evocation - trait/unique @@ -12,15 +12,14 @@ aliases: ["Kaldemash's Lament"] # Kaldemash's Lament *Item 20* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in one hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in one hand Resembling little more than a simple iron pipe with a handle, Kaldemash's Lament is one of the most well-known star guns in all of Arcadia. Legends state the Crowned Regent Kaldemash helped forge one of the first star guns millennia ago. While the star gun served Kaldemash as a powerful weapon, its most notable achievement was the accidental killing of one of Kaldemash's greatest friends. This death is what caused the regent to recognize the true destructive power of the star guns and led to him developing the Star Code, a set of rules of engagement and proper use of firearms still in use in Arcadia today. Although Kaldemash never named the weapon himself, all legends that mention the weapon refer to it as Kaldemash's Lament. The legendary weapon is a +3 major striking speed advanced firearm with a range increment of 90 feet. It deals `4d6` force damage (with the major striking rune included) and has the concealable, concussive, and fatal d10 traits. You don't take a penalty when dealing nonlethal damage with the weapon. Like most star guns, Kaldemash's Lament uses magic to function and doesn't require ammunition or black powder. If you use Kaldemash's Lament as part of a duel in which all parties are in agreement on the terms, the gun's supernatural instincts help you make the quickest draw. You roll twice and take the higher result on your initiative roll for the duel; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. In addition, you can draw Kaldemash's Lament as a free action at the start of your turn during the duel. If you attempt to fire the star gun in bad faith at a dueling opponent once they have surrendered, been defeated, or the duel is over, Kaldemash's Lament flies out of your hand and you can't pick it up, hold it, or wield it for 10 minutes. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You target a creature with an attack @@ -28,17 +27,22 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun's speed rune while it's moving independently. It has a space of 5 feet but doesn't block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash's Lament moves this way for 3 rounds, after which it returns to your hand. If you don't have a free hand to hold it, the gun instead holsters itself on your person. +- **Frequency**: once per minute + +**Effect** You leave Kaldemash's Lament to fire on its own. You release the star gun and it begins to move independently, flying through the air and firing. You still gain the benefits of the gun's speed rune while it's moving independently. It has a space of 5 feet but doesn't block or impede enemies attempting to move through that space. It always remains within 30 feet of you and intentionally resists being taken or otherwise moved; all attempts to Grab it fail. Kaldemash's Lament moves this way for 3 rounds, after which it returns to your hand. If you don't have a free hand to hold it, the gun instead holsters itself on your person. While Kaldemash's Lament is moving independently, you can command it to make a [Strike](rules/actions/strike.md) against a creature as an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. It makes a ranged [Strike](rules/actions/strike.md) using your attack modifier while wielding it or a +31 bonus, whichever is higher. This attack increases your multiple attack penalty as normal, and the gun uses your multiple attack penalty when determining its attack bonus. Since the star gun is constantly moving and attempting to line up the appropriate shot, creatures it targets are [flat-footed](rules/conditions.md#Flat-footed) to the gun's attacks. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) + You unleash a barrage of attacks in an instant. You deal [Strike](rules/actions/strike.md) damage to all creatures in a 30-foot cone (DC 45 basic Reflex save). This barrage counts as three attacks for your multiple attack penalty. ``` + +--- *Source: Treasure Vault p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/kalis-loil.md b/compendium/equipment/items/kalis-loil.md index 0b8203c6a..8da5e374d 100644 --- a/compendium/equipment/items/kalis-loil.md +++ b/compendium/equipment/items/kalis-loil.md @@ -14,10 +14,12 @@ aliases: ["Kalis"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Advanced; **Group** Sword A larger version of the asymmetrical, wavy-bladed kris, this double-edged sword is effective at creating grievous injuries. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/kama.md b/compendium/equipment/items/kama.md index d9f1bff22..099edb683 100644 --- a/compendium/equipment/items/kama.md +++ b/compendium/equipment/items/kama.md @@ -15,10 +15,12 @@ aliases: ["Kama"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Knife Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/karambit-tv.md b/compendium/equipment/items/karambit-tv.md index b1488c322..56caaf34b 100644 --- a/compendium/equipment/items/karambit-tv.md +++ b/compendium/equipment/items/karambit-tv.md @@ -17,10 +17,12 @@ aliases: ["Karambit"] - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Advanced; **Group** Knife This small curved blade resembles a tiger's claw and is capable of delivering deep wounds. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/katana.md b/compendium/equipment/items/katana.md index c94f9084b..83f252672 100644 --- a/compendium/equipment/items/katana.md +++ b/compendium/equipment/items/katana.md @@ -15,10 +15,12 @@ aliases: ["Katana"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword A katana is a curved, single-edged sword known for its wickedly sharped blade. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/katar.md b/compendium/equipment/items/katar.md index 12d1a7991..23041555a 100644 --- a/compendium/equipment/items/katar.md +++ b/compendium/equipment/items/katar.md @@ -15,10 +15,12 @@ aliases: ["Katar"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Knife Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/kayalini-lotg.md b/compendium/equipment/items/kayalini-lotg.md index 947376597..d250e316c 100644 --- a/compendium/equipment/items/kayalini-lotg.md +++ b/compendium/equipment/items/kayalini-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Kayalini"] --- # Kayalini *Item 0* - **Price** 5 gp -- **Category** Pet Originally brought to Absalom by kayals fleeing the Shadow Plane, kayalinis are shy creatures made from shadow. They resemble small monkeys with reptilian features like claws, short horns, and long, shadowy tongues. When in a new home, they tend to hide under beds or in closets. Around people they trust, they'll sit quietly on a lap for hours. + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/keen.md b/compendium/equipment/items/keen.md index 896e8f40b..e0e16b7d1 100644 --- a/compendium/equipment/items/keen.md +++ b/compendium/equipment/items/keen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation - trait/uncommon @@ -14,8 +14,9 @@ aliases: ["Keen"] - **Price** 3000 gp - **Usage** etched onto a piercing or slashing melee weapon -- **Category** Rune The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. This property has no effect on a 19 if the result would be a failure. + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/key-to-the-stomach-da.md b/compendium/equipment/items/key-to-the-stomach-da.md index 3fd0bed2b..b4eb633cb 100644 --- a/compendium/equipment/items/key-to-the-stomach-da.md +++ b/compendium/equipment/items/key-to-the-stomach-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,16 +13,19 @@ aliases: ["Key to the Stomach"] # Key to the Stomach *Item 9* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief from hunger. You swallowed a key, which remains in your stomach, that continuously satiates you. You no longer need to eat or drink. Once per day, from any distance, the entity that holds your bargained contract can have the key sealing your bargained contract absorb all items in your stomach, which prevents you from benefiting from items that require you to eat or drink them, such as potions and elixirs, for 10 minutes. During this time, the entity gains the benefits of these items instead. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison. +- **Frequency**: once per day + +**Effect** You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison. ``` + +--- *Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/keymaking-tools-som.md b/compendium/equipment/items/keymaking-tools-som.md index 2a07f4e14..fc519bf1d 100644 --- a/compendium/equipment/items/keymaking-tools-som.md +++ b/compendium/equipment/items/keymaking-tools-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Keymaking Tools"] @@ -12,8 +12,7 @@ aliases: ["Keymaking Tools"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 55 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. @@ -21,4 +20,6 @@ They grant a +1 item bonus to [Thievery](compendium/skills.md#Thievery) checks t Creating a new key replaces the previous one. + +--- *Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/khakkara-apg.md b/compendium/equipment/items/khakkara-apg.md index 2f6404a66..c3f88851f 100644 --- a/compendium/equipment/items/khakkara-apg.md +++ b/compendium/equipment/items/khakkara-apg.md @@ -15,10 +15,12 @@ aliases: ["Khakkara"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/khopesh-tv.md b/compendium/equipment/items/khopesh-tv.md index 7e84b1b1a..fa3d35b43 100644 --- a/compendium/equipment/items/khopesh-tv.md +++ b/compendium/equipment/items/khopesh-tv.md @@ -13,10 +13,12 @@ aliases: ["Khopesh"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Sword This curved sickle sword has a pointed tip, allowing it to be swung like a handaxe or thrust like a short sword. The tip of a khopesh is usually hooked so that it can be used to disarm an opponent's shield or weapon. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/ki-channeling-beads-tv.md b/compendium/equipment/items/ki-channeling-beads-tv.md index cb74863f7..884986a0f 100644 --- a/compendium/equipment/items/ki-channeling-beads-tv.md +++ b/compendium/equipment/items/ki-channeling-beads-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/divine - trait/focused @@ -14,23 +14,28 @@ aliases: ["Ki-Channeling Beads"] [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1300 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a monk with divine ki spells. +- **Bulk** L; **Usage** worn As you move your body, ki flows into ki-channeling beads you wear and have invested, making them one with your life force. In their usual form, beads are spheres of wood, but versions customized to different martial orders are common. You gain a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a divine monk ki spell. If not used by the end of your turn, this Focus Point is lost. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per hour - **Requirements**: You have just Refocused by meditating **Effect** While meditating, you searched your feelings for a portent of the future. You're affected by an [augury](compendium/spells/augury.md) spell. ``` + +--- *Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/kin-warding-aoa4.md b/compendium/equipment/items/kin-warding-aoa4.md index c7432ec37..794ba02ee 100644 --- a/compendium/equipment/items/kin-warding-aoa4.md +++ b/compendium/equipment/items/kin-warding-aoa4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa4 -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/dwarf - trait/magical @@ -15,8 +15,9 @@ aliases: ["Kin-warding"] - **Price** 52 gp - **Usage** etched onto a clan dagger -- **Category** Rune A _kin-warding_ clan dagger can deflect attacks aimed at your allies. When you use the weapon's [parry](rules/traits/parry.md "Parry Weapon Trait") trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon's circumstance bonus to AC, but you do not gain the bonus yourself. + +--- *Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/kindled-tome-tv.md b/compendium/equipment/items/kindled-tome-tv.md index 9c2bacf19..1e9a97aa5 100644 --- a/compendium/equipment/items/kindled-tome-tv.md +++ b/compendium/equipment/items/kindled-tome-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/evocation - trait/grimoire - trait/intelligent @@ -15,24 +15,28 @@ aliases: ["Kindled Tome"] [evocation](rules/traits/evocation.md "Evocation School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Bulk** L -- **Category** Grimoire A kindled tome is a [book of lingering blazes](compendium/equipment/items/book-of-lingering-blaze-som.md) awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to [Learn a Spell](rules/actions/learn-a-spell.md) to add a spell with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as "a waste of good page space," especially if those spells have the [cold](rules/traits/cold.md "Cold Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") traits. In addition to the activation of a book of lingering blazes, a kindled tome has the following activations. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per hour - **Trigger**: You [Cast a Spell](rules/actions/cast-a-spell.md) with the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait **Effect** The tome makes the flames linger, dealing `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -The tome casts fireball at 5th level to your specifications. +- **Frequency**: once per day + +**Effect** The tome casts fireball at 5th level to your specifications. ``` + +--- *Source: Treasure Vault p. 195* \ No newline at end of file diff --git a/compendium/equipment/items/kings-sleep.md b/compendium/equipment/items/kings-sleep.md index def6b9e2c..1aee27e3a 100644 --- a/compendium/equipment/items/kings-sleep.md +++ b/compendium/equipment/items/kings-sleep.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["King's Sleep"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 4000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The [drained](rules/conditions.md#Drained) condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts. @@ -35,4 +34,6 @@ title: Saving Throw: DC 41 Fortitude **Stage 3** [drained](rules/conditions.md#Drained) (1 day) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/kite-lotgb.md b/compendium/equipment/items/kite-lotgb.md index c0d0d76a5..4dbb7a640 100644 --- a/compendium/equipment/items/kite-lotgb.md +++ b/compendium/equipment/items/kite-lotgb.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Kite"] --- # Kite *Item 0* - **Usage** held in 1 hand -- **Category** Held This colorful canvas kite is [controlled](rules/conditions.md#Controlled) by twine and flies when it catches the wind. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/klar-tv.md b/compendium/equipment/items/klar-tv.md index 5fe6babdc..55d51b782 100644 --- a/compendium/equipment/items/klar-tv.md +++ b/compendium/equipment/items/klar-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/integrated-1d6-s-versatile-p aliases: ["Klar"] --- @@ -12,9 +12,11 @@ aliases: ["Klar"] - **Price** 3 gp - **Bulk** 1 -- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 10 (BT 5) -- **Category** Shield; **Group** Shield +- **AC Bonus** +1/+1; **Hardness** 3, **HP** 10 (BT 5); **Speed Penalty** — +- **Group** Shield This traditional Shoanti armament combines a short metal blade with the skull of a large horned lizard, fashioned as a shield. The lightweight shield allows for quick attacks with its integrated blade. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/knapsack-of-halflingkind.md b/compendium/equipment/items/knapsack-of-halflingkind.md index 595ee78c1..1eb86e9fe 100644 --- a/compendium/equipment/items/knapsack-of-halflingkind.md +++ b/compendium/equipment/items/knapsack-of-halflingkind.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/extradimensional - trait/healing @@ -15,8 +15,7 @@ aliases: ["Knapsack of Halflingkind"] # Knapsack of Halflingkind *Item 9+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn backpack; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn backpack This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding. @@ -24,4 +23,22 @@ The second compartment has no lining. You can pull forth cookware and cooking ut The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an [Interact](rules/actions/interact.md) action to regain `2d8+4` Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. +--- +### Variants + +#### knapsack of halflingkind *Item 9* + +- **Price**: 675 gp + +#### greater knapsack of halflingkind *Item 13* + +- **Price**: 2850 gp + +The berry tarts each restore `4d8+8` Hit Points, and the bag has two additional compartments, each of which can be Activated with an [Interact](rules/actions/interact.md) action. + +The fourth compartment is lined in golden velvet. Once per day, you can draw a lucky magic sling bullet from this compartment. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. The stone becomes non-magical if not hurled by the end of your turn. Once activated, this compartment stitches itself shut until the next day. + +The bag's fifth compartment is lined in black wool. Once per day, you can unfold this compartment into a 5-foot-diameter portal on the ground. The first person to [Step](rules/actions/step.md) into the portal from an adjacent square is teleported away. This has the same effect as an 5th-level [dimension door](compendium/spells/dimension-door.md) spell, except the affected creature takes the knapsack with them. When the portal is used, or at the start of your next turn if it hasn't been used, the compartment closes automatically and can't be unfolded until the next day. + +--- *Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/compendium/equipment/items/knight-captains-lance-lokl.md b/compendium/equipment/items/knight-captains-lance-lokl.md index 4f2c3dae4..b4baaedab 100644 --- a/compendium/equipment/items/knight-captains-lance-lokl.md +++ b/compendium/equipment/items/knight-captains-lance-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/divine - trait/enchantment - trait/magical @@ -15,19 +15,20 @@ aliases: ["Knight Captain's Lance"] - **Access** Knights of Lastwall have access to this item. - **Price** 3000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes. If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: Your attack roll with the knight captain's lance is a critical success **Effect** You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage rolls for 1 round. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/knights-maintenance-kit-lokl.md b/compendium/equipment/items/knights-maintenance-kit-lokl.md index 5d7347e54..81d720108 100644 --- a/compendium/equipment/items/knights-maintenance-kit-lokl.md +++ b/compendium/equipment/items/knights-maintenance-kit-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Knight's Maintenance Kit"] --- @@ -14,8 +14,9 @@ aliases: ["Knight's Maintenance Kit"] - **Price** 50 gp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear This set of gear contains a repair kit, cloth rolls for storing or covering equipment, and specialized mixtures developed by the Knights of Lastwall to clean and treat armaments for continued use. This kit gives you a +1 item bonus to checks to [Repair](rules/actions/repair.md) weapons, shields, and armor using the [Crafting](compendium/skills.md#Crafting) skill, and you restore an additional 5 Hit Points when you successfully [Repair](rules/actions/repair.md) such items using it. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/knights-standard-lokl.md b/compendium/equipment/items/knights-standard-lokl.md index 7cd807fc7..9e3bd6601 100644 --- a/compendium/equipment/items/knights-standard-lokl.md +++ b/compendium/equipment/items/knights-standard-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Knight's Standard"] --- @@ -14,8 +14,9 @@ aliases: ["Knight's Standard"] - **Price** 5 gp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear This cloth flag or banner, no larger than a few feet long, bears the symbol or heraldry of a deity, knightly house, nation, or similar organization. A typical standard comes with a stand or pole to hold it aloft. You can instead spend 2 consecutive Interact actions to mount a knight's standard on a two-handed polearm or spear weapon; the standard is visible as long as you wield the weapon with two hands. Some individuals are inspired by the sight of a standard or demoralized by the destruction of one. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/knights-tabard-lokl.md b/compendium/equipment/items/knights-tabard-lokl.md index 7bfdf9082..538350af5 100644 --- a/compendium/equipment/items/knights-tabard-lokl.md +++ b/compendium/equipment/items/knights-tabard-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Knight's Tabard"] --- @@ -13,8 +13,9 @@ aliases: ["Knight's Tabard"] - **Access** Knights of Lastwall have access to this item. - **Price** 15 gp - **Bulk** L -- **Category** Adventuring Gear This cloth vestment features the heraldry or symbol associated with an entity (such as a deity, kingdom, or organization). Knights typically wear it over armor and other clothing, helping them identify allies on the battlefield or distinguishing themselves in more peaceful situations. An individual wearing a tabard gains a +1 item bonus to [Make an Impression](rules/actions/make-an-impression.md) on creatures who have a positive association with the entity represented on the tabard. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/knockout-dram-aoe1.md b/compendium/equipment/items/knockout-dram-aoe1.md index d9a5c6b83..a3fb400d5 100644 --- a/compendium/equipment/items/knockout-dram-aoe1.md +++ b/compendium/equipment/items/knockout-dram-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["Knockout Dram"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 70 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This soporific chemical comes in liquid form and is virtually undetectable by taste or scent. It's most commonly slipped into a victim's drink to quickly induce a deep unconsciousness. @@ -34,4 +33,6 @@ title: Saving Throw: DC 23 Fortitude **Stage 2** sleep normally (`1d4` hours) ``` + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/knuckle-duster-g-g.md b/compendium/equipment/items/knuckle-duster-g-g.md index 2d45c66ed..874f15606 100644 --- a/compendium/equipment/items/knuckle-duster-g-g.md +++ b/compendium/equipment/items/knuckle-duster-g-g.md @@ -14,10 +14,12 @@ aliases: ["Knuckle Duster"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Brawling This bit of hardened metal, favored by street toughs, is typically made of brass and features four finger holes so that it can sit atop the knuckles, adding extra power to a punch. + +--- *Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/kortos-diamond-ec6.md b/compendium/equipment/items/kortos-diamond-ec6.md index dba5c1e4c..74947f402 100644 --- a/compendium/equipment/items/kortos-diamond-ec6.md +++ b/compendium/equipment/items/kortos-diamond-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divine - trait/evocation @@ -13,8 +13,7 @@ aliases: ["Kortos Diamond"] # Kortos Diamond *Item 22* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in 1 hand The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies. @@ -25,25 +24,32 @@ While wielding the Kortos Diamond, you gain a +2 item bonus on saving throws aga If you ever travel farther than 100 miles from the Isle of Kortos while in possession of the Kortos Diamond, the sword becomes impossibly heavy; you are [encumbered](rules/conditions.md#Encumbered) as long as you carry the sword and remain outside of this area. If you relinquish the Kortos Diamond while away from Kortos, the sword gradually makes its way back to the isle over the course of a year. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You attempt a melee [Strike](rules/actions/strike.md) with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy. +- **Frequency**: once per day + +**Effect** You attempt a melee [Strike](rules/actions/strike.md) with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy. When the creature attempts to [Cast a Spell](rules/actions/cast-a-spell.md), it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per round - **Trigger**: You damage an aberration with the Kortos **Effect** You deal an additional `2d8` force damage to the struck creature. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast [overwhelming presence](compendium/spells/overwhelming-presence.md) (DC 42) +**Effect** You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast [overwhelming presence](compendium/spells/overwhelming-presence.md) (DC 42) ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/kraken-bottle-tv.md b/compendium/equipment/items/kraken-bottle-tv.md index 87d252dfc..15a7edf36 100644 --- a/compendium/equipment/items/kraken-bottle-tv.md +++ b/compendium/equipment/items/kraken-bottle-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/expandable @@ -14,12 +14,14 @@ aliases: ["Kraken Bottle"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply the corpse of a kraken. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp up to four creatures with a reach of 60 feet. The kraken repositions [grabbed](rules/conditions.md#Grabbed) creatures to a different space within its reach unless the target succeeds at a DC 38 Fortitude save. If the kraken is in water, it then releases a cloud of ink in an 80-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are [undetected](rules/conditions.md#Undetected), can't use their sense of smell, and are exposed to kraken ink poison (Bestiary 214). The cloud dissipates after 1 minute. + +--- *Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/krakens-guard-lotgb.md b/compendium/equipment/items/krakens-guard-lotgb.md index 6645b5916..cf8f4b7d7 100644 --- a/compendium/equipment/items/krakens-guard-lotgb.md +++ b/compendium/equipment/items/krakens-guard-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -13,17 +13,20 @@ aliases: ["Kraken's Guard"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 40000 gp -- **Usage** held in one hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in one hand This steel shield (Hardness 16, HP 96, BT 48) is painted a mottled crimson, and it always glistens as if wet. Its crest is composed of eight appendages that curl around each other, resembling the swirling tentacles of a giant kraken. Two ferocious eyes sit in its center, gleaming with an inner light. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") Raise a Shield -You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing `10d10` bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to [Grapple](rules/actions/grapple.md) a creature within 10 feet of you without needing a free hand. When you use the shield to [Grapple](rules/actions/grapple.md), you gain a +3 item bonus to your [Athletics](compendium/skills.md#Athletics) check. +- **Frequency**: once per hour + +**Effect** You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing `10d10` bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to [Grapple](rules/actions/grapple.md) a creature within 10 feet of you without needing a free hand. When you use the shield to [Grapple](rules/actions/grapple.md), you gain a +3 item bonus to your [Athletics](compendium/skills.md#Athletics) check. Kraken's Ink Wares. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/kris-loil.md b/compendium/equipment/items/kris-loil.md index 3f04dfc96..721f3dd65 100644 --- a/compendium/equipment/items/kris-loil.md +++ b/compendium/equipment/items/kris-loil.md @@ -14,10 +14,12 @@ aliases: ["Kris"] - **Price** 7 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Knife This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/kukri.md b/compendium/equipment/items/kukri.md index 35d9f7747..b5d250bc4 100644 --- a/compendium/equipment/items/kukri.md +++ b/compendium/equipment/items/kukri.md @@ -15,10 +15,12 @@ aliases: ["Kukri"] - **Price** 6 sp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Knife The blade of this foot-long knife curves inward and lacks a cross guard at the hilt. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/kusarigama-tv.md b/compendium/equipment/items/kusarigama-tv.md index 9c1a3d7e7..a5a9f0239 100644 --- a/compendium/equipment/items/kusarigama-tv.md +++ b/compendium/equipment/items/kusarigama-tv.md @@ -18,10 +18,12 @@ aliases: ["Kusarigama"] - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Knife This impressive weapon consists of a weight attached to a kama via a length of chain, which aids with disarming an opponent or attacking from a distance. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/ladder-10-foot.md b/compendium/equipment/items/ladder-10-foot.md index 617446506..d80452c9b 100644 --- a/compendium/equipment/items/ladder-10-foot.md +++ b/compendium/equipment/items/ladder-10-foot.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Ladder (10-foot)"] --- # Ladder (10-foot) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Ladder (10-foot)"] - **Price** 3 cp - **Bulk** 3 - **Hands** 2 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-blessing-oil-lotg.md b/compendium/equipment/items/ladys-blessing-oil-lotg.md index f658496b1..31e4d6c21 100644 --- a/compendium/equipment/items/ladys-blessing-oil-lotg.md +++ b/compendium/equipment/items/ladys-blessing-oil-lotg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/plant +- item/category/plant/ - trait/alchemical - trait/consumable aliases: ["Lady's Blessing Oil"] @@ -12,10 +12,11 @@ aliases: ["Lady's Blessing Oil"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Administer First Aid](rules/actions/administer-first-aid.md) -- **Category** Plant Lady's blessing oil is favored by Pharasmin healers who ease the transitions of life. You can [Activate the item](rules/actions/activate-an-item.md) as part of the same activity you use to [Administer First Aid](rules/actions/administer-first-aid.md) to stabilize a creature. If you use lady's blessing oil, the DC of the check to [Administer First Aid](rules/actions/administer-first-aid.md) is reduced to the creature's recovery roll DC, rather than 5 + the recovery roll DC. However, if you roll a failure on the check, you get a critical failure instead. + +--- *Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-chalice-botd.md b/compendium/equipment/items/ladys-chalice-botd.md index 6bcb4542a..2a6b2ebbf 100644 --- a/compendium/equipment/items/ladys-chalice-botd.md +++ b/compendium/equipment/items/ladys-chalice-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/held +- item/category/held/ - trait/conjuration - trait/divine - trait/good @@ -14,23 +14,27 @@ aliases: ["Lady's Chalice"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [good](rules/traits/good.md "Good Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This silver chalice bears the symbol of [Pharasma](compendium/setting/deities/pharasma.md), a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The chalice can be activated in one of two ways, though only once per day total. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -The chalice fills with a single vial's worth of holy water. The water loses its potency after 1 day if poured into any container other than a font specifically sanctified by a cleric of [Pharasma](compendium/setting/deities/pharasma.md). It similarly loses its potency 1 day after being removed from such a font. +- **Frequency**: once per day + +**Effect** The chalice fills with a single vial's worth of holy water. The water loses its potency after 1 day if poured into any container other than a font specifically sanctified by a cleric of [Pharasma](compendium/setting/deities/pharasma.md). It similarly loses its potency 1 day after being removed from such a font. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Strike](rules/actions/strike.md) +- **Frequency**: once per day - **Requirements**: The Lady's chalice is full of a vial's worth of holy water **Effect** The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. If it hits, it deals `2d6` good damage and 2 good splash damage (including to you, if you're evil). ``` + +--- *Source: Book of the Dead p. 200* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-knife-lotgb.md b/compendium/equipment/items/ladys-knife-lotgb.md index f7b20dda3..72d350621 100644 --- a/compendium/equipment/items/ladys-knife-lotgb.md +++ b/compendium/equipment/items/ladys-knife-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -13,21 +13,26 @@ aliases: ["Lady's Knife"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This +1 striking returning dagger has an elaborate, gemmed handle and can be worn strapped to the inside of a wrist or tucked within a decorative bodice. Despite the name, which stems from the dagger's historical basis in Oppara as a lady's favor, this dagger is common among wielders of all genders and has become quite fashionable in Absalom of late, with most nobles who carry them matching their evening finery to the gems on the hilt. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from the effects of status, using each other as the targets. +- **Frequency**: once per day + +**Effect** You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from the effects of status, using each other as the targets. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + +- **Frequency**: once per day -You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away from the knife's current location. Your linked ally can use the same Activation to recall the knife once per day as well. +**Effect** You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away from the knife's current location. Your linked ally can use the same Activation to recall the knife once per day as well. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/ladys-spiral-botd.md b/compendium/equipment/items/ladys-spiral-botd.md index 2eabdcc34..1befbe48d 100644 --- a/compendium/equipment/items/ladys-spiral-botd.md +++ b/compendium/equipment/items/ladys-spiral-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Lady's Spiral"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +1 disrupting striking whip has a single strip of anointed leather wrapped around its hilt in a spiral pattern. The handle of the whip ends in an oak spike that has been sanctified with ashes from [Pharasma](compendium/setting/deities/pharasma.md)'s Boneyard. If the spike is used to stake a vampire that's vulnerable to being staked, the vampire is immediately destroyed, without having to sever its head and anoint it with holy water. If the whip is buried with a creature, that creature can't rise as an undead as long as the whip remains by its side. + +--- *Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/lamellar-breastplate-tv.md b/compendium/equipment/items/lamellar-breastplate-tv.md index 1e098efa8..ff0a22f28 100644 --- a/compendium/equipment/items/lamellar-breastplate-tv.md +++ b/compendium/equipment/items/lamellar-breastplate-tv.md @@ -14,9 +14,11 @@ aliases: ["Lamellar Breastplate"] - **Price** 7 gp - **Bulk** 2 - **AC Bonus** +4; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Strength** 16; **Check Penalty** -2; **Speed Penalty** -5 ft. - **Category** Medium; **Group** Composite Slats of lacquered steel or other metal held together with cord, whether leather or silk, make up most lamellar breastplates. The lacquering prevents the metal from corroding. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/lance.md b/compendium/equipment/items/lance.md index dda484ace..76fab85c3 100644 --- a/compendium/equipment/items/lance.md +++ b/compendium/equipment/items/lance.md @@ -14,10 +14,12 @@ aliases: ["Lance"] - **Price** 1 gp - **Bulk** 2 -- **Damage** `1d8` P + - **Damage**: `1d8` P - **Hands** 2 - **Category** Martial; **Group** Spear This spear-like weapon is used by a mounted creature to deal a great deal of damage. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/lancer-tv.md b/compendium/equipment/items/lancer-tv.md index 5986c7dbc..66106f971 100644 --- a/compendium/equipment/items/lancer-tv.md +++ b/compendium/equipment/items/lancer-tv.md @@ -15,14 +15,16 @@ aliases: ["Lancer"] - **Price** 8 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d8` P +- **Ranged**: + - **Damage**: `1d8` P - **Ammunution** bolt (10); **Range** 60 ft.; **Reload** 2 -- **Melee** - - **Damage** `1d6` P +- **Melee**: + - **Damage**: `1d6` P - **Hands** 2 - **Category** Martial This lance has a heavy grip with two parallel crossbow fixtures built into it, making it a useful weapon for combats who prefer to keep their distance at all times. + +--- *Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/lantern-of-empty-light-av1.md b/compendium/equipment/items/lantern-of-empty-light-av1.md index 6d7194acd..81d361b26 100644 --- a/compendium/equipment/items/lantern-of-empty-light-av1.md +++ b/compendium/equipment/items/lantern-of-empty-light-av1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av1 -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/rare @@ -13,21 +13,27 @@ aliases: ["Lantern Of Empty Light"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 240 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([emotion](rules/traits/emotion.md), [visual](rules/traits/visual.md)) -You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects. +- **Frequency**: once per day + +**Effect** You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects. > [!success-degree] > - **Critical Success** The creature is unaffected and realizes that you attempted to mentally influence them with the light. > - **Success** The creature is unaffected but thinks the light was harmless, unless it knows the true nature of the lantern already. > - **Failure** The creature becomes [fascinated](rules/conditions.md#Fascinated) by the lantern's light, and remains [fascinated](rules/conditions.md#Fascinated) as long as you Sustain the Activation, up to 10 minutes. -> - **Critical Failure** As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the [fascinated](rules/conditions.md#Fascinated) creature remembers any events that took place while [fascinated](rules/conditions.md#Fascinated) only as indistinct, dream-like memories. Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md); Frequency once per day; Effect You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing `4d8` positive damage to the creature (DC 20 basic Will save). +> - **Critical Failure** As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the [fascinated](rules/conditions.md#Fascinated) creature remembers any events that took place while [fascinated](rules/conditions.md#Fascinated) only as indistinct, dream-like memories. Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md); Frequency once per day; Effect You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing `4d8` positive damage to the creature (DC 20 basic Will save). +%% + #trait/emotion #trait/visual +%% ``` + +--- *Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/lantern.md b/compendium/equipment/items/lantern.md index 6c248b6d9..2f612d642 100644 --- a/compendium/equipment/items/lantern.md +++ b/compendium/equipment/items/lantern.md @@ -3,13 +3,28 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Lantern"] --- # Lantern *Item 0* -- **Category** Adventuring Gear A lantern sheds bright light and requires 1 pint of [oil](compendium/equipment/items/oil-1-pint.md) to function for 6 hours. +--- +### Variants + +#### Bull's Eye *Item 0* + +- **Price**: 1 gp + +A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet). + +#### Hooded *Item 0* + +- **Price**: 7 sp + +A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an [Interact](rules/actions/interact.md) action. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/large-bore-modifications-g-g.md b/compendium/equipment/items/large-bore-modifications-g-g.md index 8dd751fd9..ed151b126 100644 --- a/compendium/equipment/items/large-bore-modifications-g-g.md +++ b/compendium/equipment/items/large-bore-modifications-g-g.md @@ -11,7 +11,7 @@ aliases: ["Large Bore Modifications"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp -- **Usage** attached ; **Bulk** 1 +- **Bulk** 1; **Usage** attached - **Category** Weapon These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. @@ -20,4 +20,6 @@ When you attach large bore modifications to a [kickback](rules/traits/kickback-g When you attach large bore modifications to a weapon with the [scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") trait, the radius of the scatter effect increases by 5 feet, but the weapon imposes a –2 penalty on attack rolls if the wielder's Strength score is less than 14. If the weapon has both the [kickback](rules/traits/kickback-g-g.md "Kickback Weapon Trait") and [scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") traits, apply both sets of modifications with the Strength requirement raised to 18 to avoid penalties when firing. + +--- *Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/lastwall-soup-locg.md b/compendium/equipment/items/lastwall-soup-locg.md index 28f062a38..cb66fb039 100644 --- a/compendium/equipment/items/lastwall-soup-locg.md +++ b/compendium/equipment/items/lastwall-soup-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,10 @@ aliases: ["Lastwall Soup"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Elixir +- **Bulk** L; **Usage** held in 2 hands Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Lastwall soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Lastwall soup, you gain a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks and DCs against undead. + +--- *Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/lattice-armor-tv.md b/compendium/equipment/items/lattice-armor-tv.md index 09e9e4d18..b17f8b23b 100644 --- a/compendium/equipment/items/lattice-armor-tv.md +++ b/compendium/equipment/items/lattice-armor-tv.md @@ -11,9 +11,11 @@ aliases: ["Lattice Armor"] - **Price** 9 gp - **Bulk** 2 - **AC Bonus** +4; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Strength** 16; **Check Penalty** -2; **Speed Penalty** -5 ft. - **Category** Medium; **Group** Chain Fine metal cables woven into latticework patterns form this armor. This armor disperses blows much like rings of chain mail, but is much tighter in construction, making it quieter. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/laurel-of-the-empath-tv.md b/compendium/equipment/items/laurel-of-the-empath-tv.md index a6451233c..996e7d6fc 100644 --- a/compendium/equipment/items/laurel-of-the-empath-tv.md +++ b/compendium/equipment/items/laurel-of-the-empath-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/divination - trait/fortune @@ -15,33 +15,39 @@ aliases: ["Laurel of the Empath"] [apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70000 gp -- **Usage** worn cap; **Bulk** — -- **Category** Apex +- **Bulk** —; **Usage** worn cap This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll [Perception](compendium/skills.md#Perception) for initiative, you can roll twice and take the higher result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per minute - **Trigger**: You're hit by an attack **Effect** You take half damage from the triggering attack. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per hour - **Trigger**: You fail, but don't critically fail, a saving throw **Effect** You anticipate the danger and guard against it, often in unconventional or almost inconceivable ways. Treat the failed saving throw as a success. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute ([fortune](rules/traits/fortune.md), [mental](rules/traits/mental.md)) -You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their alignment, hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all [Perception](compendium/skills.md#Perception) checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours. -%% #trait/fortune #trait/mental %% +- **Frequency**: once per day + +**Effect** You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their alignment, hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all [Perception](compendium/skills.md#Perception) checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours. +%% + #trait/fortune #trait/mental +%% ``` + +--- *Source: Treasure Vault p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/lawbringers-lasso-ooa3.md b/compendium/equipment/items/lawbringers-lasso-ooa3.md index 8e6e5470d..f090e52b0 100644 --- a/compendium/equipment/items/lawbringers-lasso-ooa3.md +++ b/compendium/equipment/items/lawbringers-lasso-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/held +- item/category/held/ - trait/evocation - trait/lawful - trait/magical @@ -14,11 +14,12 @@ aliases: ["Lawbringer's Lasso"] [evocation](rules/traits/evocation.md "Evocation School Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This enchanted lasso is a net (Advanced Player's Guide 249) that can be used to [Grapple](rules/actions/grapple.md) creatures up to 30 feet away, requires a DC 18 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md), and has an [Escape](rules/actions/escape.md) DC of 18. It's permanently attached to a 30-foot rope. While using the lawbringer's lasso to [Grapple](rules/actions/grapple.md), you receive a +1 item bonus to [Grapple](rules/actions/grapple.md) checks against creatures with the [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") trait. If you roll a critical failure on your attempt to [Grapple](rules/actions/grapple.md) a chaotic creature with the lawbringer's lasso, you get a failure instead. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/leadenleg-apg.md b/compendium/equipment/items/leadenleg-apg.md index f715ab6da..0faa8d655 100644 --- a/compendium/equipment/items/leadenleg-apg.md +++ b/compendium/equipment/items/leadenleg-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Leadenleg"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 15 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. @@ -34,4 +33,6 @@ title: Saving Throw: DC 20 Fortitude **Stage 3** `2d6` poison damage and –20-foot status penalty to all Speeds (1 round) ``` + +--- *Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/leaf-weave-tv.md b/compendium/equipment/items/leaf-weave-tv.md index d0514ab4b..86228b0f3 100644 --- a/compendium/equipment/items/leaf-weave-tv.md +++ b/compendium/equipment/items/leaf-weave-tv.md @@ -13,9 +13,11 @@ aliases: ["Leaf Weave"] - **Price** 4 gp - **Bulk** 1 - **AC Bonus** +1; **Dex Cap** +4 -- **Strength** 10; **Check Penalty** --1; **Speed Penalty** — +- **Strength** 10; **Check Penalty** -1; **Speed Penalty** — - **Category** Light; **Group** Wood Specialized crafters, often elves, create leaf weave out of sturdy leaves from ancient or magically enriched trees. Such leaves, when treated properly, have the strength of leather, and other tough plant materials hold the leaves together to form the armor. Such suits are popular among those who wish to avoid materials taken from slain beasts. As a material, leaf weave has the same statistics as thin wood. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/leapers-elixir.md b/compendium/equipment/items/leapers-elixir.md index 0328d605e..cb7c33a15 100644 --- a/compendium/equipment/items/leapers-elixir.md +++ b/compendium/equipment/items/leapers-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,23 @@ aliases: ["Leaper's Elixir"] # Leaper's Elixir *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action instead of 2 actions. If you do, you don't perform the initial [Stride](rules/actions/stride.md) (nor do you fail if you don't [Stride](rules/actions/stride.md) 10 feet). +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +#### greater *Item 7* + +- **Price**: 55 gp + +The maximum vertical distance you can jump with a [High Jump](rules/actions/high-jump.md) is the same as you can jump horizontally with a [Long Jump](rules/actions/long-jump.md). + +--- *Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/leash-lotg.md b/compendium/equipment/items/leash-lotg.md index 273f22038..a4e1e2dc1 100644 --- a/compendium/equipment/items/leash-lotg.md +++ b/compendium/equipment/items/leash-lotg.md @@ -13,4 +13,6 @@ aliases: ["Leash"] + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/leather-lamellar-tv.md b/compendium/equipment/items/leather-lamellar-tv.md index 6e8d6470a..a4558b4ab 100644 --- a/compendium/equipment/items/leather-lamellar-tv.md +++ b/compendium/equipment/items/leather-lamellar-tv.md @@ -13,9 +13,11 @@ aliases: ["Leather Lamellar"] - **Price** 3 gp - **Bulk** 1 - **AC Bonus** +1; **Dex Cap** +4 -- **Strength** 10; **Check Penalty** --1; **Speed Penalty** — +- **Strength** 10; **Check Penalty** -1; **Speed Penalty** — - **Category** Light; **Group** Composite Leather lamellar is a composite armor made of small rectangular pieces of lacquered leather laced together with high‑quality cord. It's typically worn with an undershirt. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/leather.md b/compendium/equipment/items/leather.md index 49ecdefe5..1d3c89c98 100644 --- a/compendium/equipment/items/leather.md +++ b/compendium/equipment/items/leather.md @@ -16,4 +16,6 @@ aliases: ["Leather"] A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/legerdemain-handkerchief-tv.md b/compendium/equipment/items/legerdemain-handkerchief-tv.md index 4a0169d3a..2da7cd12e 100644 --- a/compendium/equipment/items/legerdemain-handkerchief-tv.md +++ b/compendium/equipment/items/legerdemain-handkerchief-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/extradimensional - trait/magical @@ -13,13 +13,12 @@ aliases: ["Legerdemain Handkerchief"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small items vanish. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: The handkerchief is entirely covering an item of negligible Bulk @@ -28,4 +27,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S This activation can't be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an [Interact](rules/actions/interact.md) action. ``` + +--- *Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/leiomano-tv.md b/compendium/equipment/items/leiomano-tv.md index f929d1db2..2bf8e1209 100644 --- a/compendium/equipment/items/leiomano-tv.md +++ b/compendium/equipment/items/leiomano-tv.md @@ -15,10 +15,12 @@ aliases: ["Leiomano"] - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club This thick club is inset with sharp teeth, typically from a shark, that easily tear flesh. It is the preferred weapon of many Minatan warriors. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/leopards-armor-sot2.md b/compendium/equipment/items/leopards-armor-sot2.md index 83fc5e330..da764109c 100644 --- a/compendium/equipment/items/leopards-armor-sot2.md +++ b/compendium/equipment/items/leopards-armor-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/armor +- item/category/armor/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,17 +13,20 @@ aliases: ["Leopard's Armor"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Bulk** 2; **Usage** worn armor Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face covering. The armor is said to be based on the same armor once worn by Azure Leopard, one of Old-Mage Jatembe's magic warriors. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks and [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md), but take a –2 penalty to [Diplomacy](compendium/skills.md#Diplomacy) and [Society](compendium/skills.md#Society) checks. +- **Frequency**: once per day + +**Effect** You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks and [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md), but take a –2 penalty to [Diplomacy](compendium/skills.md#Diplomacy) and [Society](compendium/skills.md#Society) checks. This lasts for 1 hour, but you can Activate the armor again to revert it back to its original form. ``` + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/lesser-cube-of-nex-loil.md b/compendium/equipment/items/lesser-cube-of-nex-loil.md index d2028329e..4275989fd 100644 --- a/compendium/equipment/items/lesser-cube-of-nex-loil.md +++ b/compendium/equipment/items/lesser-cube-of-nex-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/evocation - trait/magical @@ -14,8 +14,9 @@ aliases: ["Lesser Cube of Nex"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Usage** held in 1 hand -- **Category** Artifact A Lesser Cube of Nex acts as a cube of force, but the effect lasts until you press the sixth face to [Dismiss](rules/actions/dismiss.md) it, and the activation can be used once per hour. You must first [Dismiss](rules/actions/dismiss.md) any previous activation before you use it again. Additionally, each Lesser Cube of Nex is attuned to a single school of magic. Within 5 feet of the Lesser Cube, all magic from that school is suppressed or impossible to cast, with the effects of a 10th-level [antimagic field](compendium/spells/antimagic-field.md) spell. While there are eight Lesser Cubes of Nex, each of the artifacts is unique, as there's only one Lesser Cube of Nex for each school of magic. + +--- *Source: Lost Omens: Impossible Lands p. 304* \ No newline at end of file diff --git a/compendium/equipment/items/lethargy-poison.md b/compendium/equipment/items/lethargy-poison.md index b6759f2c8..faaa42f75 100644 --- a/compendium/equipment/items/lethargy-poison.md +++ b/compendium/equipment/items/lethargy-poison.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/incapacitation @@ -17,9 +17,8 @@ aliases: ["Lethargy Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls [unconscious](rules/conditions.md#Unconscious). Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage. @@ -39,4 +38,6 @@ title: Saving Throw: DC 18 Fortitude **Stage 4** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up. (`1d4` hours) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/liars-demise-aoe4.md b/compendium/equipment/items/liars-demise-aoe4.md index 8b81b63e4..e09e8f8d6 100644 --- a/compendium/equipment/items/liars-demise-aoe4.md +++ b/compendium/equipment/items/liars-demise-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/contact - trait/divine @@ -15,9 +15,9 @@ aliases: ["Liar's Demise"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** held in 2 hands; **Bulk** L +- **Craft Requirements** Supply one casting of zone of truth. +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, you take the listed poison damage and mental damage for any time you voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to your brain. @@ -35,7 +35,9 @@ title: Saving Throw: DC 34 Fortitude **Stage 2** [stupefied](rules/conditions.md#Stupefied), `4d6` poison damage and `4d6` mental damage for lying (1 minute) -**Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md "Death Effect Trait") effect. (null) +**Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md "Death Effect Trait") effect. ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/liars-demise-tv.md b/compendium/equipment/items/liars-demise-tv.md index 019d3e214..3c8926a3c 100644 --- a/compendium/equipment/items/liars-demise-tv.md +++ b/compendium/equipment/items/liars-demise-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -17,9 +17,9 @@ aliases: ["Liar's Demise"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 650 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of zone of truth. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This thick green cream quickly seeps into victim's skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers—this is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. @@ -38,4 +38,6 @@ title: Saving Throw: DC 34 Fortitude **Stage 3** [stupefied](rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](rules/traits/death.md "Death Effect Trait") effect. If it reduces the victim to 0 Hit Points, the victim's head explodes, causing death (1 minute) ``` + +--- *Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/liars-gun-g-g.md b/compendium/equipment/items/liars-gun-g-g.md index 2cdada054..b54c25548 100644 --- a/compendium/equipment/items/liars-gun-g-g.md +++ b/compendium/equipment/items/liars-gun-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/cobbled - trait/magical - trait/uncommon @@ -13,15 +13,17 @@ aliases: ["Liar's Gun"] [cobbled](rules/traits/cobbled-g-g.md "Cobbled Weapon Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a pepperbox with [capacity <4>](rules/traits/capacity-4-tv.md "Capacity Weapon Trait") instead of [capacity <3>](rules/traits/capacity-3-tv.md "Capacity Weapon Trait"), albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + Make up to four [Strikes](rules/actions/strike.md) with the liar's gun. Each of the four [Strikes](rules/actions/strike.md) must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four [Strikes](rules/actions/strike.md) only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks. ``` + +--- *Source: Guns & Gears p. 157* \ No newline at end of file diff --git a/compendium/equipment/items/librarian-staff-tv.md b/compendium/equipment/items/librarian-staff-tv.md index 438bf0770..d3e249c14 100644 --- a/compendium/equipment/items/librarian-staff-tv.md +++ b/compendium/equipment/items/librarian-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/divination - trait/extradimensional - trait/magical @@ -13,21 +13,45 @@ aliases: ["Librarian Staff"] # Librarian Staff *Item 6+* [divination](rules/traits/divination.md "Divination School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) + You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### librarian staff *Item 6* + +- **Price**: 225 gp + +- Cantrip approximate , read aura +- 1st pocket library , quick sort , share lore +- 2nd comprehend language, timely tutor + +#### greater librarian staff *Item 12* + +- **Price**: 1750 gp + +The staff can store up to 100 texts. + +- 3rd comprehend language, pocket library, quick sort, share lore +- 4th comprehend language +- 5th quick sort, share lore + +--- *Source: Treasure Vault p. 133* \ No newline at end of file diff --git a/compendium/equipment/items/librarians-baton-pfum.md b/compendium/equipment/items/librarians-baton-pfum.md index 060fcd599..fd784cc7c 100644 --- a/compendium/equipment/items/librarians-baton-pfum.md +++ b/compendium/equipment/items/librarians-baton-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/held +- item/category/held/ - trait/detection - trait/divination - trait/magical @@ -14,21 +14,26 @@ aliases: ["Librarian's Baton"] [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 650 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who have problems with customers (or thieves) who can't be trusted to return the books they borrow, but they're equally valuable to wizards who are particularly worried about having ther spellbooks stolen. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute envision, [Interact](rules/actions/interact.md) -You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's baton to permanently attune itself to those books, while simultaneously removing any attunement it may have had to previous books. If an attuned book is damage significantly, the librarian's baton loses attunement to it (although it can be reattuned at a later date to the damaged book as long as it retains some of its functionality). The librarian's baton grants a +2 item bonus to perception checks to [Search](rules/actions/search.md) for attuned books [hidden](rules/conditions.md#Hidden) within 60 feet of you. +- **Frequency**: once per month + +**Effect** You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's baton to permanently attune itself to those books, while simultaneously removing any attunement it may have had to previous books. If an attuned book is damage significantly, the librarian's baton loses attunement to it (although it can be reattuned at a later date to the damaged book as long as it retains some of its functionality). The librarian's baton grants a +2 item bonus to perception checks to [Search](rules/actions/search.md) for attuned books [hidden](rules/conditions.md#Hidden) within 60 feet of you. ``` ```ad-embed-ability -title: Activate +title: **Activate** envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per hour -When you activate the librarian's baton, concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures +**Effect** When you activate the librarian's baton, concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures ``` + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/library-robes-tv.md b/compendium/equipment/items/library-robes-tv.md index c7268e37f..8b50115d3 100644 --- a/compendium/equipment/items/library-robes-tv.md +++ b/compendium/equipment/items/library-robes-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/transmutation @@ -12,8 +12,7 @@ aliases: ["Library Robes"] # Library Robes *Item 9+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn armor; **Bulk** L -- **Category** Armor +- **Bulk** L; **Usage** worn armor These +1 resilient scroll robes magically store a spell for you. @@ -21,4 +20,30 @@ During your daily preparations, choose one spell you know of 5th level or lower. You must provide the minimum amount of materials to [Craft](rules/actions/craft.md) one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in [Crafting](compendium/skills.md#Crafting), nor do you need the Magical [Crafting](compendium/skills.md#Crafting) feat. Using this ability erases any scroll already inscribed on the robe. +--- +### Variants + +#### library robes *Item 9* + +- **Price**: 700 gp + +#### greater library robes *Item 12* + +- **Price**: 2000 gp + +The armor is +2 resilient scroll robes, and the spell can be 6th level or lower. + +#### major library robes *Item 15* + +- **Price**: 6000 gp + +The armor is +2 greater resilient scroll robes, and the spell can be 8th level or lower. + +#### true library robes *Item 19* + +- **Price**: 36000 gp + +The armor is +3 greater resilient scroll robes, and the spell can be 9th level or lower. + +--- *Source: Treasure Vault p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/lich-dust.md b/compendium/equipment/items/lich-dust.md index cb11cf484..f1baecac0 100644 --- a/compendium/equipment/items/lich-dust.md +++ b/compendium/equipment/items/lich-dust.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -14,9 +14,8 @@ aliases: ["Lich Dust"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 110 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison. @@ -35,4 +34,6 @@ title: Saving Throw: DC 28 Fortitude **Stage 3** `5d6` poison damage, [fatigued](rules/conditions.md#Fatigued), and [paralyzed](rules/conditions.md#Paralyzed) (1 minute) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/lich-phylactery-b1.md b/compendium/equipment/items/lich-phylactery-b1.md index da359a354..c9ce88e92 100644 --- a/compendium/equipment/items/lich-phylactery-b1.md +++ b/compendium/equipment/items/lich-phylactery-b1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/b1 -- item/category/held +- item/category/held/ - trait/arcane - trait/necromancy - trait/negative @@ -14,9 +14,10 @@ aliases: ["Lich Phylactery"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1600 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the phylactery. The phylactery then rebuilds the lich's undead body over the course of `1d10` days. Afterward, the lich manifests next to the phylactery, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich's phylactery must be destroyed to prevent a lich from returning. The standard phylactery is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain phylacteries. A phylactery might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator + +--- *Source: Bestiary p. 222* \ No newline at end of file diff --git a/compendium/equipment/items/life-boosting-oil-tv.md b/compendium/equipment/items/life-boosting-oil-tv.md index 24b73a6d2..3ec9b8f37 100644 --- a/compendium/equipment/items/life-boosting-oil-tv.md +++ b/compendium/equipment/items/life-boosting-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/healing - trait/magical @@ -15,10 +15,37 @@ aliases: ["Life-Boosting Oil"] # Life-Boosting Oil *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 12 gp + +The oil grants fast healing 3. + +#### moderate *Item 7* + +- **Price**: 70 gp + +The oil grants fast healing 6. + +#### greater *Item 11* + +- **Price**: 300 gp + +The oil grants fast healing 10. + +#### major *Item 15* + +- **Price**: 1300 gp + +The oil grants fast healing 15. + +--- *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/life-salt-botd.md b/compendium/equipment/items/life-salt-botd.md index 9fcd309ec..115620dfa 100644 --- a/compendium/equipment/items/life-salt-botd.md +++ b/compendium/equipment/items/life-salt-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divine - trait/positive @@ -13,9 +13,8 @@ aliases: ["Life Salt"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Consumable This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire. @@ -23,4 +22,6 @@ You can activate this vial by throwing it as a [Strike](rules/actions/strike.md) If you use a [hostile](rules/conditions.md#Hostile) action against any undead, this second effect ends, and the undead can attack you normally. + +--- *Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/life-shot-tv.md b/compendium/equipment/items/life-shot-tv.md index e9d0dea2f..c781aa7b6 100644 --- a/compendium/equipment/items/life-shot-tv.md +++ b/compendium/equipment/items/life-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/healing @@ -14,8 +14,47 @@ aliases: ["Life Shot"] - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect). A target willing to be hit by this attack is [flat-footed](rules/conditions.md#Flat-footed) against it. +--- +### Variants + +#### minor *Item 2* + +- **Price**: 5 gp + +The ammunition restores `1d4` Hit Points, and the bonus is +1. + +#### lesser *Item 6* + +- **Price**: 50 gp + +The ammunition restores `3d4+3` Hit Points, and the bonus is +1. + +#### moderate *Item 10* + +- **Price**: 200 gp + +The ammunition restores `5d4+7` Hit Points, and the bonus is +2. + +#### greater *Item 14* + +- **Price**: 750 gp + +The ammunition restores `7d4+10` Hit Points, and the bonus is +2. + +#### major *Item 16* + +- **Price**: 1500 gp + +The ammunition restores `8d4+11` Hit Points, and the bonus is +3. + +#### true *Item 20* + +- **Price**: 9000 gp + +The ammunition restores `10d4+14` Hit Points, and the bonus is +4. + +--- *Source: Treasure Vault p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/lifeblight-residue-aoe4.md b/compendium/equipment/items/lifeblight-residue-aoe4.md index ede3c7d19..37b4eb7ab 100644 --- a/compendium/equipment/items/lifeblight-residue-aoe4.md +++ b/compendium/equipment/items/lifeblight-residue-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/divine - trait/injury @@ -16,9 +16,9 @@ aliases: ["Lifeblight Residue"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 1100 gp -- **Usage** held in 2 hands; **Bulk** L +- **Craft Requirements** Supply one casting of 8th-level [harm](compendium/spells/harm.md). +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, creating a dangerous sludge that leeches life force as aggressively as it rots flesh. @@ -36,4 +36,6 @@ title: Saving Throw: DC 35 Fortitude **Stage 3** `7d6` negative damage and `5d6` poison damage (1 round) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/lifes-last-breath-ec5.md b/compendium/equipment/items/lifes-last-breath-ec5.md index daf85726f..1ab30cea6 100644 --- a/compendium/equipment/items/lifes-last-breath-ec5.md +++ b/compendium/equipment/items/lifes-last-breath-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/held +- item/category/held/ - trait/evil - trait/magical - trait/necromancy @@ -14,8 +14,7 @@ aliases: ["Life's Last Breath"] [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 23500 gp -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 1 hand The twin serrated blades of this legendary rhoka sword (page 83) are dull black and constantly drip with blood. @@ -24,14 +23,17 @@ Life's Last Breath is said to have been forged centuries ago for an unknown urde Life's Last Breath is a +3 greater striking unholy wounding rhoka sword with the following special abilities. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command -You cast a 9th-level [paralyze](compendium/spells/paralyze.md) spell on the target. +- **Frequency**: once per day + +**Effect** You cast a 9th-level [paralyze](compendium/spells/paralyze.md) spell on the target. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per 10 minutes - **Trigger**: You successfully [Strike](rules/actions/strike.md) a creature with Life's **Effect** The target must succeed at a DC 38 Fortitude save or take `4d6` negative damage; you gain an equal amount of temporary Hit Points that last 1 minute. @@ -42,4 +44,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R > - **Critical Failure** The target is [doomed](rules/conditions.md#Doomed), [drained](rules/conditions.md#Drained), and takes double damage. ``` + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/lifting-belt.md b/compendium/equipment/items/lifting-belt.md index 58ef82532..99d5f75fa 100644 --- a/compendium/equipment/items/lifting-belt.md +++ b/compendium/equipment/items/lifting-belt.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,17 @@ aliases: ["Lifting Belt"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 80 gp -- **Usage** worn belt; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn belt This wide leather belt grants you a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming [encumbered](rules/conditions.md#Encumbered), and you can hold and carry a total Bulk up to 11 + your Strength modifier. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to [Force it Open](rules/actions/force-open.md) using [Athletics](compendium/skills.md#Athletics) as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn. ``` + +--- *Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/light-hammer.md b/compendium/equipment/items/light-hammer.md index 115bc0ff0..5ae0ab1bc 100644 --- a/compendium/equipment/items/light-hammer.md +++ b/compendium/equipment/items/light-hammer.md @@ -13,10 +13,12 @@ aliases: ["Light Hammer"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Hammer This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/light-mace.md b/compendium/equipment/items/light-mace.md index 2beb2c9f8..bd3801084 100644 --- a/compendium/equipment/items/light-mace.md +++ b/compendium/equipment/items/light-mace.md @@ -14,10 +14,12 @@ aliases: ["Light Mace"] - **Price** 4 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Club A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/light-pick.md b/compendium/equipment/items/light-pick.md index 4487ea8f1..c4d488274 100644 --- a/compendium/equipment/items/light-pick.md +++ b/compendium/equipment/items/light-pick.md @@ -13,10 +13,12 @@ aliases: ["Light Pick"] - **Price** 4 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Pick A light pick is a modified mining implement with a wooden shaft ending in a pick head crafted more to pierce armor and flesh than chip rocks. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/light-writer-g-g.md b/compendium/equipment/items/light-writer-g-g.md index 13fe217b3..3d54d8d16 100644 --- a/compendium/equipment/items/light-writer-g-g.md +++ b/compendium/equipment/items/light-writer-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/clockwork - trait/evocation - trait/light @@ -15,10 +15,11 @@ aliases: ["Light Writer"] - **Price** 200 gp - **Bulk** 2 -- **Category** Held The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure. It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer. Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image. + +--- *Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/lightning-rod-shot-tv.md b/compendium/equipment/items/lightning-rod-shot-tv.md index 77d2de503..14706a218 100644 --- a/compendium/equipment/items/lightning-rod-shot-tv.md +++ b/compendium/equipment/items/lightning-rod-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -15,8 +15,9 @@ aliases: ["Lightning Rod Shot"] - **Price** 60 gp - **Ammunition** any - **Activate** command -- **Category** Consumable Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a –1 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust. + +--- *Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/lightweave-scarf-tv.md b/compendium/equipment/items/lightweave-scarf-tv.md index b3e8fb6f4..840924635 100644 --- a/compendium/equipment/items/lightweave-scarf-tv.md +++ b/compendium/equipment/items/lightweave-scarf-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/illusion - trait/magical - trait/spellheart @@ -13,8 +13,7 @@ aliases: ["Lightweave Scarf"] # Lightweave Scarf *Item 8+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24. @@ -22,15 +21,66 @@ The first of these strips of glittering cloth was worn by a monk from Jinin who - Weapon (visual) After you cast an illusion spell by activating the scarf, the weapon is shrouded in a mesmerizing illusory pattern. Your next [Strike](rules/actions/strike.md) causes the target to be [confused](rules/conditions.md#Confused) for 1 round if it hits. If you don't make a [Strike](rules/actions/strike.md) by the end of your next turn, the illusion ends with no effect. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [dancing lights](compendium/spells/dancing-lights.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [hypnotic pattern](compendium/spells/hypnotic-pattern.md). +``` + +--- +### Variants + +#### greater lightweave scarf *Item 15* + +- **Price**: 5500 gp + +The item bonus when affixed to armor is +2, and spell DC is 34. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [hypnotic pattern](compendium/spells/hypnotic-pattern.md). +**Effect** You cast 6th-level [hypnotic pattern](compendium/spells/hypnotic-pattern.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [vibrant pattern](compendium/spells/vibrant-pattern.md). +``` + +#### major lightweave scarf *Item 18* + +- **Price**: 22000 gp + +Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are [confused](rules/conditions.md#Confused) for 1 minute; and the spell DC is 38. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 8th-level [vibrant pattern](compendium/spells/vibrant-pattern.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [scintillating pattern](compendium/spells/scintillating-pattern.md). +``` + +--- *Source: Treasure Vault p. 127* \ No newline at end of file diff --git a/compendium/equipment/items/linguists-dictionary-tv.md b/compendium/equipment/items/linguists-dictionary-tv.md index af301df79..71d8e1db2 100644 --- a/compendium/equipment/items/linguists-dictionary-tv.md +++ b/compendium/equipment/items/linguists-dictionary-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/divination - trait/grimoire - trait/magical @@ -13,16 +13,30 @@ aliases: ["Linguist's Dictionary"] [divination](rules/traits/divination.md "Divination School Trait") [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Bulk** L -- **Category** Grimoire Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Requirements**: Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues **Effect** The grimoire absorbs knowledge of one language translated this way (caster's choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell's duration has elapsed. The linguist's dictionary can hold one language at a time. ``` +--- +### Variants + +#### linguist's dictionary *Item 9* + +- **Price**: 650 gp + +#### greater linguist's dictionary *Item 12* + +- **Price**: 1750 gp + +The dictionary can hold three languages at a time. + +--- *Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/linis-leafstick-som.md b/compendium/equipment/items/linis-leafstick-som.md index 5805812b1..60072a004 100644 --- a/compendium/equipment/items/linis-leafstick-som.md +++ b/compendium/equipment/items/linis-leafstick-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/staff +- item/category/staff/ - trait/magical - trait/plant - trait/staff @@ -15,13 +15,14 @@ aliases: ["Lini's Leafstick"] [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 6500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -34,4 +35,6 @@ You expend a number of charges from the staff to cast a spell from its list. - **6th** [nature's reprisal](compendium/spells/natures-reprisal-som.md), [plant form](compendium/spells/plant-form.md) ``` + +--- *Source: Secrets of Magic p. 167* \ No newline at end of file diff --git a/compendium/equipment/items/linnorms-sankeit-tv.md b/compendium/equipment/items/linnorms-sankeit-tv.md index acd6392e7..5e9d49c59 100644 --- a/compendium/equipment/items/linnorms-sankeit-tv.md +++ b/compendium/equipment/items/linnorms-sankeit-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/evocation - trait/invested - trait/magical @@ -14,23 +14,27 @@ aliases: ["Linnorm's Sankeit"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 22750 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include the hide and skull of a taiga linnorm (Bestiary 2 164). +- **Bulk** 2; **Usage** worn armor The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he claimed his title by slaying a taiga linnorm. By Varki tradition, the armor was crafted using some of the slain linnorm's body to decorate the breastplate and helm, which imbued the armor with several of the linnorm's natural abilities. Though the helm is shaped like the beast's head, a linnorm's actual head would be too large for a proper helmet. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You breathe a 60-foot cone of electrified vapor, dealing `17d6` electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing `5d6` electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect. +- **Frequency**: once per hour + +**Effect** You breathe a 60-foot cone of electrified vapor, dealing `17d6` electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing `5d6` electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: A creature adjacent to you targets you with a melee attack **Effect** The creature takes `4d6` piercing damage as previously [invisible](rules/conditions.md#Invisible) magical spines leap outwards from the armor to punish them for the attack. ``` + +--- *Source: Treasure Vault p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/lion-badge-tok.md b/compendium/equipment/items/lion-badge-tok.md index ccc6c3406..cacc626a6 100644 --- a/compendium/equipment/items/lion-badge-tok.md +++ b/compendium/equipment/items/lion-badge-tok.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tok -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Lion Badge"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You gain the [frightened](rules/conditions.md#Frightened) condition as a result of a Will save; **Requirements** You're an expert in Will saves. -- **Category** Talisman This plain wooden badge has the face of a roaring lion etched onto its surface. When you activate this talisman, reduce the value of your [frightened](rules/conditions.md#Frightened) condition by 1 (to a minimum of 0). When this talisman is used, the image of the lion fades and the item becomes a plain, non-magical wooden badge. + +--- *Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/lion-claw-som.md b/compendium/equipment/items/lion-claw-som.md index 868f36d5d..65b3bf12b 100644 --- a/compendium/equipment/items/lion-claw-som.md +++ b/compendium/equipment/items/lion-claw-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -16,8 +16,9 @@ aliases: ["Lion Claw"] - **Price** 300 gp - **Usage** affixed to a weapon - **Activate** [Interact](rules/actions/interact.md); **Requirements** You're [undetected](rules/conditions.md#Undetected) by a creature and are a master in [Stealth](compendium/skills.md#Stealth). -- **Category** Talisman This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You [Stride](rules/actions/stride.md) and then [Strike](rules/actions/strike.md) with the affixed weapon against one creature you were [undetected](rules/conditions.md#Undetected) by. You remain [undetected](rules/conditions.md#Undetected) by the creature until after you [Strike](rules/actions/strike.md). + +--- *Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/lion-scythe-sot4.md b/compendium/equipment/items/lion-scythe-sot4.md index 45a6080e4..4740746df 100644 --- a/compendium/equipment/items/lion-scythe-sot4.md +++ b/compendium/equipment/items/lion-scythe-sot4.md @@ -15,10 +15,12 @@ aliases: ["Lion Scythe"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Knife A lion scythe resembles a common sickle but is specially weighted to allow for greater power when attacking. This is a martial melee weapon. + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/lions-shield.md b/compendium/equipment/items/lions-shield.md index f62e0b7c8..67e1c11e3 100644 --- a/compendium/equipment/items/lions-shield.md +++ b/compendium/equipment/items/lions-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/conjuration - trait/magical aliases: ["Lion's Shield"] @@ -12,17 +12,21 @@ aliases: ["Lion's Shield"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 245 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion's head. The lion's head functions as +1 striking shield boss that can't be removed from the shield. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Raise a Shield](rules/actions/raise-a-shield.md) -You animate the lion's head. You Raise the Shield and make a melee [Strike](rules/actions/strike.md) with it as part of the same action. The shield's biting maw is a martial melee weapon that deals `2d6` piercing damage and has the deadly `1d6` trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can [Strike](rules/actions/strike.md) with it each time you Raise the Shield, as well as with a [Strike](rules/actions/strike.md) action. +- **Frequency**: once per day + +**Effect** You animate the lion's head. You Raise the Shield and make a melee [Strike](rules/actions/strike.md) with it as part of the same action. The shield's biting maw is a martial melee weapon that deals `2d6` piercing damage and has the deadly `1d6` trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can [Strike](rules/actions/strike.md) with it each time you Raise the Shield, as well as with a [Strike](rules/actions/strike.md) action. ``` + +--- *Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/liquid-gold-ooa2.md b/compendium/equipment/items/liquid-gold-ooa2.md index 183d6b2f4..d1aa45a6d 100644 --- a/compendium/equipment/items/liquid-gold-ooa2.md +++ b/compendium/equipment/items/liquid-gold-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,25 @@ aliases: ["Liquid Gold"] # Liquid Gold *Item 6+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** affixed to a one-handed firearm or hand crossbow; **Bulk** — +- **Bulk** —; **Usage** affixed to a one-handed firearm or hand crossbow - **Activate** [Interact](rules/actions/interact.md); **Trigger** You roll for initiative; **Requirements** You're an expert in [Stealth](compendium/skills.md#Stealth). -- **Category** Talisman This glass vial containing liquid gold is fastened to a weapon by a fine gold chain. +--- +### Variants + +#### liquid gold *Item 6* + +- **Price**: 40 gp + +You draw the attached weapon as a free action instead of as a reaction. + +#### greater liquid gold *Item 8* + +- **Price**: 80 gp + +You load the weapon as you draw it. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/living-leaf-weave-tv.md b/compendium/equipment/items/living-leaf-weave-tv.md index 2905cd36b..758a1da79 100644 --- a/compendium/equipment/items/living-leaf-weave-tv.md +++ b/compendium/equipment/items/living-leaf-weave-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/alchemical - trait/healing - trait/plant @@ -13,12 +13,13 @@ aliases: ["Living Leaf Weave"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") - **Price** 160 gp -- **Usage** worn armor; **Bulk** 1 +- **Bulk** 1; **Usage** worn armor - **Activate** [Interact](rules/actions/interact.md) -- **Category** Armor -This suit of leaf weave armor (page 9) is specially modified to metabolize the alchemical accelerants in medicinal compounds. +This suit of [leaf weave armor](compendium/equipment/items/leaf-weave-tv.md) is specially modified to metabolize the alchemical accelerants in medicinal compounds. A special receptacle in the armor can hold an elixir of life, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of living leaf weave can be activated to grow slithering vines from the armor, granting an item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Grapple](rules/actions/grapple.md), to your Fortitude DC to resist [Grapple](rules/actions/grapple.md), [Disarm](rules/actions/disarm.md), or [Shove](rules/actions/shove.md) attempts, and to your Reflex DCs to resist [Trip](rules/actions/trip.md) attempts. The effects last for 3 rounds, consuming the elixir of life, and once the reaction has begun it can't be deactivated. + +--- *Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/lizard-lotg.md b/compendium/equipment/items/lizard-lotg.md index 4625bee49..1a99e30f5 100644 --- a/compendium/equipment/items/lizard-lotg.md +++ b/compendium/equipment/items/lizard-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Lizard"] --- # Lizard *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/lock.md b/compendium/equipment/items/lock.md index cf69aaf90..e0528bc06 100644 --- a/compendium/equipment/items/lock.md +++ b/compendium/equipment/items/lock.md @@ -3,15 +3,38 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Lock"] --- # Lock *Item 0* - **Bulk** — - **Hands** 2 -- **Category** Adventuring Gear Picking a poor lock requires two successful DC 15 [Thievery](compendium/skills.md#Thievery) checks, a simple lock requires three successful DC 20 [Thievery](compendium/skills.md#Thievery) checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. +--- +### Variants + +#### Poor *Item 0* + +- **Price**: 2 sp + +#### Simple *Item 1* + +- **Price**: 2 gp + +#### Average *Item 3* + +- **Price**: 15 gp + +#### Good *Item 9* + +- **Price**: 200 gp + +#### Superior *Item 17* + +- **Price**: 4500 gp + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md b/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md index 48c57b01f..e5ba83784 100644 --- a/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md +++ b/compendium/equipment/items/locket-of-sealed-nightmares-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -15,7 +15,6 @@ aliases: ["Locket Of Sealed Nightmares"] - **Price** 36000 gp - **Usage** worn necklace -- **Category** Worn As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming [fatigued](rules/conditions.md#Fatigued) or to remove the [fatigued](rules/conditions.md#Fatigued) condition. @@ -26,11 +25,13 @@ Each time dawn occurs, you regain the ability to make your daily preparations as Daily preparations still take about an hour, as normal. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) - **Requirements**: You aren't [fatigued](rules/conditions.md#Fatigued) **Effect** You open the locket to unleash the dreams it has kept at bay. You become [fatigued](rules/conditions.md#Fatigued) and cast one of the following spells at 9th level (DC 41): [hallucination](compendium/spells/hallucination.md), [sleep](compendium/spells/sleep.md), or [weird](compendium/spells/weird.md). ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/lodestone-bomb-tv.md b/compendium/equipment/items/lodestone-bomb-tv.md index 9b6c79361..8c8ba7bbb 100644 --- a/compendium/equipment/items/lodestone-bomb-tv.md +++ b/compendium/equipment/items/lodestone-bomb-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,25 @@ aliases: ["Lodestone Bomb"] # Lodestone Bomb *Item 12+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Lodestone bombs hold reactive ionized minerals preserved in a dormant state until [broken](rules/conditions.md#Broken). The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes [persistent force damage](rules/conditions.md#Persistent%20Damage) and is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) while taking the [persistent damage](rules/conditions.md#Persistent%20Damage). The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. +--- +### Variants + +#### lodestone bomb *Item 12* + +- **Price**: 400 gp + +You gain a +2 item bonus to attack rolls, and the bomb deals `3d4` force damage plus 2 force splash damage. The bomb deals `2d4` [persistent force damage](rules/conditions.md#Persistent%20Damage) to applicable targets. + +#### greater lodestone bomb *Item 18* + +- **Price**: 4500 gp + +You gain a +3 item bonus to attack rolls, and the bomb deals `4d4` force damage plus 3 force splash damage. The bomb deals `3d4` [persistent force damage](rules/conditions.md#Persistent%20Damage) to applicable targets. + +--- *Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/lodestone-pellet-ooa2.md b/compendium/equipment/items/lodestone-pellet-ooa2.md index cef30c4f4..610fab295 100644 --- a/compendium/equipment/items/lodestone-pellet-ooa2.md +++ b/compendium/equipment/items/lodestone-pellet-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -16,8 +16,9 @@ aliases: ["Lodestone Pellet"] - **Price** 12 gp - **Ammunition** pellet - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater. When activated, lodestone pellets provide a +1 circumstance bonus to ranged Strikes made against creatures made of metal or wearing metal armor. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/long-air-repeater-g-g.md b/compendium/equipment/items/long-air-repeater-g-g.md index 9b6d5f0ed..fdc6f7146 100644 --- a/compendium/equipment/items/long-air-repeater-g-g.md +++ b/compendium/equipment/items/long-air-repeater-g-g.md @@ -14,11 +14,13 @@ aliases: ["Long Air Repeater"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 9 gp - **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** Pellets; **Range** 60 ft.; **Reload** 0 + - **Damage**: `1d4` P + - **Ammunution** Pellets; **Range** 60 ft.; **Reload** 0 - **Hands** 2 - **Category** Simple; **Group** Firearm Like the [one-handed air repeater](compendium/equipment/items/air-repeater-g-g.md), this thin-barreled firearm uses a container of pressurized air instead of black powder to propel small metal pellets from an attached cartridge. The long air repeater has better range and ammo capacity than the [one-handed variant](compendium/equipment/items/air-repeater-g-g.md), though it still lacks significant stopping power. A typical long air repeater magazine holds 8 pellets. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/long-hammer-tv.md b/compendium/equipment/items/long-hammer-tv.md index de5db1ca8..7b6b75c7b 100644 --- a/compendium/equipment/items/long-hammer-tv.md +++ b/compendium/equipment/items/long-hammer-tv.md @@ -16,10 +16,12 @@ aliases: ["Long Hammer"] - **Price** 5 gp - **Bulk** 2 -- **Damage** `1d8` B + - **Damage**: `1d8` B - **Hands** 2 - **Category** Martial; **Group** Hammer The long hammer features a pronged hammer head designed for damaging knees and ankles, counterbalanced by a stout spike and affixed to a reinforced shaft between 5 and 7 feet long. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/longbow.md b/compendium/equipment/items/longbow.md index 38064e70c..8a8f0cf01 100644 --- a/compendium/equipment/items/longbow.md +++ b/compendium/equipment/items/longbow.md @@ -13,11 +13,13 @@ aliases: ["Longbow"] - **Price** 6 gp - **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 100 ft.; **Reload** 0 + - **Damage**: `1d8` P + - **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 100 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can't be used while mounted. + +--- *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/longspear.md b/compendium/equipment/items/longspear.md index 3ba540f1b..02014f7ea 100644 --- a/compendium/equipment/items/longspear.md +++ b/compendium/equipment/items/longspear.md @@ -12,10 +12,12 @@ aliases: ["Longspear"] - **Price** 5 sp - **Bulk** 2 -- **Damage** `1d8` P + - **Damage**: `1d8` P - **Hands** 2 - **Category** Simple; **Group** Spear This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/longsword.md b/compendium/equipment/items/longsword.md index 0861ce148..349f22c0c 100644 --- a/compendium/equipment/items/longsword.md +++ b/compendium/equipment/items/longsword.md @@ -12,10 +12,12 @@ aliases: ["Longsword"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Sword Longswords can be one-edged or two-edged swords. Their blades are heavy and they're between 3 and 4 feet in length. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/looters-lethargy-aoe1.md b/compendium/equipment/items/looters-lethargy-aoe1.md index 52d429c40..40ebc6bce 100644 --- a/compendium/equipment/items/looters-lethargy-aoe1.md +++ b/compendium/equipment/items/looters-lethargy-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,8 @@ aliases: ["Looter's Lethargy"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Traps may keep many a thief at bay, but the poison known as looter's lethargy ensures that no thieves are strong enough to walk off with pilfered treasures. @@ -40,4 +39,6 @@ title: Saving Throw: DC 19 Fortitude **Stage 3** [flat-footed](rules/conditions.md#Flat-footed), reduce Bulk limit by 5 (10 minutes) ``` + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/looters-lethargy-tv.md b/compendium/equipment/items/looters-lethargy-tv.md index a3de2484a..8805d5477 100644 --- a/compendium/equipment/items/looters-lethargy-tv.md +++ b/compendium/equipment/items/looters-lethargy-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,8 @@ aliases: ["Looter's Lethargy"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures. @@ -38,4 +37,6 @@ title: Saving Throw: DC 19 Fortitude **Stage 3** [flat-footed](rules/conditions.md#Flat-footed), reduce Bulk limit by 5 (10 minutes) ``` + +--- *Source: Treasure Vault p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/lost-ember-da.md b/compendium/equipment/items/lost-ember-da.md index 6a027c114..7c8e92fc4 100644 --- a/compendium/equipment/items/lost-ember-da.md +++ b/compendium/equipment/items/lost-ember-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,18 +13,20 @@ aliases: ["Lost Ember"] # Lost Ember *Item 10* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories. This functions as a casting of modify memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command +- **Frequency**: once per day - **Trigger**: You start your turn [flat-footed](rules/conditions.md#Flat-footed) or [confused](rules/conditions.md#Confused) **Effect** A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the [flat-footed](rules/conditions.md#Flat-footed) or [confused](rules/conditions.md#Confused) condition until the start of your next turn. You can use this free action when you are [confused](rules/conditions.md#Confused), even though you normally can't take actions of your choice when [confused](rules/conditions.md#Confused). ``` + +--- *Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/lovers-gloves-apg.md b/compendium/equipment/items/lovers-gloves-apg.md index bf1c3f8a7..59c637313 100644 --- a/compendium/equipment/items/lovers-gloves-apg.md +++ b/compendium/equipment/items/lovers-gloves-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/worn +- item/category/worn/ - trait/emotion - trait/enchantment - trait/invested @@ -16,20 +16,23 @@ aliases: ["Lover's Gloves"] - **Price** 500 gp - **Usage** worn gloves -- **Category** Worn These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. They buoy your spirit, giving you a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. +- **Frequency**: once per day + +**Effect** You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect that causes negative emotions, you both get a critical success instead. ``` + +--- *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/lovers-ink-lol.md b/compendium/equipment/items/lovers-ink-lol.md index 1ee48698b..f7b6792da 100644 --- a/compendium/equipment/items/lovers-ink-lol.md +++ b/compendium/equipment/items/lovers-ink-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/rare @@ -13,9 +13,10 @@ aliases: ["Lovers' Ink"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5 gp -- **Usage** with writing set; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** with writing set This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the [hidden](rules/conditions.md#Hidden) message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 [Interact](rules/actions/interact.md) actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is [hidden](rules/conditions.md#Hidden), a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 [Perception](compendium/skills.md#Perception) check. On a critical success, they can make out the ink well enough to use [Society](compendium/skills.md#Society) to [Decipher Writing](rules/actions/decipher-writing.md). + +--- *Source: Lost Omens: Legends p. 24* \ No newline at end of file diff --git a/compendium/equipment/items/luck-blade.md b/compendium/equipment/items/luck-blade.md index ff4bca964..d6c936e04 100644 --- a/compendium/equipment/items/luck-blade.md +++ b/compendium/equipment/items/luck-blade.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/divination - trait/fortune - trait/magical @@ -13,17 +13,32 @@ aliases: ["Luck Blade"] # Luck Blade *Item 17+* [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon +- **Bulk** L; **Usage** held in 1 hand Luck and good fortune bless the wielder of this +3 greater striking shortsword. Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You miss on a [Strike](rules/actions/strike.md) with the luck blade **Effect** Reroll the triggering attack roll and use the new result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ``` +--- +### Variants + +#### luck blade *Item 17* + +- **Price**: 15000 gp + +#### wishing luck blade *Item 19* + +- **Price**: 30000 gp +- **Craft Requirements**: Supply a casting of [wish](compendium/spells/wish.md). + +Some luck blades contain one [wish](compendium/spells/wish.md) when crafted. You can cast this spell as an arcane innate spell while wielding the luck blade, expending the spell. A spellcaster who can cast [wish](compendium/spells/wish.md) can place another wish into the blade by spending 8,000 gp and 4 days of downtime. A wishing luck blade can hold no more than one [wish](compendium/spells/wish.md) at a time. + +--- *Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/luckless-dice-tv.md b/compendium/equipment/items/luckless-dice-tv.md index ad24aae0e..2ee507a6f 100644 --- a/compendium/equipment/items/luckless-dice-tv.md +++ b/compendium/equipment/items/luckless-dice-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/cursed - trait/magical - trait/misfortune @@ -14,9 +14,10 @@ aliases: ["Luckless Dice"] # Luckless Dice *Item 2* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Carved of bone, luckless dice appear to be a set of loaded dice (Pathfinder Lost Omens Grand Bazaar 58). If unsuccessfully identified as cursed, luckless dice seem to hold a minor enchantment that improves your luck. However, they fuse to you when you use them, cursing you with ill fortune. Luckless dice don't grant a bonus on [Games Lore](compendium/skills.md#Lore) checks. Instead, when you use them to gamble, the GM rolls secretly, granting you the lower result. Once you realize the dice are cursed, the GM can instead allow you to roll twice and take the lower result. + +--- *Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/lucky-draw-bandolier-g-g.md b/compendium/equipment/items/lucky-draw-bandolier-g-g.md index 4ff4d6b8f..aa76ca0f5 100644 --- a/compendium/equipment/items/lucky-draw-bandolier-g-g.md +++ b/compendium/equipment/items/lucky-draw-bandolier-g-g.md @@ -13,19 +13,37 @@ aliases: ["Lucky Draw Bandolier"] # Lucky Draw Bandolier *Item 9+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn; **Bulk** L +- **Bulk** L; **Usage** worn - **Category** Holster This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You draw a card from the bandolier and [Interact](rules/actions/interact.md) to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again. +- **Frequency**: once per day + +**Effect** You draw a card from the bandolier and [Interact](rules/actions/interact.md) to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again. When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll `1d6` to determine the suit of the card. The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. ``` +--- +### Variants + +#### lucky draw bandolier *Item 9* + +- **Price**: 700 gp + +#### greater lucky draw bandolier *Item 12* + +- **Price**: 2000 gp + +You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day. + +d6 Ability (Suit) Ammunition 1 Strength (Hammer) Meteor shot (page 171) 2 Dexterity (Key) Storm arrow 3 Constitution (Shield) Corrosive ammunition 4 Intelligence (Book) Explosive shot 5 Wisdom (Star) Terrifying ammunition (Advanced Player's Guide 259) 6 Charisma (Crown) Fairy bullet (page 170) + +--- *Source: Guns & Gears p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/lucky-rabbits-foot-logm.md b/compendium/equipment/items/lucky-rabbits-foot-logm.md index 7f2104563..7ec5482c7 100644 --- a/compendium/equipment/items/lucky-rabbits-foot-logm.md +++ b/compendium/equipment/items/lucky-rabbits-foot-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/fortune @@ -19,8 +19,9 @@ aliases: ["Lucky Rabbit's Foot"] - **Price** 175 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You fail a Reflex save against a damaging effect. -- **Category** Talisman This treated rabbit's foot has shockingly blue fur and is often carried by vagabonds who worship Desna. When you activate the foot, reroll the triggering Reflex save. If you fail the second roll as well, you can [Stride](rules/actions/stride.md) up to your Speed. + +--- *Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/lyrakien-staff-tv.md b/compendium/equipment/items/lyrakien-staff-tv.md index 0d2b0a203..2794f341b 100644 --- a/compendium/equipment/items/lyrakien-staff-tv.md +++ b/compendium/equipment/items/lyrakien-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,15 +12,47 @@ aliases: ["Lyrakien Staff"] # Lyrakien Staff *Item 6+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effects. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### lyrakien staff *Item 6* + +- **Price**: 225 gp + +- Cantrip guidance, summon instrument +- 1st concordant choir +- 2nd guiding star , remove paralysis + +#### greater lyrakien staff *Item 10* + +- **Price**: 920 gp + +The circumstance bonus is +2. + +- 3rd dream message, safe passage , wanderer's guide +- 4th concordant choir, dream message, freedom of movement, remove paralysis + +#### major lyrakien staff *Item 16* + +- **Price**: 8600 gp + +The circumstance bonus is +2. + +- 5th safe passage, summon celestial (azatas only) +- 6th concordant choir, zealous conviction +- 7th cosmic form , remove paralysis + +--- *Source: Treasure Vault p. 133* \ No newline at end of file diff --git a/compendium/equipment/items/mace-multipistol-g-g.md b/compendium/equipment/items/mace-multipistol-g-g.md index c77acd1ed..626218ea8 100644 --- a/compendium/equipment/items/mace-multipistol-g-g.md +++ b/compendium/equipment/items/mace-multipistol-g-g.md @@ -19,14 +19,16 @@ aliases: ["Mace Multipistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 13 gp - **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P +- **Ranged**: + - **Damage**: `1d4` P - **Ammunution** round; **Range** 20 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` B +- **Melee**: + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/mace.md b/compendium/equipment/items/mace.md index f768ece48..2379002e7 100644 --- a/compendium/equipment/items/mace.md +++ b/compendium/equipment/items/mace.md @@ -12,10 +12,12 @@ aliases: ["Mace"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Simple; **Group** Club With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/machete-tv.md b/compendium/equipment/items/machete-tv.md index bcfcdc9a9..aa223a47c 100644 --- a/compendium/equipment/items/machete-tv.md +++ b/compendium/equipment/items/machete-tv.md @@ -13,10 +13,12 @@ aliases: ["Machete"] - **Price** 7 sp - **Bulk** L -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Sword This medium-length sword has a wide, gently curved blade and long grip. Though it's typically used to hack through heavy foliage, the machete can also b used as a deadly weapon. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/maestros-chair-lotgb.md b/compendium/equipment/items/maestros-chair-lotgb.md index b1c433ac4..8cd632cad 100644 --- a/compendium/equipment/items/maestros-chair-lotgb.md +++ b/compendium/equipment/items/maestros-chair-lotgb.md @@ -18,9 +18,13 @@ aliases: ["Maestro's Chair"] A maestro's chair is a traveler's chair with the impulse control upgrade (see below) and a small pipe organ installed into the frame. You can use the maestro's chair to make [Performance](compendium/skills.md#Performance) checks in the same manner that you could use any mundane instrument, using both of your hands. When you make a [Performance](compendium/skills.md#Performance) check using your chair, you gain a +1 item bonus to the check. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You use your chair to [Stride](rules/actions/stride.md) up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action. +- **Frequency**: once per 10 minutes + +**Effect** You use your chair to [Stride](rules/actions/stride.md) up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/maestros-instrument.md b/compendium/equipment/items/maestros-instrument.md index b68180109..2703a6724 100644 --- a/compendium/equipment/items/maestros-instrument.md +++ b/compendium/equipment/items/maestros-instrument.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical aliases: ["Maestro's Instrument"] @@ -11,15 +11,37 @@ aliases: ["Maestro's Instrument"] # Maestro's Instrument *Item 3+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Craft Requirements** You must supply a casting of [charm](compendium/spells/charm.md) of the appropriate level. +- **Bulk** 1; **Usage** held in 2 hands A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to [Performance](compendium/skills.md#Performance) checks while playing music with the instrument. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You play the instrument, causing it to cast a DC 17 [charm](compendium/spells/charm.md) spell. +- **Frequency**: once per day + +**Effect** You play the instrument, causing it to cast a DC 17 [charm](compendium/spells/charm.md) spell. ``` +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 60 gp + +#### moderate *Item 10* + +- **Price**: 900 gp + +The item bonus is +2, and the [charm](compendium/spells/charm.md) spell is 4th level (DC 27). + +#### greater *Item 18* + +- **Price**: 19000 gp + +The item bonus is +3, and the [charm](compendium/spells/charm.md) spell is 8th level (DC 38). + +--- *Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/mage-bane-aoa5.md b/compendium/equipment/items/mage-bane-aoa5.md index 8e05ce633..31cf9b88c 100644 --- a/compendium/equipment/items/mage-bane-aoa5.md +++ b/compendium/equipment/items/mage-bane-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Mage Bane"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim's ability to piece together coherent thoughts and spells. @@ -35,4 +34,6 @@ title: Saving Throw: DC 32 Fortitude **Stage 3** `4d6` mental damage and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/magic-wand.md b/compendium/equipment/items/magic-wand.md index 15af83018..cd8ac8409 100644 --- a/compendium/equipment/items/magic-wand.md +++ b/compendium/equipment/items/magic-wand.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/wand +- item/category/wand/ - trait/magical - trait/wand aliases: ["Magic Wand"] @@ -11,15 +11,57 @@ aliases: ["Magic Wand"] # Magic Wand *Item 3+* [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a listed-level casting of the spell. +- **Bulk** L; **Usage** held in 1 hand This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You [Cast the Spell](rules/actions/cast-a-spell.md) at the indicated level. +- **Frequency**: once per day, plus overcharge + +**Effect** You [Cast the Spell](rules/actions/cast-a-spell.md) at the indicated level. ``` +--- +### Variants + +#### 1st-level spell *Item 3* + +- **Price**: 60 gp + +#### 2nd-level spell *Item 5* + +- **Price**: 160 gp + +#### 3rd-level spell *Item 7* + +- **Price**: 360 gp + +#### 4th-level spell *Item 9* + +- **Price**: 700 gp + +#### 5th-level spell *Item 11* + +- **Price**: 1500 gp + +#### 6th-level spell *Item 13* + +- **Price**: 3000 gp + +#### 7th-level spell *Item 15* + +- **Price**: 6500 gp + +#### 8th-level spell *Item 17* + +- **Price**: 15000 gp + +#### 9th-level spell *Item 19* + +- **Price**: 40000 gp + +--- *Source: Core Rulebook p. 597* \ No newline at end of file diff --git a/compendium/equipment/items/magical-hearing-aids-lotgb.md b/compendium/equipment/items/magical-hearing-aids-lotgb.md index c4ab2cbe2..1b6b32fa2 100644 --- a/compendium/equipment/items/magical-hearing-aids-lotgb.md +++ b/compendium/equipment/items/magical-hearing-aids-lotgb.md @@ -17,4 +17,6 @@ aliases: ["Magical Hearing Aids"] These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an [Interact](rules/actions/interact.md) action. + +--- *Source: Lost Omens: The Grand Bazaar p. 68* \ No newline at end of file diff --git a/compendium/equipment/items/magical-lock-fulu-som.md b/compendium/equipment/items/magical-lock-fulu-som.md index c4a500d0a..8eeb75e1f 100644 --- a/compendium/equipment/items/magical-lock-fulu-som.md +++ b/compendium/equipment/items/magical-lock-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/fulu - trait/magical @@ -15,10 +15,11 @@ aliases: ["Magical Lock Fulu"] - **Price** 15 gp - **Usage** affixed to a door, window, or container -- **Category** Consumable Duration 1 hour The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock. As many as nine fulus can be applied to the same target. One fulu equates a poor lock (DC 15), three a simple lock (DC 20), and nine an average lock (DC 25). + +--- *Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/magical-prosthetic-eye-tv.md b/compendium/equipment/items/magical-prosthetic-eye-tv.md index 0c64e67a3..16394921c 100644 --- a/compendium/equipment/items/magical-prosthetic-eye-tv.md +++ b/compendium/equipment/items/magical-prosthetic-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/magical aliases: ["Magical Prosthetic Eye"] @@ -12,9 +12,10 @@ aliases: ["Magical Prosthetic Eye"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an [Interact](rules/actions/interact.md) action. + +--- *Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/magnetic-construction-set-lotgb.md b/compendium/equipment/items/magnetic-construction-set-lotgb.md index be174744e..d5d35d1de 100644 --- a/compendium/equipment/items/magnetic-construction-set-lotgb.md +++ b/compendium/equipment/items/magnetic-construction-set-lotgb.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Magnetic Construction Set"] --- # Magnetic Construction Set *Item 1* - **Price** 2 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/magnetic-shield-tv.md b/compendium/equipment/items/magnetic-shield-tv.md index 33e8b9716..2c595cfe0 100644 --- a/compendium/equipment/items/magnetic-shield-tv.md +++ b/compendium/equipment/items/magnetic-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/alchemical - trait/aura aliases: ["Magnetic Shield"] @@ -12,10 +12,11 @@ aliases: ["Magnetic Shield"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [aura](rules/traits/aura.md "Aura Combat Trait") - **Price** 130 gp -- **Usage** held in 1 hand; **Bulk** 1 +- **Bulk** 1; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Held Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded magnetic shield can be activated to convert it into an electromagnet. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to [Disarm](rules/actions/disarm.md) attempts against that weapon until the end of your next turn. The shield remains charged for 3 rounds, consuming the bottled lightning, and once the reaction has begun it can't be deactivated. + +--- *Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/magnetic-shot-tv.md b/compendium/equipment/items/magnetic-shot-tv.md index 3a2c39631..a83fc09c2 100644 --- a/compendium/equipment/items/magnetic-shot-tv.md +++ b/compendium/equipment/items/magnetic-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -14,8 +14,29 @@ aliases: ["Magnetic Shot"] - **Ammunition** any - **Activate** envision -- **Category** Consumable Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type. +--- +### Variants + +#### lesser *Item 7* + +- **Price**: 60 gp + +The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8. + +#### moderate *Item 12* + +- **Price**: 360 gp + +The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10. + +#### greater *Item 17* + +- **Price**: 2200 gp + +The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12. + +--- *Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/magnetic-suit-g-g.md b/compendium/equipment/items/magnetic-suit-g-g.md index fefc8f48c..ba0f2e7a1 100644 --- a/compendium/equipment/items/magnetic-suit-g-g.md +++ b/compendium/equipment/items/magnetic-suit-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/aura - trait/consumable aliases: ["Magnetic Suit"] @@ -11,12 +11,31 @@ aliases: ["Magnetic Suit"] # Magnetic Suit *Item 4+* [aura](rules/traits/aura.md "Aura Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** worn over armor and clothes; **Bulk** 1 +- **Bulk** 1; **Usage** worn over armor and clothes - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This magnetized suit is strapped to your body over your armor or clothes. When you [Activate](rules/actions/activate-an-item.md) it, you must choose whether to set it to attract or repel. While set to attract, you take a –1 item penalty to your AC against attacks made by metal weapons, while creatures within a 5-foot emanation other than you gain a +1 item bonus to their AC. If set to repel, you gain a +1 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md) metal objects and [Grapple](rules/actions/grapple.md) metal creatures and a –1 item penalty to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) metal creatures. While repelling metal, you gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) metal creatures, but you take a –1 item penalty to [Climb](rules/actions/climb.md) metal objects and [Grapple](rules/actions/grapple.md) metal creatures. +--- +### Variants + +#### magnetic suit *Item 4* + +- **Price**: 20 gp + +#### greater magnetic suit *Item 10* + +- **Price**: 200 gp + +The area that gains an AC bonus when attracting is a 10-foot emanation, and the item bonuses and penalties increase from 1 to 2. + +#### major magnetic suit *Item 16* + +- **Price**: 2000 gp + +The area that gains an AC bonus when attracting is a 20-foot emanation, and the item bonuses and penalties increase from 1 to 3. + +--- *Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/magnetite-scope-g-g.md b/compendium/equipment/items/magnetite-scope-g-g.md index 805b389af..5d5f87984 100644 --- a/compendium/equipment/items/magnetite-scope-g-g.md +++ b/compendium/equipment/items/magnetite-scope-g-g.md @@ -11,15 +11,30 @@ aliases: ["Magnetite Scope"] # Magnetite Scope *Item 9+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** attached ; **Bulk** L +- **Bulk** L; **Usage** attached - **Category** Scope More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + The next [Strike](rules/actions/strike.md) you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. ``` +--- +### Variants + +#### magnetite Scope *Item 9* + +- **Price**: 800 gp + +#### greater magnetite Scope *Item 17* + +- **Price**: 16000 gp + +The item bonus is +3, and activating the scope increases the scatter radius by 10 feet. + +--- *Source: Guns & Gears p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/magnetizing-tv.md b/compendium/equipment/items/magnetizing-tv.md index 9cfca9c6f..78ad8af36 100644 --- a/compendium/equipment/items/magnetizing-tv.md +++ b/compendium/equipment/items/magnetizing-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Magnetizing"] @@ -13,13 +13,13 @@ aliases: ["Magnetizing"] - **Price** 900 gp - **Usage** etched onto metal armor -- **Category** Rune This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command +- **Frequency**: once per hour - **Requirements**: A creature adjacent to you is made of metal or wearing metal armor **Effect** You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect movement that keeps you the same distance from one another, so you could still [Step](rules/actions/step.md) if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action. @@ -27,4 +27,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they're made of. ``` + +--- *Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md b/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md index 565898322..c6b108c70 100644 --- a/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md +++ b/compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/uncommon @@ -13,17 +13,21 @@ aliases: ["Magnifying Glass Of Elucidation"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 125 gp +- **Craft Requirements** You know the language imbued in the magnifying glass. - **Usage** held in 1 hand -- **Category** Held These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language. When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language Urban Garden Wares you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when [observed](rules/conditions.md#Observed) through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to [Decipher Writing](rules/actions/decipher-writing.md). ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) -You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any [magical](rules/traits/magical.md "Magical Item Trait") effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any [magical](rules/traits/magical.md "Magical Item Trait") effect. The magnifying glass can only hold one instance of information at a given time; [Activating](rules/actions/activate-an-item.md) the magnifying glass a second time or reproducing the information clears out the magnifying glass's information. +- **Frequency**: once per day + +**Effect** You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any [magical](rules/traits/magical.md "Magical Item Trait") effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any [magical](rules/traits/magical.md "Magical Item Trait") effect. The magnifying glass can only hold one instance of information at a given time; [Activating](rules/actions/activate-an-item.md) the magnifying glass a second time or reproducing the information clears out the magnifying glass's information. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/magnifying-glass.md b/compendium/equipment/items/magnifying-glass.md index 8ff452a5b..e37b7101b 100644 --- a/compendium/equipment/items/magnifying-glass.md +++ b/compendium/equipment/items/magnifying-glass.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Magnifying Glass"] --- # Magnifying Glass *Item 3* @@ -11,8 +11,9 @@ aliases: ["Magnifying Glass"] - **Price** 40 gp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear This quality handheld lens gives you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice minute details of documents, fabric, and the like. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/magnifying-scope-g-g.md b/compendium/equipment/items/magnifying-scope-g-g.md index b5c82175b..ec06626d0 100644 --- a/compendium/equipment/items/magnifying-scope-g-g.md +++ b/compendium/equipment/items/magnifying-scope-g-g.md @@ -11,15 +11,36 @@ aliases: ["Magnifying Scope"] # Magnifying Scope *Item 3+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** attached ; **Bulk** L +- **Bulk** L; **Usage** attached - **Category** Scope These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) creatures through the scope. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first. ``` +--- +### Variants + +#### magnifying Scope *Item 3* + +- **Price**: 70 gp + +#### greater magnifying Scope *Item 9* + +- **Price**: 800 gp + +The item bonus is +2, and activating the scope increases the range increment by 10 feet. + +#### major magnifying Scope *Item 17* + +- **Price**: 16000 gp + +The item bonus is +3, and activating the scope increases the range increment by 20 feet. + +--- *Source: Guns & Gears p. 181* \ No newline at end of file diff --git a/compendium/equipment/items/mail-of-luck.md b/compendium/equipment/items/mail-of-luck.md index 70d6f072b..645c2f061 100644 --- a/compendium/equipment/items/mail-of-luck.md +++ b/compendium/equipment/items/mail-of-luck.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/divination - trait/invested - trait/magical @@ -13,14 +13,14 @@ aliases: ["Mail of Luck"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2600 gp -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor +- **Bulk** 3; **Usage** worn armor This suit of +2 resilient splint mail has a large, green gemstone inset in a prominent location. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Trigger**: You are hit or critically hit with an attack, but damage hasn't been rolled yet **Effect** You force the attacker to reroll the attack roll and use the worse result. This effect has the [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") trait. @@ -28,4 +28,6 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor's power returns before a week has elapsed, it can't be activated more than once per day. ``` + +--- *Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/main-gauche.md b/compendium/equipment/items/main-gauche.md index ae1f9252c..459d81282 100644 --- a/compendium/equipment/items/main-gauche.md +++ b/compendium/equipment/items/main-gauche.md @@ -16,10 +16,12 @@ aliases: ["Main-gauche"] - **Price** 5 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Knife This parrying dagger features a robust guard to protect the wielder's hand. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/majordomo-torc-tv.md b/compendium/equipment/items/majordomo-torc-tv.md index ddffed0fd..e7fbb494b 100644 --- a/compendium/equipment/items/majordomo-torc-tv.md +++ b/compendium/equipment/items/majordomo-torc-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/intelligent - trait/invested @@ -14,17 +14,20 @@ aliases: ["Majordomo Torc"] # Majordomo Torc *Item 6* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution. You gain a +1 item bonus to [Society](compendium/skills.md#Society) checks and the ability to understand, speak, and write the torc's language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while [deafened](rules/conditions.md#Deafened) from 5 to 3. Upon being invested, the torc appoints itself your majordomo and, given the chance, takes over coordinating your social calendar, engagements, and wardrobe. A majordomo torc has a prim, fussy disposition, and although it defers to you, it can grow sardonic if you frequently ignore its advice. The torc has the following activation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -The majordomo torc casts befitting attire (Secrets of Magic 90) on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you. +- **Frequency**: once per day + +**Effect** The majordomo torc casts befitting attire (Secrets of Magic 90) on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you. ``` + +--- *Source: Treasure Vault p. 195* \ No newline at end of file diff --git a/compendium/equipment/items/malleable-mixture-lotgb.md b/compendium/equipment/items/malleable-mixture-lotgb.md index 1708906ec..d57547c3c 100644 --- a/compendium/equipment/items/malleable-mixture-lotgb.md +++ b/compendium/equipment/items/malleable-mixture-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,25 @@ aliases: ["Malleable Mixture"] # Malleable Mixture *Item 8+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) you. +--- +### Variants + +#### lesser *Item 8* + +- **Price**: 75 gp + +You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum [Small](rules/traits/small-b1.md "Small Size Trait")). The bonus to your DCs is +2, and the duration is 1 minute. + +#### greater *Item 14* + +- **Price**: 750 gp + +You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait")). The bonus to your DCs is +3, and the duration is 10 minutes. + +--- *Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/malyass-root-paste.md b/compendium/equipment/items/malyass-root-paste.md index a3f52ee97..edecacfec 100644 --- a/compendium/equipment/items/malyass-root-paste.md +++ b/compendium/equipment/items/malyass-root-paste.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -14,9 +14,8 @@ aliases: ["Malyass Root Paste"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 55 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking. @@ -33,4 +32,6 @@ title: Saving Throw: DC 26 Fortitude **Stage 2** [clumsy](rules/conditions.md#Clumsy) and –20-foot status penalty to all Speeds ; (1 minute) ``` + +--- *Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/mambele-tv.md b/compendium/equipment/items/mambele-tv.md index 352710407..7f264730f 100644 --- a/compendium/equipment/items/mambele-tv.md +++ b/compendium/equipment/items/mambele-tv.md @@ -15,10 +15,12 @@ aliases: ["Mambele"] - **Price** 6 sp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Axe Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/mana-rattler-liniment-ooa3.md b/compendium/equipment/items/mana-rattler-liniment-ooa3.md index 2f916e5ae..eb4701daa 100644 --- a/compendium/equipment/items/mana-rattler-liniment-ooa3.md +++ b/compendium/equipment/items/mana-rattler-liniment-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -15,10 +15,11 @@ aliases: ["Mana-Rattler Liniment"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 110 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a [poison](rules/traits/poison.md "Poison Effect Trait") or [disease](rules/traits/disease.md "Disease Effect Trait") effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals `1d6` piercing damage plus 1 poison damage. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/manacles-of-persuasion-logm.md b/compendium/equipment/items/manacles-of-persuasion-logm.md index b12b46101..c0186e81d 100644 --- a/compendium/equipment/items/manacles-of-persuasion-logm.md +++ b/compendium/equipment/items/manacles-of-persuasion-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/worn +- item/category/worn/ - trait/magical - trait/necromancy - trait/nonlethal @@ -15,8 +15,7 @@ aliases: ["Manacles Of Persuasion"] - **Access** follower of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) - **Price** 45 gp -- **Usage** worn on wrists; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn on wrists These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance. @@ -24,4 +23,6 @@ Followers of Zon-Kuthon sometimes employ manacles of persuasion against captured While the creature is [unconscious](rules/conditions.md#Unconscious), the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not [immobilized](rules/conditions.md#Immobilized). + +--- *Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/manacles.md b/compendium/equipment/items/manacles.md index 21b8e3696..89f0133c0 100644 --- a/compendium/equipment/items/manacles.md +++ b/compendium/equipment/items/manacles.md @@ -3,15 +3,38 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Manacles"] --- # Manacles *Item 0* - **Bulk** — - **Hands** 2 -- **Category** Adventuring Gear You can manacle someone who is willing or otherwise at your mercy as an [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. +--- +### Variants + +#### Poor *Item 0* + +- **Price**: 2 sp + +#### Simple *Item 1* + +- **Price**: 3 gp + +#### Average *Item 3* + +- **Price**: 20 gp + +#### Good *Item 9* + +- **Price**: 250 gp + +#### Superior *Item 17* + +- **Price**: 5000 gp + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/mantis-shell-tv.md b/compendium/equipment/items/mantis-shell-tv.md index 4582db500..096620b5e 100644 --- a/compendium/equipment/items/mantis-shell-tv.md +++ b/compendium/equipment/items/mantis-shell-tv.md @@ -14,9 +14,11 @@ aliases: ["Mantis Shell"] - **Price** 10 gp - **Bulk** 1 - **AC Bonus** +2; **Dex Cap** +3 -- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Strength** 12; **Check Penalty** -1; **Speed Penalty** — - **Category** Light; **Group** Skeletal Construction of mantis shell armor originates with the Red Mantis assassins. Authentic mantis shell can be found in some dark markets, but wearing such armor can attract deadly attention from the armor's originators. Mantis shell comes with the weapon harness adjustment, though these special vambraces are meant to hold sawtooth sabers, and attaching anything else is an insult to the Red Mantis. A character who is a member of the Red Mantis assassins has access to this uncommon armor. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/mantle-of-amazing-health-tv.md b/compendium/equipment/items/mantle-of-amazing-health-tv.md index af01fba90..a4395261c 100644 --- a/compendium/equipment/items/mantle-of-amazing-health-tv.md +++ b/compendium/equipment/items/mantle-of-amazing-health-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,23 +14,27 @@ aliases: ["Mantle of Amazing Health"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 40000 gp -- **Usage** worn cape; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn cape This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per round - **Trigger**: You take damage **Effect** Drawing the cloak around you, you reduce the damage taken by 10. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours. +- **Frequency**: once per hour + +**Effect** If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours. ``` + +--- *Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md b/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md index 6986f90e6..71c33af91 100644 --- a/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md +++ b/compendium/equipment/items/mantle-of-the-grogrisant-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/primal @@ -14,17 +14,21 @@ aliases: ["Mantle of the Grogrisant"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 22000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak This long, golden cloak is among the royal regalia of the emperors of Taldor. It was fashioned from the pelt of Grogrisant itself, after being slain by Taldaris, and Grogrisant's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Grogrisant cross beneath the wearer's throat, giving you an imposing appearance. The Mantle of the Grogrisant grants you fire resistance 15 and physical resistance 5 (except bludgeoning). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) ([evocation](rules/traits/evocation.md), [incapacitation](rules/traits/incapacitation.md), [light](rules/traits/light.md), [primal](rules/traits/primal.md), [visual](rules/traits/visual.md)) -You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're [blinded](rules/conditions.md#Blinded) for 1 minute. On a critical failure, they're permanently blinded. -%% #trait/evocation #trait/incapacitation #trait/light #trait/primal #trait/visual %% +- **Frequency**: once per day + +**Effect** You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're [blinded](rules/conditions.md#Blinded) for 1 minute. On a critical failure, they're permanently blinded. +%% + #trait/evocation #trait/incapacitation #trait/light #trait/primal #trait/visual +%% ``` + +--- *Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/marbles-lotgb.md b/compendium/equipment/items/marbles-lotgb.md index 0140193cb..71688ec49 100644 --- a/compendium/equipment/items/marbles-lotgb.md +++ b/compendium/equipment/items/marbles-lotgb.md @@ -3,17 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Marbles"] --- # Marbles *Item 0* - **Price** 2 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an [Interact](rules/actions/interact.md) action. The first creature that moves into that square must succeed at a DC 13 [Acrobatics](compendium/skills.md#Acrobatics) check or Reflex save (its choice) or fall [prone](rules/conditions.md#Prone). Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling. Merrygleam Toys. + +--- *Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/marked-playing-cards-lopsg.md b/compendium/equipment/items/marked-playing-cards-lopsg.md index 0c845bca2..17826559c 100644 --- a/compendium/equipment/items/marked-playing-cards-lopsg.md +++ b/compendium/equipment/items/marked-playing-cards-lopsg.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Marked Playing Cards"] --- # Marked Playing Cards *Item 0* - **Price** 1 gp - **Hands** 2 -- **Category** Adventuring Gear A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to [Games Lore](compendium/skills.md#Lore) checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a [Perception](compendium/skills.md#Perception) check against the dealer's [Games Lore](compendium/skills.md#Lore) or [Thievery](compendium/skills.md#Thievery) DC. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/marking-snare.md b/compendium/equipment/items/marking-snare.md index 7be498b58..1765fa783 100644 --- a/compendium/equipment/items/marking-snare.md +++ b/compendium/equipment/items/marking-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,7 +14,6 @@ aliases: ["Marking Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp -- **Category** Snare This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to [Track](rules/actions/track.md) the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save. @@ -23,4 +22,6 @@ This snare is often used to mark intruders for later tracking or identification. > - **Failure** The snare marks the creature. > - **Critical Failure** The snare marks the creature, and the creature is [blinded](rules/conditions.md#Blinded) until the end of its next turn. + +--- *Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/martyrs-shield-gmg.md b/compendium/equipment/items/martyrs-shield-gmg.md index 0882d2296..b328f368f 100644 --- a/compendium/equipment/items/martyrs-shield-gmg.md +++ b/compendium/equipment/items/martyrs-shield-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/held +- item/category/held/ - trait/abjuration - trait/divine - trait/intelligent @@ -14,9 +14,10 @@ aliases: ["Martyr's Shield"] # Martyr's Shield *Item 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [lg](rules/traits/lg-b1.md "Lawful Good Alignment Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis, who sacrificed themself to save an ally. In addition to good-naturedly attempting to convert you to its religion, the martyr's shield can use 1 reaction each round that, when raised, it uses to [Shield Block](compendium/feats/shield-block.md) to protect an ally adjacent to you, with the effects of the [Shield Warden](compendium/feats/shield-warden-champion.md) feat. The martyr's shield uses this reaction whether you would prefer it did so or not. The martyr's shield can be upgraded to a stronger form of sturdy shield by paying the difference in cost between its current type of sturdy shield and the new type. + +--- *Source: Gamemastery Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/marvelous-calliope-ec2.md b/compendium/equipment/items/marvelous-calliope-ec2.md index f021a67bd..51732878b 100644 --- a/compendium/equipment/items/marvelous-calliope-ec2.md +++ b/compendium/equipment/items/marvelous-calliope-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,12 +15,12 @@ aliases: ["Marvelous Calliope"] - **Price** 100 gp - **Bulk** L (when not activated) -- **Category** Structure This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, envision, [Interact](rules/actions/interact.md) + You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden frame and keyboard. @@ -32,9 +32,13 @@ If you use an [Interact](rules/actions/interact.md) action to pull the small met ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per hour -You play the calliope, causing it to cast [charm](compendium/spells/charm.md) on one of the listeners. +**Effect** You play the calliope, causing it to cast [charm](compendium/spells/charm.md) on one of the listeners. ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/marvelous-medicines.md b/compendium/equipment/items/marvelous-medicines.md index a880d5f9b..1a8b58c91 100644 --- a/compendium/equipment/items/marvelous-medicines.md +++ b/compendium/equipment/items/marvelous-medicines.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Marvelous Medicines"] @@ -11,15 +11,29 @@ aliases: ["Marvelous Medicines"] # Marvelous Medicines *Item 12+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to [Medicine](compendium/skills.md#Medicine) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Treat Poison](rules/actions/treat-poison.md) or 8 hours ([Treat Disease](rules/actions/treat-disease.md)) + You can activate the tools when you use them to [Treat Poison](rules/actions/treat-poison.md) in order to produce the effects of neutralize poison, or when you [Treat Disease](rules/actions/treat-disease.md) in order to produce the effects of remove disease. Once these medicines have been used to treat a patient's poison or disease, they can't be used again to treat the same affliction for that patient. ``` +--- +### Variants + +#### standard *Item 12* + +- **Price**: 1800 gp + +#### greater *Item 18* + +- **Price**: 19000 gp + +The tools grant a +3 item bonus, and the spells are heightened to 6th level. + +--- *Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/marvelous-pigment-tv.md b/compendium/equipment/items/marvelous-pigment-tv.md index 9642a1edb..5fd2168f4 100644 --- a/compendium/equipment/items/marvelous-pigment-tv.md +++ b/compendium/equipment/items/marvelous-pigment-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -14,9 +14,8 @@ aliases: ["Marvelous Pigment"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) Marvelous pigment comes in a small container of shifting, multicolored paint that can magically create an object painted with it. The pigment is applied with a stick tipped with bristles, hair, or fur. The paint flows as you Activate the marvelous pigment and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface. @@ -28,4 +27,6 @@ When you're done painting, attempt a DC 30 [Crafting](compendium/skills.md#Craft > - **Failure** The pigments leave a painting that doesn't quite look right and doesn't become an object. > - **Critical Failure** Is it a dog? Whatever you made is a pretty lousy painting and doesn't resemble what you set out to make. + +--- *Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/mask-lotgb.md b/compendium/equipment/items/mask-lotgb.md index 57d4c677f..e0d9408d0 100644 --- a/compendium/equipment/items/mask-lotgb.md +++ b/compendium/equipment/items/mask-lotgb.md @@ -3,14 +3,40 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ aliases: ["Mask"] --- # Mask *Item 0+* - **Usage** worn mask -- **Category** Worn A mask helps you use the [Impersonate](rules/actions/impersonate.md) action to pass yourself off as someone you aren't. +--- +### Variants + +#### ordinary mask *Item 0* + + +This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask. + +#### fine mask *Item 0* + +- **Price**: 2 gp + +This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree. + +#### plague mask *Item 1* + +- **Price**: 10 gp + +This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in [water purifiers](compendium/equipment/items/water-purifier-lopsg.md) can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case. + +#### rubber mask *Item 1* + +- **Price**: 5 gp + +Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours. + +--- *Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-allure-som.md b/compendium/equipment/items/mask-of-allure-som.md index 658293d64..564f3b4a7 100644 --- a/compendium/equipment/items/mask-of-allure-som.md +++ b/compendium/equipment/items/mask-of-allure-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/apex +- item/category/apex/ - trait/apex - trait/enchantment - trait/invested @@ -14,8 +14,7 @@ aliases: ["Mask Of Allure"] [apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 24000 gp -- **Usage** worn mask; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn mask This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate. @@ -24,8 +23,7 @@ When you place it against your face, it melds to the shape of your head. The mat When you invest the mask, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[visual](rules/traits/visual.md "Visual Effect Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([visual](rules/traits/visual.md)) - **Trigger**: You attempt a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check @@ -35,7 +33,11 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F - **Diplomacy** A kind, gentle and inviting expression. - **Intimidation** A monstrous visage that shocks viewers into paying attention. - **Performance** A jovial humanoid face, the mouth cracked wide with a comedic smile or a tragic frown, depending on the nature of the performance. -%% #trait/visual %% +%% + #trait/visual +%% ``` + +--- *Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-mercy-sot1.md b/compendium/equipment/items/mask-of-mercy-sot1.md index b35368c85..68d5e741b 100644 --- a/compendium/equipment/items/mask-of-mercy-sot1.md +++ b/compendium/equipment/items/mask-of-mercy-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/fortune - trait/invested - trait/magical @@ -16,18 +16,21 @@ aliases: ["Mask Of Mercy"] - **Price** 100 gp - **Usage** worn mask -- **Category** Worn This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per day - **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md "Healing Effect Trait") trait **Effect** Roll twice to determine the number of Hit Points you restore and take the higher result. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` + +--- *Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-mercy-tv.md b/compendium/equipment/items/mask-of-mercy-tv.md index f6aa4ad33..fde83d3d8 100644 --- a/compendium/equipment/items/mask-of-mercy-tv.md +++ b/compendium/equipment/items/mask-of-mercy-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/necromancy @@ -13,19 +13,22 @@ aliases: ["Mask of Mercy"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 100 gp -- **Usage** worn mask; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn mask This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per day - **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](rules/traits/healing.md "Healing Effect Trait") trait **Effect** Roll twice to determine the number of Hit Points you restore and take the higher result. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` + +--- *Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-the-banshee-apg.md b/compendium/equipment/items/mask-of-the-banshee-apg.md index 9a5e93717..b0d64871f 100644 --- a/compendium/equipment/items/mask-of-the-banshee-apg.md +++ b/compendium/equipment/items/mask-of-the-banshee-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/worn +- item/category/worn/ - trait/auditory - trait/invested - trait/magical @@ -15,14 +15,29 @@ aliases: ["Mask Of The Banshee"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") - **Usage** worn mask -- **Category** Worn This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -The mask emits a soul-chilling scream that deals `6d10` negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). +- **Frequency**: once per day + +**Effect** The mask emits a soul-chilling scream that deals `6d10` negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). ``` +--- +### Variants + +#### mask of the banshee *Item 9* + +- **Price**: 700 gp + +#### greater mask of the banshee *Item 19* + +- **Craft Requirements**: Supply a casting of wail of the banshee. + +The item bonus to [Intimidation](compendium/skills.md#Intimidation) is +3. Activating a greater mask of the banshee casts a 9th-level [wail of the banshee](compendium/spells/wail-of-the-banshee.md) (DC 41) affecting all living creatures in the area. + +--- *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md b/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md index 8137436c6..3d3ff5dde 100644 --- a/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md +++ b/compendium/equipment/items/mask-of-the-cursed-eye-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/necromancy @@ -15,7 +15,6 @@ aliases: ["Mask Of The Cursed Eye"] - **Price** 475 gp - **Usage** worn mask -- **Category** Worn These masks are always decorated with at least one wide, staring eye. @@ -27,4 +26,6 @@ The first time each day a creature on your plane that you can't perceive targets > - **Failure** The creature is [sickened](rules/conditions.md#Sickened) and [dazzled](rules/conditions.md#Dazzled) for 1 minute. You know you've been targeted with a divination spell, but the mask gives you no additional information. > - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and [dazzled](rules/conditions.md#Dazzled) for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-the-cursed-eye-tv.md b/compendium/equipment/items/mask-of-the-cursed-eye-tv.md index 45e58e132..ebdb2b872 100644 --- a/compendium/equipment/items/mask-of-the-cursed-eye-tv.md +++ b/compendium/equipment/items/mask-of-the-cursed-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/necromancy @@ -14,8 +14,7 @@ aliases: ["Mask of the Cursed Eye"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 475 gp -- **Usage** worn mask; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn mask A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item. @@ -27,4 +26,6 @@ A mask of the cursed eye is decorated with at least one wide, staring eye. The f > You know you've been targeted with a divination spell, but the mask gives you no additional information. > - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and [dazzled](rules/conditions.md#Dazzled) for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction. + +--- *Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/mask-of-uncanny-breath-tv.md b/compendium/equipment/items/mask-of-uncanny-breath-tv.md index d3a5bcbe6..5a072c23c 100644 --- a/compendium/equipment/items/mask-of-uncanny-breath-tv.md +++ b/compendium/equipment/items/mask-of-uncanny-breath-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/focused - trait/invested - trait/necromancy @@ -14,23 +14,28 @@ aliases: ["Mask of Uncanny Breath"] [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Price** 1200 gp -- **Usage** worn mask; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are a monk with occult ki spells. +- **Bulk** L; **Usage** worn mask A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your ki. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to [Occultism](compendium/skills.md#Occultism) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast an occult monk ki spell. If not used by the end of your turn, this Focus Point is lost. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: Your unarmed [Strike](rules/actions/strike.md) hits a creature that breathes **Effect** The mask contorts and inhales, sucking breath from your target's lungs. The target falls [unconscious](rules/conditions.md#Unconscious) but doesn't fall [prone](rules/conditions.md#Prone) or drop what it's holding. It wakes up at the end of your turn if it hasn't been woken up already. ``` + +--- *Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/master-magus-ring-tv.md b/compendium/equipment/items/master-magus-ring-tv.md index 680f4fe4c..fd6264f63 100644 --- a/compendium/equipment/items/master-magus-ring-tv.md +++ b/compendium/equipment/items/master-magus-ring-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/arcane - trait/conjuration - trait/focused @@ -14,23 +14,29 @@ aliases: ["Master Magus Ring"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") - **Price** 1250 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Craft Requirements** You are a magus. +- **Bulk** —; **Usage** worn Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe. You gain a +2 item bonus to [Arcana](compendium/skills.md#Arcana) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a magus conflux spell. If not used by the end of your turn, this Focus Point is lost. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command + +- **Frequency**: once per day -The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the activation fails and is used. +**Effect** The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the activation fails and is used. ``` + +--- *Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/matchmaker-fulu-som.md b/compendium/equipment/items/matchmaker-fulu-som.md index 718143311..e666e4b74 100644 --- a/compendium/equipment/items/matchmaker-fulu-som.md +++ b/compendium/equipment/items/matchmaker-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/enchantment - trait/fortune @@ -18,8 +18,9 @@ aliases: ["Matchmaker Fulu"] - **Price** 10 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md). -- **Category** Consumable This red fulu contains blessings for one's relationship from [Shelyn](compendium/setting/deities/shelyn.md), goddess of beauty and love. You get a +2 status bonus to the [Diplomacy](compendium/skills.md#Diplomacy) check, and if you roll a critical failure on the check, you get a failure instead. + +--- *Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/material-component-pouch.md b/compendium/equipment/items/material-component-pouch.md index c27bda45e..7fff7c4e0 100644 --- a/compendium/equipment/items/material-component-pouch.md +++ b/compendium/equipment/items/material-component-pouch.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Material Component Pouch"] --- # Material Component Pouch *Item 0* @@ -11,8 +11,9 @@ aliases: ["Material Component Pouch"] - **Price** 5 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/material-essence-disruptor-g-g.md b/compendium/equipment/items/material-essence-disruptor-g-g.md index 92194aa82..bddcce143 100644 --- a/compendium/equipment/items/material-essence-disruptor-g-g.md +++ b/compendium/equipment/items/material-essence-disruptor-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,10 +12,37 @@ aliases: ["Material Essence Disruptor"] # Material Essence Disruptor *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 +- **Bulk** 1; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active [arcane](rules/traits/arcane.md "Arcane Tradition Trait") or [primal](rules/traits/primal.md "Primal Tradition Trait") spell within the listed range, with the listed counteract modifier and counteract level. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 60 gp + +The range is 30 feet, the counteract modifier is +7, and the counteract level is 2. + +#### moderate *Item 7* + +- **Price**: 360 gp + +The range is 40 feet, the counteract modifier is +13, and the counteract level is 4. + +#### greater *Item 11* + +- **Price**: 1400 gp + +The range is 60 feet, the counteract modifier is +18, and the counteract level is 6. + +#### major *Item 15* + +- **Price**: 6500 gp + +The range is 90 feet, the counteract modifier is +24, and the counteract level is 8. + +--- *Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/mattock-of-the-titans.md b/compendium/equipment/items/mattock-of-the-titans.md index e7e64a3a0..972801425 100644 --- a/compendium/equipment/items/mattock-of-the-titans.md +++ b/compendium/equipment/items/mattock-of-the-titans.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/magical - trait/uncommon @@ -13,17 +13,21 @@ aliases: ["Mattock of the Titans"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 36000 gp -- **Usage** held in 2 hands; **Bulk** 16 -- **Category** Weapon +- **Craft Requirements** You are a titan, and the initial raw materials must include 8,100 gp of adamantine. +- **Bulk** 16; **Usage** held in 2 hands This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you're a Small or larger creature, you can wield it while wearing a belt of giant strength, as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you're a Large barbarian with the giant instinct or are a Huge creature. When it's used as a weapon, the mattock of the titans has the statistics of a +3 greater striking keen adamantine great pick. While you're wielding the mattock of the titans, you gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks. You can use it to loosen or push soft earth at a rate of 1 minute per 5-foot cube or smash through solid stone at the rate of 5 minutes per 5-foot-cube. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You dig furiously with the mattock to non-magically replicate the effects of an [earthquake](compendium/spells/earthquake.md) spell. +- **Frequency**: once per day + +**Effect** You dig furiously with the mattock to non-magically replicate the effects of an [earthquake](compendium/spells/earthquake.md) spell. ``` + +--- *Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/maul.md b/compendium/equipment/items/maul.md index 606f2a087..92e660482 100644 --- a/compendium/equipment/items/maul.md +++ b/compendium/equipment/items/maul.md @@ -12,10 +12,12 @@ aliases: ["Maul"] - **Price** 3 gp - **Bulk** 2 -- **Damage** `1d12` B + - **Damage**: `1d12` B - **Hands** 2 - **Category** Martial; **Group** Hammer Mauls are massive warhammers that must be swung with two hands. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/maw-of-hungry-shadows-tv.md b/compendium/equipment/items/maw-of-hungry-shadows-tv.md index ec35e12ba..f0f62ee40 100644 --- a/compendium/equipment/items/maw-of-hungry-shadows-tv.md +++ b/compendium/equipment/items/maw-of-hungry-shadows-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/conjuration - trait/grimoire - trait/incapacitation @@ -17,13 +17,13 @@ aliases: ["Maw of Hungry Shadows"] - **Price** 21000 gp - **Bulk** L -- **Category** Grimoire Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when opened. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision +- **Frequency**: once per day - **Trigger**: Your last action was to cast a spell prepared from this grimoire that has the [shadow](rules/traits/shadow.md "Shadow General Trait") trait **Effect** Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save. @@ -35,4 +35,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S > - **Critical Failure** As failure, but the shadows also pull the creature into the tome, teleporting it to the Shadow Plane. ``` + +--- *Source: Treasure Vault p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/mechanical-torch-g-g.md b/compendium/equipment/items/mechanical-torch-g-g.md index d9886e047..25343c921 100644 --- a/compendium/equipment/items/mechanical-torch-g-g.md +++ b/compendium/equipment/items/mechanical-torch-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/clockwork aliases: ["Mechanical Torch"] --- @@ -11,11 +11,12 @@ aliases: ["Mechanical Torch"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an [Interact](rules/actions/interact.md) action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40-foot cone (and dim light to the next 40 feet). Changing this area requires a single [Interact](rules/actions/interact.md) action to flip a switch. The torch carries sufficient charge to operate for ten minutes. You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands. + +--- *Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/medusa-armor-gmg.md b/compendium/equipment/items/medusa-armor-gmg.md index 484ddc4d2..a055ef1e1 100644 --- a/compendium/equipment/items/medusa-armor-gmg.md +++ b/compendium/equipment/items/medusa-armor-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/armor +- item/category/armor/ - trait/cursed - trait/invested - trait/magical @@ -14,11 +14,12 @@ aliases: ["Medusa Armor"] # Medusa Armor *Item 14* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor +- **Bulk** 3; **Usage** worn armor This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become [petrified](rules/conditions.md#Petrified) for 1 round. Once the curse has activated for the first time, the armor fuses to you. + +--- *Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/medusas-scream-apg.md b/compendium/equipment/items/medusas-scream-apg.md index d31c3c8e0..b3e24c36a 100644 --- a/compendium/equipment/items/medusas-scream-apg.md +++ b/compendium/equipment/items/medusas-scream-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Medusa's Scream"] @@ -11,15 +11,34 @@ aliases: ["Medusa's Scream"] # Medusa's Scream *Item 13+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([visual](rules/traits/visual.md)) -You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet. +- **Frequency**: once per day + +**Effect** You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet. +%% + #trait/visual +%% ``` +--- +### Variants + +#### medusa's scream *Item 13* + +- **Price**: 3000 gp + +#### greater medusa's scream *Item 16* + +- **Price**: 9000 gp +- **Craft Requirements**: The initial raw materials must include the head of a medusa. + +A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35. + +--- *Source: Advanced Player's Guide p. 261* \ No newline at end of file diff --git a/compendium/equipment/items/membership-cords-da.md b/compendium/equipment/items/membership-cords-da.md index fc7cb6bac..e66843bd2 100644 --- a/compendium/equipment/items/membership-cords-da.md +++ b/compendium/equipment/items/membership-cords-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Membership Cords"] --- @@ -12,9 +12,10 @@ aliases: ["Membership Cords"] - **Access** Member of a secret society - **Price** 5 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry. + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/memoir-map-tv.md b/compendium/equipment/items/memoir-map-tv.md index 8a51b8d77..3543300cb 100644 --- a/compendium/equipment/items/memoir-map-tv.md +++ b/compendium/equipment/items/memoir-map-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/divination - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Memoir Map"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 13 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren't exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map, you can have the tattoo artist embellish the map to represent past events. + +--- *Source: Treasure Vault p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/memory-palace-lotgb.md b/compendium/equipment/items/memory-palace-lotgb.md index 54a4b7159..49b87ed4f 100644 --- a/compendium/equipment/items/memory-palace-lotgb.md +++ b/compendium/equipment/items/memory-palace-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,14 +15,15 @@ aliases: ["Memory Palace"] - **Price** 4200 gp - **Bulk** — (when not activated) -- **Category** Structure A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Taldan villa small enough to fit in the palm of a human hand. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute ((10 minutes)) envision, [Interact](rules/actions/interact.md) -The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node. +- **Frequency**: once per day + +**Effect** The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node. Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Mwangi Expanse would help with [Recall Knowledge](rules/actions/recall-knowledge.md) checks for such trees, but it wouldn't grant the benefits for all [Nature](compendium/skills.md#Nature) checks to [Recall Knowledge](rules/actions/recall-knowledge.md). @@ -31,4 +32,6 @@ A memory palace node can also store the text from a spellbook or magical tome, b However, since storing spells in a node would only benefit someone else who later discovers the memory palace, few choose to take such an action. The memories contained within the nodes aren't real, and thus don't cause harmful effects, even if the source of the memory was a mental danger. Many memory palaces have leftover memories from previous users—now long dead—imprinted on their various nodes. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/menacing-tv.md b/compendium/equipment/items/menacing-tv.md index ec1803526..6b4186fdc 100644 --- a/compendium/equipment/items/menacing-tv.md +++ b/compendium/equipment/items/menacing-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/enchantment - trait/magical aliases: ["Menacing"] @@ -12,8 +12,29 @@ aliases: ["Menacing"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** applied any visible article of clothing -- **Category** Rune Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks to [Coerce](rules/actions/coerce.md) others. +--- +### Variants + +#### menacing *Item 3* + +- **Price**: 50 gp + +#### greater menacing *Item 10* + +- **Price**: 900 gp + +This rune grants a +2 item bonus and has an activation. + +```ad-embed-ability +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day + +**Effect** The rune casts a 3rd-level [fear](compendium/spells/fear.md) spell (DC 25). +``` + +--- *Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/menders-soup-tv.md b/compendium/equipment/items/menders-soup-tv.md index 6c7700d32..539215223 100644 --- a/compendium/equipment/items/menders-soup-tv.md +++ b/compendium/equipment/items/menders-soup-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/processed @@ -13,9 +13,8 @@ aliases: ["Mender's Soup"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 5 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock. @@ -23,4 +22,6 @@ Civic authorities commission batches of mender's soup for workers if a tricky jo If you eat mender's soup over the entire period required to attempt a [Crafting](compendium/skills.md#Crafting) check to [Craft](rules/actions/craft.md) (typically a minimum of eating the soup each day for 4 days), the +1 bonus from the soup can be applied to that check, too. + +--- *Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/mending-lattice.md b/compendium/equipment/items/mending-lattice.md index 617e7681d..e52b91df1 100644 --- a/compendium/equipment/items/mending-lattice.md +++ b/compendium/equipment/items/mending-lattice.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Mending Lattice"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 525 gp -- **Usage** affixed to a shield or weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a shield or weapon - **Activate** command; **Trigger** The affixed item would take damage; **Requirements** You are a master in [Crafting](compendium/skills.md#Crafting). -- **Category** Talisman This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item. + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/mentalists-staff.md b/compendium/equipment/items/mentalists-staff.md index 437cfcb97..19ee4e029 100644 --- a/compendium/equipment/items/mentalists-staff.md +++ b/compendium/equipment/items/mentalists-staff.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/staff @@ -12,15 +12,41 @@ aliases: ["Mentalist's Staff"] # Mentalist's Staff *Item 4+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### mentalist's staff *Item 4* + +- **Price**: 90 gp + +- **Cantrip** [daze](compendium/spells/daze.md) +- **1st** [mindlink](compendium/spells/mindlink.md), [phantom pain](compendium/spells/phantom-pain.md) + +#### greater mentalist's staff *Item 8* + +- **Price**: 450 gp + +- **2nd** [paranoia](compendium/spells/paranoia.md) +- **3rd** [hypercognition](compendium/spells/hypercognition.md), [phantom pain](compendium/spells/phantom-pain.md) + +#### major mentalist's staff *Item 12* + +- **Price**: 1800 gp + +- **4th** [modify memory](compendium/spells/modify-memory.md), [telepathy](compendium/spells/telepathy.md) +- **5th** [phantom pain](compendium/spells/phantom-pain.md), [synaptic pulse](compendium/spells/synaptic-pulse.md), [synesthesia](compendium/spells/synesthesia.md) + +--- *Source: Core Rulebook p. 592* \ No newline at end of file diff --git a/compendium/equipment/items/merchants-guile-fop.md b/compendium/equipment/items/merchants-guile-fop.md index b605303d4..759fe734f 100644 --- a/compendium/equipment/items/merchants-guile-fop.md +++ b/compendium/equipment/items/merchants-guile-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/uncommon @@ -14,16 +14,18 @@ aliases: ["Merchant's Guile"] - **Price** 160 gp - **Usage** worn -- **Category** Worn The band of this ring is made from bluecolored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable. Wearing this ring grants you a +2 item bonus to [Deception](compendium/skills.md#Deception) and [Diplomacy](compendium/skills.md#Diplomacy) checks, but only if the associated checks involve haggling or bargaining over a purchase or trade. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) + You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level [detect magic](compendium/spells/detect-magic.md) spell that affects only the object. ``` + +--- *Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/merchants-scale.md b/compendium/equipment/items/merchants-scale.md index c7792b012..c9cc1969c 100644 --- a/compendium/equipment/items/merchants-scale.md +++ b/compendium/equipment/items/merchants-scale.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Merchant's Scale"] --- # Merchant's Scale *Item 0* @@ -11,8 +11,9 @@ aliases: ["Merchant's Scale"] - **Price** 2 sp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/merciful-balm-tv.md b/compendium/equipment/items/merciful-balm-tv.md index a313079b8..b6f3f5aaf 100644 --- a/compendium/equipment/items/merciful-balm-tv.md +++ b/compendium/equipment/items/merciful-balm-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/abjuration - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Merciful Balm"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 3 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait for 1 hour. + +--- *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/merciful-tv.md b/compendium/equipment/items/merciful-tv.md index c099e4878..a8dd19692 100644 --- a/compendium/equipment/items/merciful-tv.md +++ b/compendium/equipment/items/merciful-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/mental @@ -14,10 +14,11 @@ aliases: ["Merciful"] - **Price** 70 gp - **Usage** etched onto a weapon -- **Category** Rune Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait and can't be used to make a lethal attack. Any [persistent damage](rules/conditions.md#Persistent%20Damage) the weapon would deal is negated. On a critical hit, a merciful weapon causes the target to become [fascinated](rules/conditions.md#Fascinated) with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect. + +--- *Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/mercurial-mantle-som.md b/compendium/equipment/items/mercurial-mantle-som.md index ceef40807..6aabda305 100644 --- a/compendium/equipment/items/mercurial-mantle-som.md +++ b/compendium/equipment/items/mercurial-mantle-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,16 +14,16 @@ aliases: ["Mercurial Mantle"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 24000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn cloak This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels smoother than silk, rippling and swaying like liquid when in motion. You feel a lively energy infusing your arms and legs. You gain a +3 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth), and a +2 circumstance bonus to AC against attacks from reactions triggered by your movement. When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Trigger**: An enemy misses you with a melee [Strike](rules/actions/strike.md) **Effect** You slip around the attacking creature with ease. You [Step](rules/actions/step.md), without moving away from the triggering enemy, and then make a melee [Strike](rules/actions/strike.md) against the triggering enemy if it's within reach. If you do make a [Strike](rules/actions/strike.md), the target attempts a DC 38 [Perception](compendium/skills.md#Perception) check before you roll. @@ -34,13 +34,17 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) +- **Frequency**: once per day - **Trigger**: An enemy misses you with a melee [Strike](rules/actions/strike.md) **Effect** The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee [Strike](rules/actions/strike.md) against a creature within reach, if there is one. -%% #trait/conjuration #trait/teleportation %% +%% + #trait/conjuration #trait/teleportation +%% ``` + +--- *Source: Secrets of Magic p. 187* \ No newline at end of file diff --git a/compendium/equipment/items/mesmerizing-opal.md b/compendium/equipment/items/mesmerizing-opal.md index 685b5751f..31d31b461 100644 --- a/compendium/equipment/items/mesmerizing-opal.md +++ b/compendium/equipment/items/mesmerizing-opal.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/magical @@ -14,12 +14,13 @@ aliases: ["Mesmerizing Opal"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a [Deception](compendium/skills.md#Deception) check to [Feint](rules/actions/feint.md), but you haven't rolled yet. -- **Category** Talisman This silver-bound opal pendant is afire with iridescence. When you activate it, if the outcome of your triggering [Deception](compendium/skills.md#Deception) check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead). + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/messenger-missive-tv.md b/compendium/equipment/items/messenger-missive-tv.md index 3db38db1c..882bfb92f 100644 --- a/compendium/equipment/items/messenger-missive-tv.md +++ b/compendium/equipment/items/messenger-missive-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/missive +- item/category/missive/ - trait/consumable - trait/divination - trait/magical @@ -13,10 +13,23 @@ aliases: ["Messenger Missive"] # Messenger Missive *Item 4+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Missive +- **Bulk** —; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash. +--- +### Variants + +#### messenger missive *Item 4* + +- **Price**: 18 gp + +#### multiple messenger missive *Item 7* + +- **Price**: 60 gp + +You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message. + +--- *Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/messengers-ring.md b/compendium/equipment/items/messengers-ring.md index 7b74191d2..0e5133bbc 100644 --- a/compendium/equipment/items/messengers-ring.md +++ b/compendium/equipment/items/messengers-ring.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -12,15 +12,32 @@ aliases: ["Messenger's Ring"] # Messenger's Ring *Item 9+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks and lets you cast [message](compendium/spells/message.md) as an arcane innate spell at will. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision -The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring. +- **Frequency**: once per day + +**Effect** The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring. ``` +--- +### Variants + +#### messenger's ring *Item 9* + +- **Price**: 700 gp + +#### greater messenger's ring *Item 17* + +- **Price**: 13500 gp + +The ring grants a +3 bonus and can be activated in an additional way. + +**Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command; **Frequency** once per hour; **Effect** The ring casts sending to your specifications. + +--- *Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/metalmist-sphere-lopsg.md b/compendium/equipment/items/metalmist-sphere-lopsg.md index f03447155..edc56ffe4 100644 --- a/compendium/equipment/items/metalmist-sphere-lopsg.md +++ b/compendium/equipment/items/metalmist-sphere-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,10 +12,31 @@ aliases: ["Metalmist Sphere"] # Metalmist Sphere *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 11 gp + +The radius of the burst is 5 feet. + +#### moderate *Item 8* + +- **Price**: 90 gp + +The radius of the burst is 10 feet. + +#### greater *Item 13* + +- **Price**: 500 gp + +The radius of the burst is 15 feet. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/meteor-hammer-tv.md b/compendium/equipment/items/meteor-hammer-tv.md index 17d43e97b..d750cffcb 100644 --- a/compendium/equipment/items/meteor-hammer-tv.md +++ b/compendium/equipment/items/meteor-hammer-tv.md @@ -15,10 +15,12 @@ aliases: ["Meteor Hammer"] - **Price** 3 gp - **Bulk** 2 -- **Damage** `1d8` B + - **Damage**: `1d8` B - **Hands** 2 - **Category** Martial; **Group** Flail This weapon consists of a long chain connected to a heavy weight at each end. When a wielder swings the weights by the chain, they build momentum and can serve as deadly bludgeons with incredible reach. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/meteor-shield-tv.md b/compendium/equipment/items/meteor-shield-tv.md index 42b421353..d8bb26f01 100644 --- a/compendium/equipment/items/meteor-shield-tv.md +++ b/compendium/equipment/items/meteor-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/shield-throw-30-ft aliases: ["Meteor Shield"] --- @@ -12,9 +12,11 @@ shield throw <30 ft.> - **Price** 4 gp - **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 16 (BT 8) -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 4, **HP** 16 (BT 8); **Speed Penalty** — +- **Group** Shield Meteor shields are specifically designed with throwing in mind. A meteor shield is made from thin steel and has quick-release straps, allowing for easy, long-distance throws. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/meteor-shot-g-g.md b/compendium/equipment/items/meteor-shot-g-g.md index 6bc4f1f3f..68e367e3f 100644 --- a/compendium/equipment/items/meteor-shot-g-g.md +++ b/compendium/equipment/items/meteor-shot-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/fire @@ -17,7 +17,6 @@ aliases: ["Meteor Shot"] - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. @@ -26,4 +25,26 @@ In addition, the [Strike](rules/actions/strike.md) gains the following critical > [!success-degree] > - **Critical Failure** The weapon misfires. +--- +### Variants + +#### meteor shot *Item 7* + +- **Price**: 70 gp + +The ammunition deals `3d6` fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save). + +#### greater meteor shot *Item 12* + +- **Price**: 400 gp + +The ammunition deals `6d6` fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save). + +#### major meteor shot *Item 17* + +- **Price**: 3000 gp + +The ammunition deals `9d6` fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save). + +--- *Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/metronomic-hammer-ooa2.md b/compendium/equipment/items/metronomic-hammer-ooa2.md index 396e26679..c7d2d22d7 100644 --- a/compendium/equipment/items/metronomic-hammer-ooa2.md +++ b/compendium/equipment/items/metronomic-hammer-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,19 +13,20 @@ aliases: ["Metronomic Hammer"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 or 2 hands A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer. Gnome adherents of [Brigh](compendium/setting/deities/brigh-logm.md) often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You attempt to [Trip](rules/actions/trip.md) a creature with the metronomic hammer **Effect** By timing the sweeping arcs of your [Trip](rules/actions/trip.md) attempt to the built-in metronome of a metronomic hammer, you gain a +1 item bonus to your [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) the target. This item bonus increases by 1 with every subsequent [Trip](rules/actions/trip.md) attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third [Trip](rules/actions/trip.md). The bonus resets to +1 if you successfully [Trip](rules/actions/trip.md) the target, if you critically fail to [Trip](rules/actions/trip.md) the target, or if your turn ends. ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/midday-lantern-sot4.md b/compendium/equipment/items/midday-lantern-sot4.md index b506b4208..da25802ae 100644 --- a/compendium/equipment/items/midday-lantern-sot4.md +++ b/compendium/equipment/items/midday-lantern-sot4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot4 -- item/category/held +- item/category/held/ - trait/light - trait/magical - trait/transmutation @@ -13,15 +13,42 @@ aliases: ["Midday Lantern"] # Midday Lantern *Item 6+* [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) envision, [Interact](rules/actions/interact.md) -You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level [scorching ray](compendium/spells/scorching-ray-som.md) (Pathfinder Secrets of Magic 127) using a spell attack roll of +14, with its effect determined by the number of actions you used to Activate the lantern. +- **Frequency**: once per day + +**Effect** You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level [scorching ray](compendium/spells/scorching-ray-som.md) (Pathfinder Secrets of Magic 127) using a spell attack roll of +14, with its effect determined by the number of actions you used to Activate the lantern. ``` +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 235 gp + +#### moderate *Item 10* + +- **Price**: 850 gp + +The lantern casts 4th-level [scorching ray](compendium/spells/scorching-ray-som.md) using a spell attack roll of +20. + +#### greater *Item 14* + +- **Price**: 3700 gp + +The lantern casts 6th-level [light](compendium/spells/light.md) and 6th-level [scorching ray](compendium/spells/scorching-ray-som.md), using a spell attack roll of +26. + +#### major *Item 18* + +- **Price**: 18750 gp + +The lantern casts 8th-level [scorching ray](compendium/spells/scorching-ray-som.md), using a spell attack roll of +32. + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/mikazuki-tv.md b/compendium/equipment/items/mikazuki-tv.md index 05a356b18..d07b5c1e7 100644 --- a/compendium/equipment/items/mikazuki-tv.md +++ b/compendium/equipment/items/mikazuki-tv.md @@ -17,13 +17,15 @@ aliases: ["Mikazuki"] - **Price** 8 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d6` P +- **Ranged**: + - **Damage**: `1d6` P - **Ammunution** bolt (10); **Range** 70 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` B +- **Melee**: + - **Damage**: `1d6` B - **Category** Martial The mikazuki combines a sansetsukon with a thin length of metal string and several locking mechanisms built into the joints, allowing it to be quickly locked into configuration as a bow. + +--- *Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/mind-swap-potion-tv.md b/compendium/equipment/items/mind-swap-potion-tv.md index 2385e8f55..96949e19c 100644 --- a/compendium/equipment/items/mind-swap-potion-tv.md +++ b/compendium/equipment/items/mind-swap-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/mental @@ -17,10 +17,11 @@ aliases: ["Mind-Swap Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [possession](rules/traits/possession.md "Possession Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion. The potion often comes in a double-chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual (Secrets of Magic 151). The effects last for 24 hours or until one of you Dismisses the activation. + +--- *Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/mindfog-mist.md b/compendium/equipment/items/mindfog-mist.md index 3bb22f523..1466310b6 100644 --- a/compendium/equipment/items/mindfog-mist.md +++ b/compendium/equipment/items/mindfog-mist.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/inhaled @@ -14,9 +14,8 @@ aliases: ["Mindfog Mist"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. @@ -35,4 +34,6 @@ title: Saving Throw: DC 35 Fortitude **Stage 3** [confused](rules/conditions.md#Confused) and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/mindlance-tv.md b/compendium/equipment/items/mindlance-tv.md index 05ade4146..36aaaef8e 100644 --- a/compendium/equipment/items/mindlance-tv.md +++ b/compendium/equipment/items/mindlance-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/arcane - trait/enchantment - trait/mental @@ -14,9 +14,10 @@ aliases: ["Mindlance"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 500 gp -- **Usage** held in two hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in two hands This +1 striking arquebusG&G is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes [frightened](rules/conditions.md#Frightened) unless it succeeds at a DC 24 Will save. + +--- *Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/mindlock-shot-tv.md b/compendium/equipment/items/mindlock-shot-tv.md index cb248b0b3..36f3d766e 100644 --- a/compendium/equipment/items/mindlock-shot-tv.md +++ b/compendium/equipment/items/mindlock-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/enchantment - trait/magical @@ -14,9 +14,10 @@ aliases: ["Mindlock Shot"] - **Price** 250 gp - **Ammunition** any -- **Activate** command, , envision -- **Category** Consumable +- **Activate** command, envision Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). If you hit a creature with the ammunition, it falls under a [mental](rules/traits/mental.md "Mental Effect Trait") effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose [Stride](rules/actions/stride.md), the target can [Step](rules/actions/step.md) if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters. + +--- *Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/minds-light-circlet-tv.md b/compendium/equipment/items/minds-light-circlet-tv.md index 152673085..f2553669f 100644 --- a/compendium/equipment/items/minds-light-circlet-tv.md +++ b/compendium/equipment/items/minds-light-circlet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/focused - trait/invested @@ -15,17 +15,21 @@ aliases: ["Mind's Light Circlet"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - **Price** 1200 gp -- **Usage** worn headwear; **Bulk** — -- **Category** Worn +- **Craft Requirements** You are a psychic. +- **Bulk** —; **Usage** worn headwear Gemstones of many colors adorn the silver of a mind's light circlet. When you're charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn. You gain a +2 item bonus to [Occultism](compendium/skills.md#Occultism) checks. You also gain the following amp, which you can apply to any of your psi cantrips that have a target or area, much like an amp gained from a feat (Pathfinder Dark Archive 10). Amp You transfer some of the magical luminescence from the mind's light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20-foot radius (and dim light to the next 20 feet) and can't be [concealed](rules/conditions.md#Concealed). If the creature is [invisible](rules/conditions.md#Invisible), it's [concealed](rules/conditions.md#Concealed) while alight, rather than being [undetected](rules/conditions.md#Undetected). ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost. ``` + +--- *Source: Treasure Vault p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/mindsponge-gw3.md b/compendium/equipment/items/mindsponge-gw3.md index 28a52fd78..1974bb41a 100644 --- a/compendium/equipment/items/mindsponge-gw3.md +++ b/compendium/equipment/items/mindsponge-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/held +- item/category/held/ - trait/mental - trait/necromancy - trait/occult @@ -14,19 +14,20 @@ aliases: ["Mindsponge"] [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp sponge, a mindsponge has no ability to absorb water and, in fact, doesn't seem terribly porous at all. Instead, a mindsponge is used to absorb thoughts and memories from living creatures. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + The mindsponge casts modify memory, but only to erase a memory—a mindsponge can't enhance memory clarity, alter memories, or add false memories. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) + You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target's brain without killing them. This requires a successful DC 28 [Medicine](compendium/skills.md#Medicine) (master) check; if you fail this check, the target dies before you can use the mindsponge. @@ -35,4 +36,6 @@ Memories and psychic energy absorbed aren't taken from the target's soul but fro A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an [Interact](rules/actions/interact.md) action with the envision trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained. ``` + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/minotaur-chair-lotgb.md b/compendium/equipment/items/minotaur-chair-lotgb.md index 4944c5ef5..d30b78ae1 100644 --- a/compendium/equipment/items/minotaur-chair-lotgb.md +++ b/compendium/equipment/items/minotaur-chair-lotgb.md @@ -18,11 +18,15 @@ aliases: ["Minotaur Chair"] A minotaur chair is a traveler's chair with chair storage, impulse control (see below), and +1 striking wounding wheel spikes (page 72). The wheel spikes can have runes upgraded, transferred, or added as normal. The chair magically stores the kinetic energy from movement throughout the day, allowing you to expend it to make a powerful rushing charge. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. [Stride](rules/actions/stride.md) in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is [prone](rules/conditions.md#Prone), the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals `1d12` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit (or `3d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit) +- **Frequency**: once per hour + +**Effect** You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. [Stride](rules/actions/stride.md) in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is [prone](rules/conditions.md#Prone), the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals `1d12` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit (or `3d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit) Wheelchair uPgraDes A wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/miogimos-mask-aoe5.md b/compendium/equipment/items/miogimos-mask-aoe5.md index c61a0e9be..04e909c9b 100644 --- a/compendium/equipment/items/miogimos-mask-aoe5.md +++ b/compendium/equipment/items/miogimos-mask-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/necromancy @@ -14,8 +14,7 @@ aliases: ["Miogimo's Mask"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 9500 gp -- **Usage** worn mask; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn mask The crime lord Miogimo almost always appears with this special mask, crafted with a piece of his soul. It has two forms. @@ -24,25 +23,30 @@ In its first form, the mask depicts a silvery and angelic face; while wearing th If you die while wearing the mask, a fragment of your soul is trapped in the mask, forming a life link. If there was already a soul fragment in the mask when this happens, you roll a Will save against the Will DC of the person who left the previous fragment. If you succeed, your soul fragment replaces the old one. On a failure, you die normally. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You switch the mask to its other form. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision + +- **Frequency**: once per day -You cast [crisis of faith](compendium/spells/crisis-of-faith.md) (DC 34), targeting up to four creatures within 30 feet. If the mask is in its angelic form, you can target only evil and neutral creatures. +**Effect** You cast [crisis of faith](compendium/spells/crisis-of-faith.md) (DC 34), targeting up to four creatures within 30 feet. If the mask is in its angelic form, you can target only evil and neutral creatures. If the mask is in its demonic form, you can target only good and neutral creatures. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) - **Requirements**: A soul fragment is in the mask **Effect** You cast [talking corpse](compendium/spells/talking-corpse.md) on the soul fragment, except you communicate telepathically and don't require the fragment's body to speak. ``` + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-ball-snare-lotgb.md b/compendium/equipment/items/mirror-ball-snare-lotgb.md index 7743310d4..0a7174108 100644 --- a/compendium/equipment/items/mirror-ball-snare-lotgb.md +++ b/compendium/equipment/items/mirror-ball-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -16,8 +16,9 @@ aliases: ["Mirror-ball Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 40 gp -- **Category** Snare A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become [dazzled](rules/conditions.md#Dazzled) for 1 round. On a critical failure, affected creatures are instead [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +--- *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-goggles-tv.md b/compendium/equipment/items/mirror-goggles-tv.md index d24a798a1..79f04c50c 100644 --- a/compendium/equipment/items/mirror-goggles-tv.md +++ b/compendium/equipment/items/mirror-goggles-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -12,17 +12,36 @@ aliases: ["Mirror Goggles"] # Mirror Goggles *Item 5+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual [Perception](compendium/skills.md#Perception) checks and to saving throws against [visual](rules/traits/visual.md "Visual Effect Trait") effects. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: A creature within 60 feet targets you with a [visual](rules/traits/visual.md "Visual Effect Trait") effect **Effect** You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). The creature is temporarily immune for 1 hour. ``` +--- +### Variants + +#### lesser mirror goggles *Item 5* + +- **Price**: 135 gp + +#### moderate mirror goggles *Item 11* + +- **Price**: 1200 gp + +The item bonus is +2, and the DC is 30. + +#### greater mirror goggles *Item 18* + +- **Price**: 19000 gp + +The item bonus is +3, and the DC is 40. + +--- *Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md b/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md index e35fcbae7..40738bd93 100644 --- a/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md +++ b/compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -15,11 +15,12 @@ aliases: ["Mirror Of Sleeping Vigil"] [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 300 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self. You do not take the –4 status penalty to visual [Perception](compendium/skills.md#Perception) checks in that area or gain the [blinded](rules/conditions.md#Blinded) condition from being [unconscious](rules/conditions.md#Unconscious) against creatures in that area. As long as you fell asleep voluntarily and not from a [sleep](rules/traits/sleep.md "Sleep Effect Trait") effect, you can automatically wake up from sleep if there is visible activity around you. + +--- *Source: Lost Omens: The Grand Bazaar p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-of-sorshen-gmg.md b/compendium/equipment/items/mirror-of-sorshen-gmg.md index 57cedbf7e..40ca89c0e 100644 --- a/compendium/equipment/items/mirror-of-sorshen-gmg.md +++ b/compendium/equipment/items/mirror-of-sorshen-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/enchantment - trait/magical @@ -13,8 +13,7 @@ aliases: ["Mirror Of Sorshen"] # Mirror Of Sorshen *Item 25* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** bonded (see below); **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** bonded (see below) The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with the shapes of a male figure on one edge of the glass and a female figure on the other side. @@ -23,17 +22,26 @@ The mirror can form a bond with a spellcaster who has legendary proficiency in [ Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are [fascinated](rules/conditions.md#Fascinated) by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") effect. Creatures that are [fascinated](rules/conditions.md#Fascinated) by the mirror are so deeply entranced that they don't end their [fascinated](rules/conditions.md#Fascinated) condition automatically even if a creature uses [hostile](rules/conditions.md#Hostile) actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [visual](rules/traits/visual.md)) -You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save. + +You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save. +%% + #trait/emotion #trait/enchantment #trait/incapacitation #trait/visual +%% ``` ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md)) - **Requirements**: The target must be [fascinated](rules/conditions.md#Fascinated) by the mirror -**Effect** You control the target for 30 days, with the effect of a critically failed saving throw against dominate. If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35. +**Effect** You control the target for 30 days, with the effect of a critically failed saving throw against dominate. If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35. +%% + #trait/emotion #trait/enchantment #trait/incapacitation +%% ``` + +--- *Source: Gamemastery Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/mirror-robe-lotgb.md b/compendium/equipment/items/mirror-robe-lotgb.md index a6f2a4c07..7b0d7b060 100644 --- a/compendium/equipment/items/mirror-robe-lotgb.md +++ b/compendium/equipment/items/mirror-robe-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -14,13 +14,12 @@ aliases: ["Mirror Robe"] [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp -- **Usage** worn clothing; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn clothing Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today @@ -28,11 +27,16 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([visual](rules/traits/visual.md)) - **Requirements**: The mirror robe was last activated to divert attention away from you and you are [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) by at least one foe -**Effect** You draw attention toward yourself. Choose one foe to which you were [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). You reveal yourself to all, becoming [observed](rules/conditions.md#Observed). The foe you chose diverts its attention to you, becoming [flat-footed](rules/conditions.md#Flat-footed) to your allies until the beginning of your next turn. If you are [invisible](rules/conditions.md#Invisible) or otherwise can't become [observed](rules/conditions.md#Observed), you can't use this activation. +**Effect** You draw attention toward yourself. Choose one foe to which you were [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). You reveal yourself to all, becoming [observed](rules/conditions.md#Observed). The foe you chose diverts its attention to you, becoming [flat-footed](rules/conditions.md#Flat-footed) to your allies until the beginning of your next turn. If you are [invisible](rules/conditions.md#Invisible) or otherwise can't become [observed](rules/conditions.md#Observed), you can't use this activation. +%% + #trait/visual +%% ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/mirror.md b/compendium/equipment/items/mirror.md index d0d1a3741..f8b93de0e 100644 --- a/compendium/equipment/items/mirror.md +++ b/compendium/equipment/items/mirror.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Mirror"] --- # Mirror *Item 0* @@ -11,8 +11,9 @@ aliases: ["Mirror"] - **Price** 1 gp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/misdirecting-haversack-lotgb.md b/compendium/equipment/items/misdirecting-haversack-lotgb.md index 41bb76488..b23ec60ba 100644 --- a/compendium/equipment/items/misdirecting-haversack-lotgb.md +++ b/compendium/equipment/items/misdirecting-haversack-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/illusion - trait/magical - trait/uncommon @@ -13,21 +13,24 @@ aliases: ["Misdirecting Haversack"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) + Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a document notices the disguise with a successful DC 20 [Perception](compendium/skills.md#Perception) check, but determining the actual text requires a successful DC 20 [Society](compendium/skills.md#Society) check to [Decipher Writing](rules/actions/decipher-writing.md). This lasts until you use this activation again, which ends the effect for all previously disguised documents; until you use the second activation to end the effect for a single document; or until a document in the haversack remains outside the haversack for at least 1 hour, ending the effect for that document. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You revert one of the documents back to its original state. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/misleading-tv.md b/compendium/equipment/items/misleading-tv.md index c2105f5b8..38e7daf8b 100644 --- a/compendium/equipment/items/misleading-tv.md +++ b/compendium/equipment/items/misleading-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/illusion - trait/magical aliases: ["Misleading"] @@ -13,14 +13,17 @@ aliases: ["Misleading"] - **Price** 8000 gp - **Usage** etched onto light armor -- **Category** Rune This rune attempts to obfuscate your location through illusory trickery. When you're [concealed](rules/conditions.md#Concealed), the DC of the flat check to target you with an effect is 6 instead of 5. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -The armor casts mislead, affecting you. It lasts until the end of your next turn. +- **Frequency**: once per day + +**Effect** The armor casts mislead, affecting you. It lasts until the end of your next turn. ``` + +--- *Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/missive-mint-tv.md b/compendium/equipment/items/missive-mint-tv.md index aa7010d39..2a27f7ca3 100644 --- a/compendium/equipment/items/missive-mint-tv.md +++ b/compendium/equipment/items/missive-mint-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/auditory - trait/consumable @@ -14,10 +14,11 @@ aliases: ["Missive Mint"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 [Crafting](compendium/skills.md#Crafting) check to [Identify Alchemy](rules/actions/identify-alchemy.md). If the crafter has the [powerful alchemy](compendium/feats/powerful-alchemy.md) class feature, this DC is their class DC instead, if it's higher. The mint's crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint's coating bubbles away, which takes the same amount of time as it would to speak the message. The mint's eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for. + +--- *Source: Treasure Vault p. 49* \ No newline at end of file diff --git a/compendium/equipment/items/mistform-elixir.md b/compendium/equipment/items/mistform-elixir.md index aa86a47b9..91ef65d87 100644 --- a/compendium/equipment/items/mistform-elixir.md +++ b/compendium/equipment/items/mistform-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,10 +14,31 @@ aliases: ["Mistform Elixir"] # Mistform Elixir *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir A faint mist emanates from your skin, making you [concealed](rules/conditions.md#Concealed) for the listed duration. As usual being [concealed](rules/conditions.md#Concealed) when your position is still obvious, you can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 18 gp + +The duration is 3 rounds. + +#### moderate *Item 6* + +- **Price**: 56 gp + +The duration is 1 minute. + +#### greater *Item 10* + +- **Price**: 180 gp + +The duration is 5 minutes. + +--- *Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/mistranslators-draft-da.md b/compendium/equipment/items/mistranslators-draft-da.md index 7fe0eb8d9..0491d436d 100644 --- a/compendium/equipment/items/mistranslators-draft-da.md +++ b/compendium/equipment/items/mistranslators-draft-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/potion +- item/category/potion/ - trait/consumable - trait/cursed - trait/divination @@ -14,10 +14,11 @@ aliases: ["Mistranslator's Draft"] # Mistranslator's Draft *Item 9* [consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) languages for 1 hour. However, if you attempt to translate any spoken language, your translation is always erroneous in a way likely to cause substantial confusion or anger, typically reducing the listener's attitude toward you by one step. You aren't aware of your error, and any attempt to correct the mistake only compounds it. + +--- *Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/miter-of-communion-logm.md b/compendium/equipment/items/miter-of-communion-logm.md index 7fbb75753..e1402c5c4 100644 --- a/compendium/equipment/items/miter-of-communion-logm.md +++ b/compendium/equipment/items/miter-of-communion-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,15 +14,17 @@ aliases: ["Miter Of Communion"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 800 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it was made. The miter brings you spiritually closer to your deity's servitors, granting you a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command + You chant for a minute about a task at hand for the coming week to cast a 4th-level [read omens](compendium/spells/read-omens.md) spell that grants you cryptic but useful advice. ``` + +--- *Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/mithral-armor.md b/compendium/equipment/items/mithral-armor.md index 58a567b7f..467ee07dc 100644 --- a/compendium/equipment/items/mithral-armor.md +++ b/compendium/equipment/items/mithral-armor.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Mithral Armor"] --- # Mithral Armor *Item 12+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. +--- +### Variants + +#### standard-grade mithral armor *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: The initial raw materials must include mithral worth at least 200 gp + 20 gp per Bulk. + +#### high-grade mithral armor *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: The initial raw materials must include mithral worth at least 16,000 gp + 1,600 gp per Bulk. + +--- *Source: Core Rulebook p. 556* \ No newline at end of file diff --git a/compendium/equipment/items/mithral-shield.md b/compendium/equipment/items/mithral-shield.md index 82f4a8d33..b84840b0f 100644 --- a/compendium/equipment/items/mithral-shield.md +++ b/compendium/equipment/items/mithral-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/uncommon aliases: ["Mithral Shield"] --- @@ -11,8 +11,40 @@ aliases: ["Mithral Shield"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Group** Shield Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons. +--- +### Variants + +#### standard-grade mithral buckler *Item 8* + +- **Price**: 400 gp +- **Craft Requirements**: mithral worth at least 50 gp + +The shield has Hardness 3, HP 12, and BT 6. + +#### standard-grade mithral shield *Item 8* + +- **Price**: 440 gp +- **Craft Requirements**: mithral worth at least 55 gp + +The shield has Hardness 5, HP 20, BT 10. + +#### high-grade mithral buckler *Item 16* + +- **Price**: 8000 gp +- **Craft Requirements**: mithral worth at least 4,000 gp + +The shield has Hardness 6, HP 24, and BT 12. + +#### high-grade mithral shield *Item 16* + +- **Price**: 8800 gp +- **Craft Requirements**: [Craft](rules/actions/craft.md) Bulk 1; Requirements at least 4,400 gp of mithral + +The shield has Hardness 8, HP 32, and BT 16. + +--- *Source: Core Rulebook p. 586* \ No newline at end of file diff --git a/compendium/equipment/items/mithral-tree-g-g.md b/compendium/equipment/items/mithral-tree-g-g.md index cc4b4cb47..5b475c6ab 100644 --- a/compendium/equipment/items/mithral-tree-g-g.md +++ b/compendium/equipment/items/mithral-tree-g-g.md @@ -17,11 +17,13 @@ aliases: ["Mithral Tree"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 9 gp - **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 150 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 150 ft.; **Reload** 1 - **Hands** 2 - **Category** Martial; **Group** Firearm Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/mithral-weapon.md b/compendium/equipment/items/mithral-weapon.md index 7ac7d74f7..1558a790f 100644 --- a/compendium/equipment/items/mithral-weapon.md +++ b/compendium/equipment/items/mithral-weapon.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Mithral Weapon"] --- # Mithral Weapon *Item 11+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). +--- +### Variants + +#### standard-grade mithral weapon *Item 11* + +- **Price**: 1400 gp +- **Craft Requirements**: at least 175 gp of mithral + 17.5 gp per Bulk. + +#### high-grade mithral weapon *Item 17* + +- **Price**: 13500 gp +- **Craft Requirements**: at least 6,750 gp of mithral + 675 gp per Bulk. + +--- *Source: Core Rulebook p. 599* \ No newline at end of file diff --git a/compendium/equipment/items/mithral.md b/compendium/equipment/items/mithral.md index f3e839f62..b3f38b70b 100644 --- a/compendium/equipment/items/mithral.md +++ b/compendium/equipment/items/mithral.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/precious - trait/uncommon aliases: ["Mithral"] @@ -11,7 +11,6 @@ aliases: ["Mithral"] # Mithral *Item 8+* [precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Category** Material Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. @@ -28,4 +27,24 @@ Mithral is renowned for its lightness, durability, and effectiveness against a r | multiRow | | +--- +### Variants + +#### mithral chunk *Item 0* + +- **Price**: 500 gp + +#### mithral ingot *Item 0* + +- **Price**: 5000 gp + +#### standard-grade mithral object *Item 8* + +- **Price**: 350 gp + +#### high-grade mithral object *Item 16* + +- **Price**: 6000 gp + +--- *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/mnemonic-acid-aoe3.md b/compendium/equipment/items/mnemonic-acid-aoe3.md index dfc732e05..51231d28b 100644 --- a/compendium/equipment/items/mnemonic-acid-aoe3.md +++ b/compendium/equipment/items/mnemonic-acid-aoe3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe3 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Mnemonic Acid"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 75 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact with skin. To unlock its true potential, you must submerge a piece of an intelligent creature's brain matter in the acid and allow the material to completely dissolve. This takes `2d10` minutes, during which time the mnemonic acid bubbles and steams eagerly. @@ -24,4 +23,6 @@ Once the brain matter fully dissolves, you can consume the acid as an [Interact] Each dose of mnemonic acid requires roughly 10% of the brain matter of the creature whose visions are to be experienced, meaning that up to 10 different memories from the same creature can be experienced, each with a different dose of mnemonic acid, before the brain matter is exhausted. + +--- *Source: Agents of Edgewatch #3: All or Nothing p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/monkey-lotg.md b/compendium/equipment/items/monkey-lotg.md index d229ebe61..9d8e3b3ef 100644 --- a/compendium/equipment/items/monkey-lotg.md +++ b/compendium/equipment/items/monkey-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Monkey"] --- # Monkey *Item 0* - **Price** 3 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/monkey-pin.md b/compendium/equipment/items/monkey-pin.md index c6a82c9f1..2d50dd809 100644 --- a/compendium/equipment/items/monkey-pin.md +++ b/compendium/equipment/items/monkey-pin.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,12 +14,13 @@ aliases: ["Monkey Pin"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 6 gp -- **Usage** affixed to armor; **Bulk** — -- **Activate** Climb; **Requirements** You are trained in [Athletics](compendium/skills.md#Athletics) -- **Category** Talisman +- **Bulk** —; **Usage** affixed to armor +- **Activate** [Climb](rules/actions/climb.md); **Requirements** You are trained in [Athletics](compendium/skills.md#Athletics) This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a [Climb](rules/actions/climb.md) action. If you succeed, you move your full Speed during the [Climb](rules/actions/climb.md). If you roll a critical failure, you get a failure instead. + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/monkeys-fist-aoe1.md b/compendium/equipment/items/monkeys-fist-aoe1.md index 7a79fc71e..e249a92df 100644 --- a/compendium/equipment/items/monkeys-fist-aoe1.md +++ b/compendium/equipment/items/monkeys-fist-aoe1.md @@ -13,10 +13,12 @@ aliases: ["Monkey's Fist"] [finesse](rules/traits/finesse.md "Finesse Weapon Trait") [monk](rules/traits/monk.md "Monk Class Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") - **Price** 1 sp -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Flail Also called a "slungshot," the monkey's fist is a short length of rope ending in a thick knot wrapped around a metal weight. You can tie the loose end of a monkey's fist to your wrist; if you are [disarmed](rules/actions/disarm.md), the weapon remains secured to your wrist rather than falling to the ground, though you must use an [Interact](rules/actions/interact.md) action to grip it before using it again. A monkey's fist is a martial melee weapon. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/monkeys-paw-gmg.md b/compendium/equipment/items/monkeys-paw-gmg.md index c2f2d9bf2..8019b768d 100644 --- a/compendium/equipment/items/monkeys-paw-gmg.md +++ b/compendium/equipment/items/monkeys-paw-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/held +- item/category/held/ - trait/cursed - trait/magical - trait/misfortune @@ -14,11 +14,12 @@ aliases: ["Monkey's Paw"] # Monkey's Paw *Item 20* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw, the hand opens, revealing three withered fingers. The monkey's paw grants you three wishes, curling one finger after every one. Once you pick up the monkey's paw, you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a [miracle](compendium/spells/miracle.md) or [wish](compendium/spells/wish.md) spell, are unsuccessful as the monkey's paw reappears among your possessions within `1d4` hours; it doesn't work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey's paw uses plane shift to travel to a random point in the multiverse. Whenever the monkey's paw hears you utter a statement that sounds like a wish, even if you don't use the words "I wish," it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality, miracle, primal phenomenon, or wish, and potentially a greater effect at the GM's discretion. + +--- *Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/moonlit-chain.md b/compendium/equipment/items/moonlit-chain.md index 7aa24e1f6..3483b32f3 100644 --- a/compendium/equipment/items/moonlit-chain.md +++ b/compendium/equipment/items/moonlit-chain.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/divination - trait/invested - trait/magical @@ -13,15 +13,19 @@ aliases: ["Moonlit Chain"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 360 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include 33 gp of silver. +- **Bulk** 2; **Usage** worn armor This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had [low-light vision](rules/abilities/low-light-vision.md). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You touch the stitched image of the new moon on the armor's collar and suppress the [dazzled](rules/conditions.md#Dazzled) condition for 1 minute. +- **Frequency**: once per day + +**Effect** You touch the stitched image of the new moon on the armor's collar and suppress the [dazzled](rules/conditions.md#Dazzled) condition for 1 minute. ``` + +--- *Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/moonlit-ink-da.md b/compendium/equipment/items/moonlit-ink-da.md index 359c1a5e0..eeee6e423 100644 --- a/compendium/equipment/items/moonlit-ink-da.md +++ b/compendium/equipment/items/moonlit-ink-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -14,10 +14,11 @@ aliases: ["Moonlit Ink"] - **Access** Member of a secret society - **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the seal is pressed to paper, the ink briefly shows up before fading into invisibility. The stamp can be revealed by exposing the stamped item to direct moonlight for 1 minute. A character checking a good or document marked by a moonlit ink stamp must succeed at a DC 25 [Perception](compendium/skills.md#Perception) check to spot the stamp without exposure to moonlight. In addition to its use by secret societies for their secret books, papers, and messages, some smugglers use moonlit ink to mark their goods. + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/moonlit-spellgun-tv.md b/compendium/equipment/items/moonlit-spellgun-tv.md index 360fe4afc..262029f35 100644 --- a/compendium/equipment/items/moonlit-spellgun-tv.md +++ b/compendium/equipment/items/moonlit-spellgun-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/attack - trait/consumable - trait/evocation @@ -16,9 +16,8 @@ aliases: ["Moonlit Spellgun"] # Moonlit Spellgun *Item 2+* [attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md), [Strike](rules/actions/strike.md) Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils. @@ -30,4 +29,38 @@ The spellgun emits a silvery ray of pure moonlight that deals fire damage depend > - **Critical Success** The target takes double damage and is [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. > - **Success** The target takes full damage and is [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. +--- +### Variants + +#### minor *Item 2* + +- **Price**: 7 gp + +The damage is `1d8` at night, or `1d6` at other times. + +#### lesser *Item 5* + +- **Price**: 30 gp + +The damage is `3d8` at night, or `3d6` at other times. + +#### moderate *Item 9* + +- **Price**: 150 gp + +The damage is `7d8` at night, or `7d6` at other times. + +#### greater *Item 13* + +- **Price**: 600 gp + +The damage is `12d8` at night, or `12d6` at other times. + +#### major *Item 17* + +- **Price**: 3000 gp + +The damage is `18d8` at night, or `18d6` at other times. + +--- *Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/moonstone-diadem-ec2.md b/compendium/equipment/items/moonstone-diadem-ec2.md index 2d08fcf13..4098fb610 100644 --- a/compendium/equipment/items/moonstone-diadem-ec2.md +++ b/compendium/equipment/items/moonstone-diadem-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Moonstone Diadem"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 500 gp -- **Usage** worn circlet; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn circlet This delicate and elegant diadem is woven of intricate silver wires set with three tear-shaped pearlescent moonstones. You gain a +1 item bonus to [Religion](compendium/skills.md#Religion) checks. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") focus +- **Frequency**: once per hour - **Requirements**: You are within 10 feet of a moonstone pool **Effect** You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject you wish to see. Conversely, you can choose to deposit your own memories into the pool by concentrating for 1 hour on the information you wish to impart. ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/morningstar.md b/compendium/equipment/items/morningstar.md index 0449e8998..cd2c5afad 100644 --- a/compendium/equipment/items/morningstar.md +++ b/compendium/equipment/items/morningstar.md @@ -12,10 +12,12 @@ aliases: ["Morningstar"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Simple; **Group** Club This weapon has a short shaft ending in a metal ball studded with spikes. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/mortal-chronicle-tv.md b/compendium/equipment/items/mortal-chronicle-tv.md index a7695c7fb..c5a7b3e85 100644 --- a/compendium/equipment/items/mortal-chronicle-tv.md +++ b/compendium/equipment/items/mortal-chronicle-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -14,9 +14,10 @@ aliases: ["Mortal Chronicle"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 10 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls bearing the wearer's name or nickname. If you die, the date and cause of your death appear on the tattoo. The cause is literal and inexact, failing to identify specifics; it could read "beheaded" or "immolated" but not "beheaded by Amiri" or "murdered with fire. " If you're raised from the dead, a mark on the tattoo indicates the date you reversed your death. The tattoo then expands enough to list your next death when it comes. + +--- *Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/mortalis-coin-tv.md b/compendium/equipment/items/mortalis-coin-tv.md index 2dbb4cc20..8f3bcfe1b 100644 --- a/compendium/equipment/items/mortalis-coin-tv.md +++ b/compendium/equipment/items/mortalis-coin-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/necromancy @@ -14,10 +14,11 @@ aliases: ["Mortalis Coin"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 20 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You are reduced to 0 Hit Points by damage but not immediately killed; **Requirements** You are an expert in Fortitude saves. -- **Category** Talisman This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become [dying](rules/conditions.md#Dying) (typically due to a critical hit or your critical failure), you become [dying](rules/conditions.md#Dying) instead. In addition, for 10 minutes, you die from the [dying](rules/conditions.md#Dying) condition at [dying](rules/conditions.md#Dying), rather than [dying](rules/conditions.md#Dying). + +--- *Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/mortar-g-g.md b/compendium/equipment/items/mortar-g-g.md index 662f432fc..22e8f72ac 100644 --- a/compendium/equipment/items/mortar-g-g.md +++ b/compendium/equipment/items/mortar-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/medium - trait/uncommon aliases: ["Mortar"] @@ -13,32 +13,38 @@ aliases: ["Mortar"] - **Price** 720 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon A mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a wall or in another hard-to-access area to protect themselves while retaining full functionality. Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 40 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <100 feet> +title: **Launch** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md), range increment <100 feet>) + `5d10` slashing, 20-foot burst, DC 21. Because a mortar launches its round at a high angle, the mortar round descends on the center of the burst from above, not in a straight line from the mortar. This affects whether creatures have cover from the mortar launch. -%% #trait/manipulate #trait/range-increment-100-feet %% +%% + #trait/manipulate #trait/range-increment-100-feet +%% ``` + +--- *Source: Guns & Gears p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/mortar-of-hidden-meaning-logm.md b/compendium/equipment/items/mortar-of-hidden-meaning-logm.md index ea2b66a3a..4461589ee 100644 --- a/compendium/equipment/items/mortar-of-hidden-meaning-logm.md +++ b/compendium/equipment/items/mortar-of-hidden-meaning-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/divination - trait/magical aliases: ["Mortar Of Hidden Meaning"] @@ -12,15 +12,18 @@ aliases: ["Mortar Of Hidden Meaning"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 75 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This matching mortar and pestle are made from immaculate darkwood that looks nearly olive in the right light. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) -You use the mortar of [hidden](rules/conditions.md#Hidden) meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear. +- **Frequency**: once per hour + +**Effect** You use the mortar of [hidden](rules/conditions.md#Hidden) meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear. ``` + +--- *Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/moth-lotg.md b/compendium/equipment/items/moth-lotg.md index a1d56ebe2..bb004a29a 100644 --- a/compendium/equipment/items/moth-lotg.md +++ b/compendium/equipment/items/moth-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Moth"] --- # Moth *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/mother-maw-tv.md b/compendium/equipment/items/mother-maw-tv.md index bb019961d..06f5b7197 100644 --- a/compendium/equipment/items/mother-maw-tv.md +++ b/compendium/equipment/items/mother-maw-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/cursed - trait/extradimensional @@ -14,8 +14,7 @@ aliases: ["Mother Maw"] # Mother Maw *Item 15* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** placed on a surface; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** placed on a surface This item appears to be and functions as a portable hole (page 115), but it's actually the maw of an alien extradimensional creature akin to and older than a bag of devouring. Any animal or vegetable matter put in the hole has a chance of triggering the creature's interest. Whenever you reach into the hole to retrieve an item or place an animal or plant product within the bag, roll a DC 11 flat check. On a success, the hole ignores the intrusion. On a failure, the mother maw devours the triggering material, removing it from existence. @@ -23,4 +22,6 @@ The maw can't eat artifacts. If the triggering material isn't entirely inside th Whenever the maw critically fails the [Athletics](compendium/skills.md#Athletics) check, it regurgitates one creature or object it previously devoured. The condition of the vomited creature or object depends on its resilience and the time it has spent inside the maw. Typically, the maw spews forth items it finds difficult to digest, such as those made of adamantine or protected by magic. It can and does regurgitate remains, though. + +--- *Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/mountain-to-the-sky-lol.md b/compendium/equipment/items/mountain-to-the-sky-lol.md index d9b86b841..3366d5c45 100644 --- a/compendium/equipment/items/mountain-to-the-sky-lol.md +++ b/compendium/equipment/items/mountain-to-the-sky-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,8 +15,9 @@ aliases: ["Mountain To The Sky"] - **Price** 10000 gp - **Usage** held in 1 hand -- **Category** Structure This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 [Athletics](compendium/skills.md#Athletics) check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits, so long as no living creatures are present on the mountain. + +--- *Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/mountebanks-passage-g-g.md b/compendium/equipment/items/mountebanks-passage-g-g.md index f01f013a3..512a5b80a 100644 --- a/compendium/equipment/items/mountebanks-passage-g-g.md +++ b/compendium/equipment/items/mountebanks-passage-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/unique @@ -12,13 +12,12 @@ aliases: ["Mountebank's Passage"] # Mountebank's Passage *Item 15* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Blythir College in Alkenstar, the mountebank's passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: the mountebank's passage isn't loaded @@ -26,7 +25,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: the mountebank's passage isn't loaded @@ -37,4 +36,6 @@ Choose a vertical surface within 120 feet. A beam of black energy crackles to th Using this activation causes any previous black portal to disappear; even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations. ``` + +--- *Source: Guns & Gears p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/mourners-dawnlight-fulu-tv.md b/compendium/equipment/items/mourners-dawnlight-fulu-tv.md index bbbbac261..ab2361582 100644 --- a/compendium/equipment/items/mourners-dawnlight-fulu-tv.md +++ b/compendium/equipment/items/mourners-dawnlight-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/fulu @@ -15,10 +15,11 @@ aliases: ["Mourner's Dawnlight Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp -- **Usage** held in 2 hands; **Bulk** — -- **Activate** command, , envision, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** —; **Usage** held in 2 hands +- **Activate** command, envision, [Interact](rules/actions/interact.md) A mourner's dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu you envision a specific object or deceased creature you're familiar with and want to find. You then rip the fulu into pieces and let them drift in the wind. If the item or creature you seek is within 500 feet, the pieces flutter through the air and land on the target, or on the surface closest to a buried or otherwise obscured target. If the torn fulu lands or fails to locate the desired target, its magic ends. + +--- *Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/mouse-lotg.md b/compendium/equipment/items/mouse-lotg.md index 553d8992b..145fb6dfc 100644 --- a/compendium/equipment/items/mouse-lotg.md +++ b/compendium/equipment/items/mouse-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Mouse"] --- # Mouse *Item 0* - **Price** 1 cp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/mudrock-snare-lotgb.md b/compendium/equipment/items/mudrock-snare-lotgb.md index 83619faa2..f4a4d447e 100644 --- a/compendium/equipment/items/mudrock-snare-lotgb.md +++ b/compendium/equipment/items/mudrock-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/kobold - trait/mechanical @@ -16,7 +16,7 @@ aliases: ["Mudrock Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 170 gp -- **Category** Snare +- **Craft Requirements** Supply 75 gp worth of refined blue dragon blood. Fired clay covers a pit of thin mud interspersed with fragile vials of blue dragon blood. The first creature to step into the square breaks through the clay and sinks into the pit, fracturing the vials and rapidly hardening the mud as it touches the blue dragon blood. That creature must attempt a DC 29 Fortitude save as the mud hardens over its legs. @@ -26,4 +26,6 @@ Fired clay covers a pit of thin mud interspersed with fragile vials of blue drag > - **Failure** The creature is [stunned](rules/conditions.md#Stunned), and it takes a –10-foot circumstance penalty to its Speed for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 27). > - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned), and it's [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 27). + +--- *Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/mug.md b/compendium/equipment/items/mug.md index cf44129de..7dfb51305 100644 --- a/compendium/equipment/items/mug.md +++ b/compendium/equipment/items/mug.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Mug"] --- # Mug *Item 0* @@ -11,8 +11,9 @@ aliases: ["Mug"] - **Price** 1 cp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/mukradi-jar-tv.md b/compendium/equipment/items/mukradi-jar-tv.md index 9eeb61a5f..b771fbb6d 100644 --- a/compendium/equipment/items/mukradi-jar-tv.md +++ b/compendium/equipment/items/mukradi-jar-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/expandable @@ -13,9 +13,9 @@ aliases: ["Mukradi Jar"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 1300 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply a mukradi corpse (Bestiary 239). +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It emits one of three breath weapons, chosen by you. Each creature in the area must attempt a DC 34 basic Reflex save. @@ -23,4 +23,6 @@ A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. It - Flame Maw (fire) 60-foot cone of fire dealing `12d6` fire damage. - Shock Maw (electricity) 120-foot line of electricity dealing `12d6` electricity damage. + +--- *Source: Treasure Vault p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/mummified-bat.md b/compendium/equipment/items/mummified-bat.md index 7f8c82d97..6685735ec 100644 --- a/compendium/equipment/items/mummified-bat.md +++ b/compendium/equipment/items/mummified-bat.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -14,12 +14,13 @@ aliases: ["Mummified Bat"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 175 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** command; **Requirements** You are a master in [Perception](compendium/skills.md#Perception). -- **Category** Talisman This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around you and guides your perception. You gain the benefits of the fighter Blind-Fight class feat (page 149) for 1 minute. If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be [undetected](rules/conditions.md#Undetected) by you because you can't see them [hidden](rules/conditions.md#Hidden) instead. + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/murderers-knot.md b/compendium/equipment/items/murderers-knot.md index 5fed74e87..109b51873 100644 --- a/compendium/equipment/items/murderers-knot.md +++ b/compendium/equipment/items/murderers-knot.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,12 +14,13 @@ aliases: ["Murderer's Knot"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 66 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** command; **Trigger** You damage a [flat-footed](rules/conditions.md#Flat-footed) creature with a [Strike](rules/actions/strike.md) using the affixed weapon; **Requirements** You are an expert with the affixed weapon. -- **Category** Talisman This black strand of leather is tied to look like a peace knot when the weapon is stowed, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). If you have the Twist the Knife feat, the talisman instead deals [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to your sneak attack damage. + +--- *Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/musical-instrument.md b/compendium/equipment/items/musical-instrument.md index 4e6f7972a..4e795ddfe 100644 --- a/compendium/equipment/items/musical-instrument.md +++ b/compendium/equipment/items/musical-instrument.md @@ -3,14 +3,37 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Musical Instrument"] --- # Musical Instrument *Item 0* - **Hands** 2 -- **Category** Adventuring Gear Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. +--- +### Variants + +#### Handheld *Item 0* + +- **Price**: 8 sp + +#### Virtuoso Handheld *Item 3* + +- **Price**: 50 gp + +A virtuoso instrument gives a +1 item bonus to [Performance](compendium/skills.md#Performance) checks using that instrument. + +#### Heavy *Item 0* + +- **Price**: 2 gp + +#### Virtuoso Heavy *Item 3* + +- **Price**: 100 gp + +A virtuoso instrument gives a +1 item bonus to [Performance](compendium/skills.md#Performance) checks using that instrument. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/mustard-powder-tv.md b/compendium/equipment/items/mustard-powder-tv.md index 789f4cbb5..3c79a487c 100644 --- a/compendium/equipment/items/mustard-powder-tv.md +++ b/compendium/equipment/items/mustard-powder-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/inhaled @@ -14,9 +14,8 @@ aliases: ["Mustard Powder"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper dispersal. Recipes have quickly spread across Golarion. Mustard powder's [sickened](rules/conditions.md#Sickened) condition ends when the poison's other effects do. @@ -34,4 +33,6 @@ title: Saving Throw: DC 22 Fortitude **Stage 3** `2d6` poison damage, [dazzled](rules/conditions.md#Dazzled), [sickened](rules/conditions.md#Sickened), and unable to smell (1 round) ``` + +--- *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/mutagenic-renovator-ooa3.md b/compendium/equipment/items/mutagenic-renovator-ooa3.md index 0cfb79c81..460985ecb 100644 --- a/compendium/equipment/items/mutagenic-renovator-ooa3.md +++ b/compendium/equipment/items/mutagenic-renovator-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/potion +- item/category/potion/ - trait/abjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Mutagenic Renovator"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 180 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This sludgy concoction is said to be derived from liquefied mutant scales. For 1 hour after you imbibe the potion, your skin warps and mutates to grant you resistance 5 to one type of energy damage. When you first drink the potion, choose either acid, cold, electricity, fire, or sonic damage. The potion starts by granting you resistance against this type of damage. Each time you take damage from one of these listed energy types other than the one you currently resist, your skin mutates, causing you to lose the energy resistance previously granted by this potion and gain resistance to the type of energy by which you were most recently damaged, and the potion's duration decreases by 10 minutes. The resistance shifts only after you take the damage, so it doesn't apply to the first instance of damage. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/naginata-tv.md b/compendium/equipment/items/naginata-tv.md index 5ec15c4ef..09267ab03 100644 --- a/compendium/equipment/items/naginata-tv.md +++ b/compendium/equipment/items/naginata-tv.md @@ -15,10 +15,12 @@ aliases: ["Naginata"] - **Price** 3 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Polearm This 6-foot staff has a 2-foot-long, slightly curved, swordlike blade attached at one end. The long pole helps keep the wielder out of reach of swords and shorter weapons. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/nauseating-snare-apg.md b/compendium/equipment/items/nauseating-snare-apg.md index a804712b5..93a6b3cfd 100644 --- a/compendium/equipment/items/nauseating-snare-apg.md +++ b/compendium/equipment/items/nauseating-snare-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/poison +- item/category/poison/ - trait/consumable - trait/mechanical - trait/poison @@ -15,7 +15,6 @@ aliases: ["Nauseating Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 40 gp -- **Category** Poison You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 20 Fortitude saving throw. @@ -25,4 +24,6 @@ You position particularly foul substances to splash over a creature. The first c > - **Failure** The creature becomes [sickened](rules/conditions.md#Sickened). > - **Critical Failure** The creature becomes [sickened](rules/conditions.md#Sickened). + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/navigators-star-tv.md b/compendium/equipment/items/navigators-star-tv.md index 08d4179e6..f99447001 100644 --- a/compendium/equipment/items/navigators-star-tv.md +++ b/compendium/equipment/items/navigators-star-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/divination - trait/invested - trait/magical @@ -14,15 +14,17 @@ aliases: ["Navigator's Star"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 18 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + As you hold up your hand and align the star in view, you learn which direction you're facing. ``` + +--- *Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/necklace-of-fireballs-bb.md b/compendium/equipment/items/necklace-of-fireballs-bb.md index 14c8cb76f..f56ae0231 100644 --- a/compendium/equipment/items/necklace-of-fireballs-bb.md +++ b/compendium/equipment/items/necklace-of-fireballs-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/magical aliases: ["Necklace of Fireballs"] @@ -13,16 +13,19 @@ aliases: ["Necklace of Fireballs"] - **Price** 44 gp - **Usage** worn -- **Category** Worn This hemp string has several lustrous, red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. There's one large sphere and two smaller ones. You can use the beads one at a time to create magical fireballs. When all the beads are gone, the necklace becomes a non-magical hemp string. ```ad-embed-ability -title: Pluck a Sphere [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Pluck a Sphere** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) + You detach a sphere from the necklace, causing it to glow with orange light. If you or anyone else hurls it (an [Interact](rules/actions/interact.md) action with the ranged trait), it detonates where it lands in a 20-foot burst. A large sphere deals `6d6` fire damage, and a small one deals `4d6` fire damage. Any creature in the area must attempt a DC 21 basic Reflex save. Your toss can place the center of the fireball anywhere within 70 feet. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` + +--- *Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/necklace-of-fireballs.md b/compendium/equipment/items/necklace-of-fireballs.md index 45a2604aa..07e544162 100644 --- a/compendium/equipment/items/necklace-of-fireballs.md +++ b/compendium/equipment/items/necklace-of-fireballs.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -12,17 +12,63 @@ aliases: ["Necklace of Fireballs"] # Necklace of Fireballs *Item 5+* [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. Numerous varieties of the necklace of fireballs exist. Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an [Interact](rules/actions/interact.md) action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the [fireball](compendium/spells/fireball.md) anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. ``` +--- +### Variants + +#### I *Item 5* + +- **Price**: 44 gp + +One `6d6`, two `4d6` (DC 21) + +#### II *Item 7* + +- **Price**: 115 gp + +One `8d6`, one `6d6`, two `4d6` (DC 25) + +#### III *Item 9* + +- **Price**: 300 gp + +One `10d6`, two `8d6`, two `6d6` (DC 27) + +#### IV *Item 11* + +- **Price**: 700 gp + +One `12d6`, two `10d6`, three `8d6` (DC 30) + +#### V *Item 13* + +- **Price**: 1600 gp + +One `14d6`, two `12d6`, four `10d6` (DC 32) + +#### VI *Item 15* + +- **Price**: 4200 gp + +One `16d6`, three `14d6`, four `12d6` (DC 36) + +#### VII *Item 17* + +- **Price**: 9600 gp + +One `18d6`, three `16d6`, five `14d6` (DC 39) + +--- *Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/necklace-of-knives-logm.md b/compendium/equipment/items/necklace-of-knives-logm.md index 185b0d832..819813502 100644 --- a/compendium/equipment/items/necklace-of-knives-logm.md +++ b/compendium/equipment/items/necklace-of-knives-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -16,16 +16,18 @@ aliases: ["Necklace Of Knives"] - **Access** follower of [Pharasma](compendium/setting/deities/pharasma.md) - **Price** 25 gp - **Usage** worn -- **Category** Worn This necklace strung with miniature stone throwing knives. As long as you wear it, you are never without a weapon, a crude surgical tool, or stake for a vampire, if necessary in following Pharasma's teachings. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many knives you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires. ``` + +--- *Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/necklace-of-strangulation-gmg.md b/compendium/equipment/items/necklace-of-strangulation-gmg.md index ae0acf80a..6e25d68e4 100644 --- a/compendium/equipment/items/necklace-of-strangulation-gmg.md +++ b/compendium/equipment/items/necklace-of-strangulation-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/worn +- item/category/worn/ - trait/cursed - trait/invested - trait/magical @@ -14,11 +14,12 @@ aliases: ["Necklace Of Strangulation"] # Necklace Of Strangulation *Item 15* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn necklace; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn necklace This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you (Core Rulebook 478) and dealing 30 bludgeoning damage to you at the end of each of your turns. Once per round, you can spend a single action to attempt a DC 34 [Athletics](compendium/skills.md#Athletics) check or Fortitude save; success means you don't take the damage on your current turn, but you continue suffocating. The necklace loosens after you've been dead for a month. + +--- *Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/necrotic-bomb-av3.md b/compendium/equipment/items/necrotic-bomb-av3.md index bd3e5cbc0..fdbdb1d47 100644 --- a/compendium/equipment/items/necrotic-bomb-av3.md +++ b/compendium/equipment/items/necrotic-bomb-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,12 +14,39 @@ aliases: ["Necrotic Bomb"] # Necrotic Bomb *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d6` negative damage and 1 negative splash damage. On a critical hit, the target is [sickened](rules/conditions.md#Sickened). + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d6` negative damage and 2 negative splash damage. On a critical hit, the target is [sickened](rules/conditions.md#Sickened). + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 bonus to attack rolls. The bomb deals `3d6` negative damage and 3 negative splash damage. On a critical hit, the target is [sickened](rules/conditions.md#Sickened). + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 bonus to attack rolls. The bomb deals `4d6` negative damage and 4 negative splash damage. On a critical hit, the target is [sickened](rules/conditions.md#Sickened). + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/nectar-of-purification.md b/compendium/equipment/items/nectar-of-purification.md index 6b2131a0d..c2f81b808 100644 --- a/compendium/equipment/items/nectar-of-purification.md +++ b/compendium/equipment/items/nectar-of-purification.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/necromancy @@ -14,10 +14,11 @@ aliases: ["Nectar of Purification"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level [purify food and drink](compendium/spells/purify-food-and-drink.md) spell over any food or drink onto which it's poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/nemesis-name-tv.md b/compendium/equipment/items/nemesis-name-tv.md index 2de9d0e10..c1e014431 100644 --- a/compendium/equipment/items/nemesis-name-tv.md +++ b/compendium/equipment/items/nemesis-name-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/enchantment - trait/invested - trait/magical @@ -14,21 +14,24 @@ aliases: ["Nemesis Name"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 650 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body You want revenge badly enough that you tattoo your nemesis's name in a place you can easily see to remember your vow to settle the score. Anyone who sees the tattoo senses your hatred of the named being. Receiving a new nemesis name makes any you already have non-magical. You gain a +2 status bonus to damage rolls against the creature named on your tattoo, but this nemesis gains a +1 status bonus to damage rolls against you. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command ([mental](rules/traits/mental.md)) +- **Frequency**: once per round - **Requirements**: You can see your nemesis, and they're within 30 feet of you **Effect** You focus your hatred into a mental scream. Your nemesis takes `3d6` mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can't reduce this damage in any way. -%% #trait/mental %% +%% + #trait/mental +%% ``` + +--- *Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/neophytes-fipple-tv.md b/compendium/equipment/items/neophytes-fipple-tv.md index 39072dd72..3e07fba44 100644 --- a/compendium/equipment/items/neophytes-fipple-tv.md +++ b/compendium/equipment/items/neophytes-fipple-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/illusion - trait/magical @@ -13,12 +13,13 @@ aliases: ["Neophyte's Fipple"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 8 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Perform](rules/actions/perform.md); **Requirements** You are untrained in -- **Category** Consumable [Performance](compendium/skills.md#Performance). Made of polished wood, a neophyte's fipple is a block flute enchanted to guarantee melodic sound. When you [Perform](rules/actions/perform.md) a song on the fipple to Activate it, your ability modifier, proficiency bonus, and item bonus for the [Performance](compendium/skills.md#Performance) check total +7, regardless of what they would normally be. Add other bonuses and penalties to the check normally. Once the magic is used, the fipple remains as a mundane instrument. + +--- *Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/net-apg.md b/compendium/equipment/items/net-apg.md index 28035f0fc..2d808049a 100644 --- a/compendium/equipment/items/net-apg.md +++ b/compendium/equipment/items/net-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Net"] --- # Net *Item 0* @@ -11,10 +11,11 @@ aliases: ["Net"] - **Price** 1 gp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to [Grapple](rules/actions/grapple.md) a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to [Grapple](rules/actions/grapple.md) to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to [Escape](rules/actions/escape.md) unless you are adjacent to them, and it can attempt a DC 16 [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md) the net entirely. Once the target is no longer [grabbed](rules/conditions.md#Grabbed), the net is unwieldy until refolded as a [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") action that requires two hands; if used without being refolded, [Grapple](rules/actions/grapple.md) checks made with the net take a –2 penalty. When the net is unattached, you can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is [flat-footed](rules/conditions.md#Flat-footed) and takes a –10- foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](rules/conditions.md#Immobilized) until it Escapes. The [Escape](rules/actions/escape.md) DC is 16. A creature adjacent to the target can [Interact](rules/actions/interact.md) to remove the net. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/net-launcher-g-g.md b/compendium/equipment/items/net-launcher-g-g.md index f8001d94b..98a59857f 100644 --- a/compendium/equipment/items/net-launcher-g-g.md +++ b/compendium/equipment/items/net-launcher-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/rare aliases: ["Net Launcher"] --- @@ -11,11 +11,12 @@ aliases: ["Net Launcher"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 16 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown. A net launcher can be wielded while propped up on your shoulder or cradled under your arm. A net must be carefully folded to be launched without tangling. Properly loading a net into a net launcher takes 1 minute. A net fired with a net launcher can target a Medium or smaller creature within 40 feet, rather than 20 feet. + +--- *Source: Guns & Gears p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/nethysian-bulwark-aoa5.md b/compendium/equipment/items/nethysian-bulwark-aoa5.md index ff9b25214..592ba39ff 100644 --- a/compendium/equipment/items/nethysian-bulwark-aoa5.md +++ b/compendium/equipment/items/nethysian-bulwark-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/held +- item/category/held/ - trait/abjuration - trait/evocation - trait/magical @@ -14,17 +14,18 @@ aliases: ["Nethysian Bulwark"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 8000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This round shield is often fashioned to resemble the religious symbol of its dual-natured namesake. A _Nethysian bulwark_ is a high-grade cold iron shield (Hardness 10, HP 40, BT 20) that defends the wielder and can explode with retributive force when struck. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: The shield becomes [broken](rules/conditions.md#Broken) when performing a [Shield Block](compendium/feats/shield-block.md) **Effect** The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. The cone deals `6d8` force damage to all creatures in the area (DC 34 basic Reflex save). ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/nettleweed-residue.md b/compendium/equipment/items/nettleweed-residue.md index b22bc2cf3..53e50e05b 100644 --- a/compendium/equipment/items/nettleweed-residue.md +++ b/compendium/equipment/items/nettleweed-residue.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -14,9 +14,8 @@ aliases: ["Nettleweed Residue"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 75 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Concentrated sap of stinging weeds makes an effective toxin. @@ -35,4 +34,6 @@ title: Saving Throw: DC 27 Fortitude **Stage 3** `13d6` poison damage (1 minute) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/nevercold-tv.md b/compendium/equipment/items/nevercold-tv.md index c1b80d523..26c429cd9 100644 --- a/compendium/equipment/items/nevercold-tv.md +++ b/compendium/equipment/items/nevercold-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,10 +12,31 @@ aliases: ["Nevercold"] # Nevercold *Item 10+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** -- **Category** Consumable Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast [fire shield](compendium/spells/fire-shield.md), the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours. +--- +### Variants + +#### nevercold *Item 10* + +- **Price**: 180 gp + +The catalyst affects 4th‑level [fire shield](compendium/spells/fire-shield.md). + +#### compressed nevercold *Item 14* + +- **Price**: 720 gp + +The catalyst affects 6th‑level or lower fire shield, and the protection from severe cold lasts 24 hours. + +#### refined nevercold *Item 18* + +- **Price**: 3600 gp + +The catalyst affects 8th‑level or lower fire shield, and the protection from severe cold lasts 24 hours. + +--- *Source: Treasure Vault p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/nightbreeze-machine-g-g.md b/compendium/equipment/items/nightbreeze-machine-g-g.md index 0c229b9c2..487a2d51c 100644 --- a/compendium/equipment/items/nightbreeze-machine-g-g.md +++ b/compendium/equipment/items/nightbreeze-machine-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/air - trait/clockwork - trait/uncommon @@ -14,7 +14,6 @@ aliases: ["Nightbreeze Machine"] - **Price** 125 gp - **Bulk** 4 -- **Category** Adventuring Gear The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as tall as the average human that houses a series of flat metal "blades" in a circular arrangement. When placed on a flat surface, a creature within reach can [Interact](rules/actions/interact.md) to flip the lever, turning the machine on. When the machine is active, the blades begin to spin rapidly, setting the air in the room into motion, which cools off the room's inhabitants. A front-mounted metal grate prevents anyone from coming into accidental contact with the spinning blades without impeding airflow. @@ -24,4 +23,6 @@ He tasked the country's brightest inventors with creating devices that would, in A nightbreeze machine can affect an enclosed area of no more than 50 feet by 50 feet and has negligible effect when used in a larger enclosed area or outside. While active, it reduces the effects of severe heat by one step to mild heat, and reduces extreme heat to severe heat (Core Rulebook page 518). A nightbreeze machine isn't powerful enough to reduce the effects of incredible heat, though fortunately such heat isn't found naturally in the deserts of Rahadoum. A nightbreeze machine runs for 8 hours, after which it must be wound in a process that takes 10 minutes to complete. The 8 hours of activity don't have to be consecutive. + +--- *Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/nightmare-cudgel-aoe5.md b/compendium/equipment/items/nightmare-cudgel-aoe5.md index c11e61ac3..1ccc7b955 100644 --- a/compendium/equipment/items/nightmare-cudgel-aoe5.md +++ b/compendium/equipment/items/nightmare-cudgel-aoe5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe5 -- item/category/held +- item/category/held/ - trait/invested - trait/magical - trait/uncommon @@ -13,17 +13,20 @@ aliases: ["Nightmare Cudgel"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand Crafted from polished wood, this seemingly mundane club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md)) + You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can [Stride](rules/actions/stride.md) twice. For the next minute, whenever you successfully [Strike](rules/actions/strike.md) a creature with the nightmare cudgel, you can use a free action to attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) the struck creature. -%% #trait/emotion #trait/mental %% +%% + #trait/emotion #trait/mental +%% ``` + +--- *Source: Agents of Edgewatch #5: Belly of the Black Whale p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/nightmare-salt-tv.md b/compendium/equipment/items/nightmare-salt-tv.md index c1e8e0eec..afd615929 100644 --- a/compendium/equipment/items/nightmare-salt-tv.md +++ b/compendium/equipment/items/nightmare-salt-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["Nightmare Salt"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 14000 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion. @@ -38,4 +37,6 @@ title: Saving Throw: DC 43 Fortitude **Stage 4** death ``` + +--- *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/nightmare-vapor.md b/compendium/equipment/items/nightmare-vapor.md index 4de4a752c..bc518ab7b 100644 --- a/compendium/equipment/items/nightmare-vapor.md +++ b/compendium/equipment/items/nightmare-vapor.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/inhaled @@ -14,9 +14,8 @@ aliases: ["Nightmare Vapor"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares. @@ -35,4 +34,6 @@ title: Saving Throw: DC 36 Fortitude **Stage 3** [confused](rules/conditions.md#Confused), flatfooted, and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/nightpitch-tv.md b/compendium/equipment/items/nightpitch-tv.md index f91b33adb..4d6141121 100644 --- a/compendium/equipment/items/nightpitch-tv.md +++ b/compendium/equipment/items/nightpitch-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,10 +13,11 @@ aliases: ["Nightpitch"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable A pellet of tar mixed with the fur of a nocturnal creature, such as a bat, nightpitch used to cast a [darkness](compendium/spells/darkness.md) spell makes the area of the darkness difficult terrain. + +--- *Source: Treasure Vault p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/nightstick-aoe1.md b/compendium/equipment/items/nightstick-aoe1.md index 8c0b5cd9a..1c12cecce 100644 --- a/compendium/equipment/items/nightstick-aoe1.md +++ b/compendium/equipment/items/nightstick-aoe1.md @@ -16,7 +16,7 @@ aliases: ["Nightstick"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Club @@ -24,4 +24,6 @@ This collapsible baton consists of several nested, telescoping metal shafts that Lighter and more maneuverable than an ordinary [club](compendium/equipment/items/club.md) or truncheon, nightsticks are designed to subdue foes without causing permanent injury. A nightstick is an uncommon simple melee weapon. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/nine-ring-sword-logm.md b/compendium/equipment/items/nine-ring-sword-logm.md index 928fbbfc1..988305b4f 100644 --- a/compendium/equipment/items/nine-ring-sword-logm.md +++ b/compendium/equipment/items/nine-ring-sword-logm.md @@ -13,10 +13,12 @@ aliases: ["Nine-Ring Sword"] - **Price** 9 sp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Sword This sword has a broad blade, along which are threaded nine heavy metal rings. The rings add weight to the weapon for downward swings, as well as clashing together to make noise. + +--- *Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/niyahaat-tv.md b/compendium/equipment/items/niyahaat-tv.md index c9a5e11a1..44eed5911 100644 --- a/compendium/equipment/items/niyahaat-tv.md +++ b/compendium/equipment/items/niyahaat-tv.md @@ -13,9 +13,11 @@ aliases: ["Niyaháat"] - **Price** 5 gp - **Bulk** 2 - **AC Bonus** +3; **Dex Cap** +2 -- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Strength** 14; **Check Penalty** -2; **Speed Penalty** -5 ft. - **Category** Medium; **Group** Skeletal Erutaki communities deep in the Crown of the World, where wood is hard to come by, fashion armor from slats and strips of bone or horn, along with whole bones or horns. Wealthier wearers sometimes pay for decorative embellishments made of more precious materials. Niyaháat is usually woven together with strong cord, forming a suit like a breastplate. This suit is worn over heavy clothing or a surcoat like padded armor. Some suits incorporate parts of powerful creatures, creating a storied history for the suit and its wearers. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/nodachi-tv.md b/compendium/equipment/items/nodachi-tv.md index ca7299cc0..241a67c35 100644 --- a/compendium/equipment/items/nodachi-tv.md +++ b/compendium/equipment/items/nodachi-tv.md @@ -14,10 +14,12 @@ aliases: ["Nodachi"] - **Price** 6 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Advanced; **Group** Sword Also known as a zhanmadao, the exceptionally long blade of the nodachi is designed to neutralize enemy mounts and counter the advantages of cavalry units. Its shape and size make it somewhat impractical for close combat but highly effective against charging opponents. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/noisemaker-snare-g-g.md b/compendium/equipment/items/noisemaker-snare-g-g.md index 5e45d525a..7252885c2 100644 --- a/compendium/equipment/items/noisemaker-snare-g-g.md +++ b/compendium/equipment/items/noisemaker-snare-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/clockwork - trait/consumable - trait/fire @@ -17,7 +17,6 @@ aliases: ["Noisemaker Snare"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Category** Snare When a creature enters this snare's square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 feet away and deals `1d8` fire damage. The creature must attempt a DC 18 Reflex save. @@ -27,4 +26,6 @@ When a creature enters this snare's square, it triggers an extremely loud clockw > - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for 1 round. > - **Critical Failure** The creature takes double damage and is [deafened](rules/conditions.md#Deafened) for 1 minute. + +--- *Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-armor-lotgb.md b/compendium/equipment/items/noqual-armor-lotgb.md index af9fe2876..81bac807b 100644 --- a/compendium/equipment/items/noqual-armor-lotgb.md +++ b/compendium/equipment/items/noqual-armor-lotgb.md @@ -3,18 +3,31 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Noqual Armor"] --- # Noqual Armor *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](rules/actions/cast-a-spell.md) while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails. +--- +### Variants + +#### standard-grade noqual armor *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: The initial raw materials must include at least 200 gp of noqual + 20 gp per Bulk. + +#### high-grade noqual armor *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: The initial raw materials must include at least 16,000 gp of noqual + 1,600 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-lotgb.md b/compendium/equipment/items/noqual-lotgb.md index f82c3bbd3..4645af83a 100644 --- a/compendium/equipment/items/noqual-lotgb.md +++ b/compendium/equipment/items/noqual-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Noqual"] @@ -11,7 +11,6 @@ aliases: ["Noqual"] # Noqual *Item 0+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](compendium/spells/rusting-grasp-apg.md) spell). @@ -28,4 +27,24 @@ Light and strong, noqual also demonstrates a powerful resistance to magic. A sid | multiRow | | +--- +### Variants + +#### noqual chunk *Item 0* + +- **Price**: 600 gp + +#### noqual ingot *Item 0* + +- **Price**: 6000 gp + +#### standard-grade noqual object *Item 8* + +- **Price**: 400 gp + +#### high-grade noqual object *Item 16* + +- **Price**: 7000 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-shield-lotgb.md b/compendium/equipment/items/noqual-shield-lotgb.md index 92c2038c0..2d95276dc 100644 --- a/compendium/equipment/items/noqual-shield-lotgb.md +++ b/compendium/equipment/items/noqual-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/shield +- item/category/shield/ - trait/rare aliases: ["Noqual Shield"] --- @@ -11,8 +11,22 @@ aliases: ["Noqual Shield"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Group** Shield Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). +--- +### Variants + +#### high-grade noqual buckler *Item 17* + +- **Price**: 14000 gp +- **Craft Requirements**: noqual worth at least 7,000 gp The shield has Hardness 7, HP 28, and BT 14. + +#### high-grade noqual shield *Item 17* + +- **Price**: 15400 gp +- **Craft Requirements**: noqual worth at least 7,700 gp The shield has Hardness 10, HP 40, and BT 20. + +--- *Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/noqual-weapon-lotgb.md b/compendium/equipment/items/noqual-weapon-lotgb.md index de30b80ea..6e603fa5e 100644 --- a/compendium/equipment/items/noqual-weapon-lotgb.md +++ b/compendium/equipment/items/noqual-weapon-lotgb.md @@ -3,18 +3,31 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Noqual Weapon"] --- # Noqual Weapon *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a [Strike](rules/actions/strike.md) with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become [stupefied](rules/conditions.md#Stupefied) for 1 round on a critical hit. +--- +### Variants + +#### standard-grade noqual weapon *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: at least 200 gp of inubrix + 20 gp per Bulk. + +#### high-grade noqual weapon *Item 18* + +- **Price**: 24000 gp +- **Craft Requirements**: at least 12,000 gp of noqual + 1,200 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/north-winds-night-verse-som.md b/compendium/equipment/items/north-winds-night-verse-som.md index fb31d3353..2818f1c4f 100644 --- a/compendium/equipment/items/north-winds-night-verse-som.md +++ b/compendium/equipment/items/north-winds-night-verse-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/cold - trait/evocation - trait/magical @@ -14,19 +14,22 @@ aliases: ["North Wind's Night Verse"] [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved from a single tusk of dragon-turtle ivory and wrapped in strips of winter wolf hide. [Strikes](rules/actions/strike.md) with the katana gain a +2 status bonus to damage rolls against creatures that have a status penalty to their Speed or are [slowed](rules/conditions.md#Slowed). The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command ([cold](rules/traits/cold.md), [evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) +- **Frequency**: once per minute - **Trigger**: Your spell deals cold damage to a creature **Effect** Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round. -%% #trait/cold #trait/evocation #trait/magical %% +%% + #trait/cold #trait/evocation #trait/magical +%% ``` + +--- *Source: Secrets of Magic p. 187* \ No newline at end of file diff --git a/compendium/equipment/items/nosoi-charm-ngd.md b/compendium/equipment/items/nosoi-charm-ngd.md index 2b105e6ae..be3ba3a69 100644 --- a/compendium/equipment/items/nosoi-charm-ngd.md +++ b/compendium/equipment/items/nosoi-charm-ngd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ngd -- item/category/held +- item/category/held/ - trait/divination - trait/invested - trait/magical @@ -13,21 +13,37 @@ aliases: ["Nosoi Charm"] # Nosoi Charm *Item 12+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to [Performance](compendium/skills.md#Performance) checks to play an instrument, orate, or sing. You can cast [sending](compendium/spells/sending.md) once per day as a divine innate spell. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + You twist the base of the charm, and the twittering it emits becomes [helpful](rules/conditions.md#Helpful) words to boost your arguments. You lose the item bonus to [Performance](compendium/skills.md#Performance) checks and gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to make Requests until you use this activation again. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two. +**Effect** You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two. ``` +--- +### Variants + +#### nosoi charm *Item 12* + +- **Price**: 1900 gp + +#### greater nosoi charm *Item 18* + +- **Price**: 19000 gp + +The item bonus to [Performance](compendium/skills.md#Performance) or [Diplomacy](compendium/skills.md#Diplomacy) is +3. You gain lifesense as long as you are holding the charm, and you don't need to activate it. + +--- *Source: Night of the Gray Death p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/noxious-incense-som.md b/compendium/equipment/items/noxious-incense-som.md index 85007f585..bcd00b898 100644 --- a/compendium/equipment/items/noxious-incense-som.md +++ b/compendium/equipment/items/noxious-incense-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,9 +12,24 @@ aliases: ["Noxious Incense"] # Noxious Incense *Item 9+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a [wall of fire](compendium/spells/wall-of-fire.md) spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are [concealed](rules/conditions.md#Concealed), and other creatures are [concealed](rules/conditions.md#Concealed) to creatures in the area. The smoke lasts for the duration of the spell. +--- +### Variants + +#### noxious incense *Item 9* + +- **Price**: 125 gp + +The incense can be used with a [wall of fire](compendium/spells/wall-of-fire.md) of 6th level or below. + +#### greater noxious incense *Item 14* + +- **Price**: 750 gp + +The incense can be used with a [wall of fire](compendium/spells/wall-of-fire.md) of any spell level. + +--- *Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/noxious-jerkin-ec4.md b/compendium/equipment/items/noxious-jerkin-ec4.md index 63c9b6a39..bc0b31ae8 100644 --- a/compendium/equipment/items/noxious-jerkin-ec4.md +++ b/compendium/equipment/items/noxious-jerkin-ec4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec4 -- item/category/worn +- item/category/worn/ - trait/evocation - trait/magical - trait/rare @@ -13,13 +13,12 @@ aliases: ["Noxious Jerkin"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 2800 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This +2 resilient padded armor is woven from many strands of gut cord strung with dried organs and preserved xulgath scent glands. When worn, it infuses your body with a ghastly and nauseating flavor. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You are [grabbed](rules/conditions.md#Grabbed) or are hit by an unarmed attack @@ -31,4 +30,6 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F > - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and is [slowed](rules/conditions.md#Slowed) for 1 round. ``` + +--- *Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/numbing-tonic-tv.md b/compendium/equipment/items/numbing-tonic-tv.md index 467c23b59..ee28e1d0a 100644 --- a/compendium/equipment/items/numbing-tonic-tv.md +++ b/compendium/equipment/items/numbing-tonic-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,49 @@ aliases: ["Numbing Tonic"] # Numbing Tonic *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute. +--- +### Variants + +#### minor *Item 1* + +- **Price**: 4 gp + +You gain 2 temporary Hit Points. + +#### lesser *Item 5* + +- **Price**: 30 gp + +You gain 5 temporary Hit Points. + +#### moderate *Item 9* + +- **Price**: 150 gp + +You gain 10 temporary Hit Points. + +#### greater *Item 13* + +- **Price**: 600 gp + +You gain 15 temporary Hit Points. + +#### major *Item 16* + +- **Price**: 1400 gp + +You gain 20 temporary Hit Points. + +#### true *Item 19* + +- **Price**: 8000 gp + +You gain 25 temporary Hit Points. + +--- *Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/nunchaku.md b/compendium/equipment/items/nunchaku.md index 75e1bd210..7e2d78363 100644 --- a/compendium/equipment/items/nunchaku.md +++ b/compendium/equipment/items/nunchaku.md @@ -16,10 +16,12 @@ aliases: ["Nunchaku"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/o-yoroi-tv.md b/compendium/equipment/items/o-yoroi-tv.md index b7198cf2d..7242caefe 100644 --- a/compendium/equipment/items/o-yoroi-tv.md +++ b/compendium/equipment/items/o-yoroi-tv.md @@ -14,9 +14,11 @@ aliases: ["O-yoroi"] - **Price** 35 gp - **Bulk** 5 - **AC Bonus** +6; **Dex Cap** +0 -- **Strength** 18; **Check Penalty** --3; **Speed Penalty** -10 ft. +- **Strength** 18; **Check Penalty** -3; **Speed Penalty** -10 ft. - **Category** Heavy; **Group** Plate Larger plates coupled with lamellar pieces to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/oath-of-the-devoted-lome.md b/compendium/equipment/items/oath-of-the-devoted-lome.md index a43ae2c1d..937dc1780 100644 --- a/compendium/equipment/items/oath-of-the-devoted-lome.md +++ b/compendium/equipment/items/oath-of-the-devoted-lome.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lome -- item/category/contract +- item/category/contract/ - trait/contract - trait/divine - trait/invested @@ -15,16 +15,19 @@ aliases: ["Oath Of The Devoted"] # Oath Of The Devoted *Item 9* [contract](rules/traits/contract-lol.md "Contract Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract You gain fire and mental resistance 5. When you die, you rise as an undead creature with the [zombie](rules/traits/zombie-b1.md "Zombie Creature Trait") trait on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed [Strike](rules/actions/strike.md); your chosen attack deals an extra `1d6` fire damage for the next 1 minute. +- **Frequency**: once per day + +**Effect** You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed [Strike](rules/actions/strike.md); your chosen attack deals an extra `1d6` fire damage for the next 1 minute. ``` + +--- *Source: Lost Omens: The Mwangi Expanse p. 231* \ No newline at end of file diff --git a/compendium/equipment/items/oathbow.md b/compendium/equipment/items/oathbow.md index af3442a2e..c56173a80 100644 --- a/compendium/equipment/items/oathbow.md +++ b/compendium/equipment/items/oathbow.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/divination - trait/magical aliases: ["Oathbow"] @@ -12,17 +12,19 @@ aliases: ["Oathbow"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1300 gp -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Weapon +- **Bulk** 2; **Usage** held in 1 hand Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal `1d6` additional damage, and you gain a +2 circumstance bonus to [Survival](compendium/skills.md#Survival) checks to [Track](rules/actions/track.md) that creature. Your critical hits against the target gain the bow's critical specialization effect (page 283); if they would already do so, they instead increase the DC of the [Athletics](compendium/skills.md#Athletics) check to [Escape](rules/actions/escape.md) when critically hit to DC 20. After you activate the bow, you can't activate it again for 7 days. If you kill the creature you've sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again. ``` + +--- *Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/obfuscation-oil.md b/compendium/equipment/items/obfuscation-oil.md index 9e4ba38ed..a619dd38f 100644 --- a/compendium/equipment/items/obfuscation-oil.md +++ b/compendium/equipment/items/obfuscation-oil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/illusion - trait/magical @@ -14,12 +14,13 @@ aliases: ["Obfuscation Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 1200 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination magic of 8th level or lower (such as locate). This oil is permanent, but it can be removed with acid. Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item's Bulk. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/oblivion-essence-aoa5.md b/compendium/equipment/items/oblivion-essence-aoa5.md index 88e6336a7..6dad140c3 100644 --- a/compendium/equipment/items/oblivion-essence-aoa5.md +++ b/compendium/equipment/items/oblivion-essence-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Oblivion Essence"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Created from a daemon's powdered soul gems or refined from the waters of Abaddon's rivers, oblivion essence causes victims to rapidly age and decay. @@ -35,4 +34,6 @@ title: Saving Throw: DC 42 Fortitude **Stage 3** `12d6` poison damage, [enfeebled](rules/conditions.md#Enfeebled), [slowed](rules/conditions.md#Slowed) (1 round) ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/ochre-fulcrum-lens-av3.md b/compendium/equipment/items/ochre-fulcrum-lens-av3.md index f0b116f6f..476af350c 100644 --- a/compendium/equipment/items/ochre-fulcrum-lens-av3.md +++ b/compendium/equipment/items/ochre-fulcrum-lens-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/other +- item/category/other/ - trait/enchantment - trait/invested - trait/occult @@ -15,20 +15,27 @@ aliases: ["Ochre Fulcrum Lens"] - **Price** 1400 gp - **Bulk** 2 -- **Category** Other This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. You can also activate the lens in the following ways. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). +- **Frequency**: once per day + +**Effect** You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([attack](rules/traits/attack.md), [possession](rules/traits/possession.md)) + -as Crimson Fulcrum Lens, but the melee spell attack modifier is +21. +as Crimson Fulcrum Lens, but the melee spell attack modifier is +21. +%% + #trait/attack #trait/possession +%% ``` + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/octopus-bottle-tv.md b/compendium/equipment/items/octopus-bottle-tv.md index 67764c63f..6164ff88a 100644 --- a/compendium/equipment/items/octopus-bottle-tv.md +++ b/compendium/equipment/items/octopus-bottle-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/expandable @@ -14,9 +14,9 @@ aliases: ["Octopus Bottle"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply a giant octopus corpse (Bestiary 250). +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save. @@ -24,4 +24,6 @@ If the octopus is in water, it then releases a cloud of ink in a 30-foot emanati Creatures inside the cloud are [undetected](rules/conditions.md#Undetected) and can't use their sense of smell. The cloud dissipates after 1 minute. + +--- *Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/ogre-hook-b1.md b/compendium/equipment/items/ogre-hook-b1.md index aa8549309..bb8cd41e7 100644 --- a/compendium/equipment/items/ogre-hook-b1.md +++ b/compendium/equipment/items/ogre-hook-b1.md @@ -14,10 +14,12 @@ aliases: ["Ogre Hook"] - **Price** 1 gp - **Bulk** 2 -- **Damage** `1d10` P + - **Damage**: `1d10` P - **Hands** 2 - **Category** Martial; **Group** Pick Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal `1d10` piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the [deadly <1d10>](rules/traits/deadly-1d10.md "Deadly Weapon Trait") and [trip](rules/traits/trip.md "Trip Weapon Trait") weapon traits. + +--- *Source: Bestiary p. 253* \ No newline at end of file diff --git a/compendium/equipment/items/oil-1-pint.md b/compendium/equipment/items/oil-1-pint.md index c88119e0c..8cf3e09aa 100644 --- a/compendium/equipment/items/oil-1-pint.md +++ b/compendium/equipment/items/oil-1-pint.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Oil (1 pint)"] --- # Oil (1 pint) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Oil (1 pint)"] - **Price** 1 cp - **Bulk** — - **Hands** 2 -- **Category** Adventuring Gear You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-animation.md b/compendium/equipment/items/oil-of-animation.md index d10d377af..fe358a463 100644 --- a/compendium/equipment/items/oil-of-animation.md +++ b/compendium/equipment/items/oil-of-animation.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -15,10 +15,11 @@ aliases: ["Oil of Animation"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 330 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune (page 583). Once you fail a flat check for the weapon, causing it to fall, this effect ends. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-corpse-restoration-gw3.md b/compendium/equipment/items/oil-of-corpse-restoration-gw3.md index 3a36c628d..f4f708cdc 100644 --- a/compendium/equipment/items/oil-of-corpse-restoration-gw3.md +++ b/compendium/equipment/items/oil-of-corpse-restoration-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/necromancy @@ -15,10 +15,11 @@ aliases: ["Oil of Corpse Restoration"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Adlet spiritual leaders create this thick purple gel so that the dead can temporarily assume their appearance in life during ancestral worship ceremonies. Spreading it over the bones of an undead creature or a lifeless corpse causes the gel to congeal, forming a cosmetic layer that covers or restores any missing or compromised flesh until the body mimics its appearance in life. The dead creature's flesh looks healthy and whole. It gains a +2 circumstance bonus on [Deception](compendium/skills.md#Deception) checks to look like a living creature. The gel does not restore life or Hit Points and the flesh quickly rots away 8 hours after application. + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-keen-edges.md b/compendium/equipment/items/oil-of-keen-edges.md index 23f908fcd..756ca1eee 100644 --- a/compendium/equipment/items/oil-of-keen-edges.md +++ b/compendium/equipment/items/oil-of-keen-edges.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -15,10 +15,11 @@ aliases: ["Oil of Keen Edges"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-mending.md b/compendium/equipment/items/oil-of-mending.md index 01390be71..ef139158d 100644 --- a/compendium/equipment/items/oil-of-mending.md +++ b/compendium/equipment/items/oil-of-mending.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -14,9 +14,10 @@ aliases: ["Oil of Mending"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 9 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Oil +- **Bulk** L; **Usage** held in 2 hands A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level [mending](compendium/spells/mending.md) spell to repair the item. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-object-animation-apg.md b/compendium/equipment/items/oil-of-object-animation-apg.md index accd2166d..82e49e161 100644 --- a/compendium/equipment/items/oil-of-object-animation-apg.md +++ b/compendium/equipment/items/oil-of-object-animation-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -16,10 +16,23 @@ aliases: ["Oil Of Object Animation"] - **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. This animated object has the [minion](rules/traits/minion.md "Minion Creature Trait") trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. +--- +### Variants + +#### oil of object animation *Item 8* + +- **Price**: 85 gp + +#### greater oil of object animation *Item 16* + +- **Price**: 1400 gp + +You can animate an object with a level of 11 or lower. + +--- *Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-ownership-tv.md b/compendium/equipment/items/oil-of-ownership-tv.md index bd9d30923..b2451b17b 100644 --- a/compendium/equipment/items/oil-of-ownership-tv.md +++ b/compendium/equipment/items/oil-of-ownership-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -13,10 +13,31 @@ aliases: ["Oil of Ownership"] # Oil of Ownership *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil You can coat objects of 6 Bulk or less with oil of ownership, or "red‑handed oil" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 8 gp + +The stain lasts 24 hours. + +#### moderate *Item 7* + +- **Price**: 55 gp + +The stain lasts 1 week. + +#### greater *Item 11* + +- **Price**: 210 gp + +The stain lasts 1 month. + +--- *Source: Treasure Vault p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-potency.md b/compendium/equipment/items/oil-of-potency.md index 81031dd5a..49ee694f4 100644 --- a/compendium/equipment/items/oil-of-potency.md +++ b/compendium/equipment/items/oil-of-potency.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -14,10 +14,11 @@ aliases: ["Oil of Potency"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute. + +--- *Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-repulsion.md b/compendium/equipment/items/oil-of-repulsion.md index 123e9b2a8..1f56201cf 100644 --- a/compendium/equipment/items/oil-of-repulsion.md +++ b/compendium/equipment/items/oil-of-repulsion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/abjuration - trait/consumable - trait/magical @@ -14,9 +14,8 @@ aliases: ["Oil of Repulsion"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 175 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee [Strike](rules/actions/strike.md) must attempt a DC 28 Fortitude save with the following effects. @@ -25,4 +24,6 @@ This oil contains magnetically charged iron filings repelled into opposite ends > - **Failure** The creature is pushed up to 10 feet away from you (the GM determines the direction). > - **Critical Failure** As failure, and the creature is also knocked [prone](rules/conditions.md#Prone). + +--- *Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-revelation-apg.md b/compendium/equipment/items/oil-of-revelation-apg.md index c3f73331e..029f787a1 100644 --- a/compendium/equipment/items/oil-of-revelation-apg.md +++ b/compendium/equipment/items/oil-of-revelation-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/oil +- item/category/oil/ - trait/consumable - trait/evocation - trait/magical @@ -14,12 +14,13 @@ aliases: ["Oil Of Revelation"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 25 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck tindertwig. The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is [invisible](rules/conditions.md#Invisible), the light's position means it is merely [hidden](rules/conditions.md#Hidden) to creatures that would otherwise be unable to see it, rather than [undetected](rules/conditions.md#Undetected). The light also negates the [concealed](rules/conditions.md#Concealed) condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power. + +--- *Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-skating-tv.md b/compendium/equipment/items/oil-of-skating-tv.md index db3c80521..b14b26a12 100644 --- a/compendium/equipment/items/oil-of-skating-tv.md +++ b/compendium/equipment/items/oil-of-skating-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -14,10 +14,11 @@ aliases: ["Oil of Skating"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 5 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10‑foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any [Acrobatics](compendium/skills.md#Acrobatics) checks made to [Balance](rules/actions/balance.md) as one degree worse. + +--- *Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-swiftness-tv.md b/compendium/equipment/items/oil-of-swiftness-tv.md index 54972e8fa..d1c9f9e4c 100644 --- a/compendium/equipment/items/oil-of-swiftness-tv.md +++ b/compendium/equipment/items/oil-of-swiftness-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -15,10 +15,11 @@ aliases: ["Oil of Swiftness"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Anoint a weapon with oil of swiftness, which hisses upon application, to give it the benefits of the speed rune for 1 minute. + +--- *Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-unlife-apg.md b/compendium/equipment/items/oil-of-unlife-apg.md index 901483e07..c4b1ca568 100644 --- a/compendium/equipment/items/oil-of-unlife-apg.md +++ b/compendium/equipment/items/oil-of-unlife-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/necromancy @@ -14,12 +14,45 @@ aliases: ["Oil Of Unlife"] # Oil Of Unlife *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [oil](rules/traits/oil.md "Oil Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. +--- +### Variants + +#### minor *Item 1* + +- **Price**: 4 gp + +The oil restores `1d8` Hit Points. + +#### lesser *Item 3* + +- **Price**: 12 gp + +The oil restores `2d8+5` Hit Points. + +#### moderate *Item 6* + +- **Price**: 50 gp + +The oil restores `3d8+10` Hit Points. + +#### greater *Item 12* + +- **Price**: 400 gp + +The oil restores `6d8+20` Hit Points. + +#### major *Item 18* + +- **Price**: 5000 gp + +The oil restores `8d8+30` Hit Points. + +--- *Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-weightlessness.md b/compendium/equipment/items/oil-of-weightlessness.md index 27a9d6567..e8c9318e6 100644 --- a/compendium/equipment/items/oil-of-weightlessness.md +++ b/compendium/equipment/items/oil-of-weightlessness.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -13,10 +13,23 @@ aliases: ["Oil of Weightlessness"] # Oil of Weightlessness *Item 2+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour. +--- +### Variants + +#### oil of weightlessness *Item 2* + +- **Price**: 6 gp + +#### greater oil of weightlessness *Item 6* + +- **Price**: 36 gp + +This oil can affect an item of 2 Bulk or less and lasts 8 hours. + +--- *Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/oily-button-sli.md b/compendium/equipment/items/oily-button-sli.md index 72acac32c..57753d6ea 100644 --- a/compendium/equipment/items/oily-button-sli.md +++ b/compendium/equipment/items/oily-button-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Oily Button"] - **Price** 30 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You succeed at an [Athletics](compendium/skills.md#Athletics) check to [Disarm](rules/actions/disarm.md); **Requirements** You are an expert in [Athletics](compendium/skills.md#Athletics) -- **Category** Talisman A thin sheen of slick oil covers this gaudy button. When you activate the oily button, your attempts to [Disarm](rules/actions/disarm.md) your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an [Interact](rules/actions/interact.md) action to adjust its grip. + +--- *Source: The Slithering p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/old-tillimaquin-da.md b/compendium/equipment/items/old-tillimaquin-da.md index cfd0586d1..a8001ed27 100644 --- a/compendium/equipment/items/old-tillimaquin-da.md +++ b/compendium/equipment/items/old-tillimaquin-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/other +- item/category/other/ - trait/enchantment - trait/magical - trait/unique @@ -14,16 +14,20 @@ aliases: ["Old Tillimaquin"] - **Price** 2000 gp - **Bulk** 3 -- **Category** Other This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Tillimaquin originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been [observed](rules/conditions.md#Observed) for so long that the front claws are worn to stubs. Local belief holds that as long as Old Tillimaquin stands, neither fire nor flood will claim its town. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([Interact](rules/actions/interact.md)) ([divination](rules/traits/divination.md), [fortune](rules/traits/fortune.md), [occult](rules/traits/occult.md)) -You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck. -%% #trait/divination #trait/fortune #trait/occult %% +- **Frequency**: once per month + +**Effect** You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck. +%% + #trait/divination #trait/fortune #trait/occult +%% ``` + +--- *Source: Dark Archive p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/olfactory-obfuscator-apg.md b/compendium/equipment/items/olfactory-obfuscator-apg.md index a384bb028..0e1a97d6c 100644 --- a/compendium/equipment/items/olfactory-obfuscator-apg.md +++ b/compendium/equipment/items/olfactory-obfuscator-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,25 @@ aliases: ["Olfactory Obfuscator"] # Olfactory Obfuscator *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they [Seek](rules/actions/seek.md) for you, and you are [concealed](rules/conditions.md#Concealed) from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to [Seek](rules/actions/seek.md) you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply. +--- +### Variants + +#### olfactory obfuscator *Item 3* + +- **Price**: 9 gp + +The duration is 10 minutes. + +#### greater olfactory obfuscator *Item 10* + +- **Price**: 225 gp + +The duration is 8 hours. + +--- *Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/olfactory-stimulators-tv.md b/compendium/equipment/items/olfactory-stimulators-tv.md index 5684a5903..6823e9e5b 100644 --- a/compendium/equipment/items/olfactory-stimulators-tv.md +++ b/compendium/equipment/items/olfactory-stimulators-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/magical aliases: ["Olfactory Stimulators"] --- @@ -11,11 +11,12 @@ aliases: ["Olfactory Stimulators"] [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the [companion](rules/traits/companion.md "Companion Item Trait") trait. + +--- *Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/omnidirectional-spear-snare.md b/compendium/equipment/items/omnidirectional-spear-snare.md index 2ab039b83..b3c8274a9 100644 --- a/compendium/equipment/items/omnidirectional-spear-snare.md +++ b/compendium/equipment/items/omnidirectional-spear-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Omnidirectional Spear Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 1500 gp -- **Category** Snare As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing `19d8` piercing damage (DC 37 basic Reflex). + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/one-hundred-victories-tv.md b/compendium/equipment/items/one-hundred-victories-tv.md index 56c497126..705b4eae2 100644 --- a/compendium/equipment/items/one-hundred-victories-tv.md +++ b/compendium/equipment/items/one-hundred-victories-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/necromancy @@ -14,11 +14,12 @@ aliases: ["One Hundred Victories"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 60 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets—a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength. You gain a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. If you have Ferocity (such as from the Orc Ferocity feat or a similar ability), the first time each day you use it, instead of remaining at 1 Hit Point, your Hit Points are set to an amount equal to your ancestry Hit Points, even if this amount is more than you had before using Ferocity. + +--- *Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/onyx-panther.md b/compendium/equipment/items/onyx-panther.md index a221d19f2..4b21ef241 100644 --- a/compendium/equipment/items/onyx-panther.md +++ b/compendium/equipment/items/onyx-panther.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Onyx Panther"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 7 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You use a [Sneak](rules/actions/sneak.md) action; **Requirements** You are trained in [Stealth](compendium/skills.md#Stealth). -- **Category** Talisman This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering [Sneak](rules/actions/sneak.md) and any other time you [Sneak](rules/actions/sneak.md) this turn. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/ooze-ammunition-tv.md b/compendium/equipment/items/ooze-ammunition-tv.md index 206d03551..91362f826 100644 --- a/compendium/equipment/items/ooze-ammunition-tv.md +++ b/compendium/equipment/items/ooze-ammunition-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/acid - trait/alchemical - trait/consumable @@ -14,8 +14,35 @@ aliases: ["Ooze Ammunition"] - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and [persistent acid damage](rules/conditions.md#Persistent%20Damage) until it ends the effects. On a critical hit, the creature is [immobilized](rules/conditions.md#Immobilized) for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These [Escape](rules/actions/escape.md) actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's [persistent acid damage](rules/conditions.md#Persistent%20Damage) to the assisting creature. A creature that ends the effect still takes the [persistent damage](rules/conditions.md#Persistent%20Damage) that turn. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 7 gp + +The ammunition deals `1d4` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and imposes a –5-foot penalty to Speed, and the [Escape](rules/actions/escape.md) DC is 16. + +#### moderate *Item 6* + +- **Price**: 42 gp + +The ammunition deals `2d4` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and imposes a –10-foot penalty to Speed, and the [Escape](rules/actions/escape.md) DC is 20. + +#### greater *Item 12* + +- **Price**: 350 gp + +The ammunition deals `3d4` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and imposes a –10-foot penalty to Speed, and the [Escape](rules/actions/escape.md) DC is 29. + +#### major *Item 18* + +- **Price**: 3250 gp + +The ammunition deals `4d4` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and imposes a –15-foot penalty to Speed, and the [Escape](rules/actions/escape.md) DC is 38. + +--- *Source: Treasure Vault p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/ooze-skin-tv.md b/compendium/equipment/items/ooze-skin-tv.md index 89267fe39..128504760 100644 --- a/compendium/equipment/items/ooze-skin-tv.md +++ b/compendium/equipment/items/ooze-skin-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/alchemical aliases: ["Ooze Skin"] --- @@ -11,10 +11,11 @@ aliases: ["Ooze Skin"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 150 gp -- **Usage** worn armor; **Bulk** 1 +- **Bulk** 1; **Usage** worn armor - **Activate** [Interact](rules/actions/interact.md) -- **Category** Armor This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of ooze skin can be activated to cause the leather to weep slippery protoplasm, granting an item bonus to [Escape](rules/actions/escape.md) and [Squeeze](rules/actions/squeeze.md) checks equal to the acid flask's item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask's splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The effects consume the acid flask, and once the reaction has begun it can't be deactivated. + +--- *Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/oozepick-loil.md b/compendium/equipment/items/oozepick-loil.md index 55729a280..c7320e8db 100644 --- a/compendium/equipment/items/oozepick-loil.md +++ b/compendium/equipment/items/oozepick-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -13,10 +13,23 @@ aliases: ["Oozepick"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks to Pick Lock or Disable Device against the mechanism into which they were first poured. +--- +### Variants + +#### oozepick *Item 4* + +- **Price**: 20 gp + +#### greater *Item 10* + +- **Price**: 200 gp + +The item bonus is +3, and the tools last for 8 hours. + +--- *Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/compendium/equipment/items/open-mind-loil.md b/compendium/equipment/items/open-mind-loil.md index fc7d8d4b7..0f84edb99 100644 --- a/compendium/equipment/items/open-mind-loil.md +++ b/compendium/equipment/items/open-mind-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -14,15 +14,18 @@ aliases: ["Open Mind"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** worn [Abraxas](compendium/setting/deities/abraxas-logm.md) teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to [Lore](compendium/skills.md#Lore) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -[Abraxas](compendium/setting/deities/abraxas-logm.md) opens your inner eye; you gain the effects of hypercognition. +- **Frequency**: once per hour + +**Effect** [Abraxas](compendium/setting/deities/abraxas-logm.md) opens your inner eye; you gain the effects of hypercognition. ``` + +--- *Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/opossum-domestic-lotg.md b/compendium/equipment/items/opossum-domestic-lotg.md index 9938d2eeb..e9b364c0d 100644 --- a/compendium/equipment/items/opossum-domestic-lotg.md +++ b/compendium/equipment/items/opossum-domestic-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Opossum, Domestic"] --- # Opossum, Domestic *Item 0* - **Price** 2 gp -- **Category** Pet This tamed version of the wild Arcadian opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates clothing and accessories. They're very tolerant of travel and can eat table scraps, making them popular with caravan drivers or ship captains. + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/oracular-crown-tv.md b/compendium/equipment/items/oracular-crown-tv.md index 22df14877..e5e81acab 100644 --- a/compendium/equipment/items/oracular-crown-tv.md +++ b/compendium/equipment/items/oracular-crown-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divine - trait/focused - trait/invested @@ -14,25 +14,31 @@ aliases: ["Oracular Crown"] [divine](rules/traits/divine.md "Divine Tradition Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 1200 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Craft Requirements** You are an oracle. +- **Bulk** L; **Usage** worn headwear Patterns themed to your curse cover your oracular crown. As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast an oracle revelation spell. If not used by the end of your turn, this Focus Point is lost. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) +- **Frequency**: once per day - **Requirements**: Your oracular curse is at its minor stage or higher **Effect** You regain `3d8` Hit Points. This amount increases to `5d8` if your curse is at its moderate stage or `7d8` if it's at its major stage. If you have negative healing, this activation has the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait and not the [healing](rules/traits/healing.md "Healing Effect Trait") and [positive](rules/traits/positive.md "Positive Energy & Element Trait") traits. -%% #trait/healing #trait/necromancy #trait/positive %% +%% + #trait/healing #trait/necromancy #trait/positive +%% ``` + +--- *Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/orb-of-dragonkind-gmg.md b/compendium/equipment/items/orb-of-dragonkind-gmg.md index 529840c49..5f367ef6b 100644 --- a/compendium/equipment/items/orb-of-dragonkind-gmg.md +++ b/compendium/equipment/items/orb-of-dragonkind-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/arcane - trait/artifact - trait/enchantment @@ -13,8 +13,7 @@ aliases: ["Orb Of Dragonkind"] # Orb Of Dragonkind *Item 25* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in 1 hand Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon's spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed. @@ -27,15 +26,20 @@ Bearing an orb of dragonkind earns you the enmity of all dragonkind forever beca Spell Granted (DC 40) black dragon (darkness), blue dragon (hallucinatory terrain), brass dragon (speak with animals), bronze dragon (control water), copper dragon (hideous laughter), green dragon (entangle), red dragon (wall of fire), silver dragon (detect alignment [evil only]), white dragon (wall of ice) ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command + You cast a 10th-level [dominate](compendium/spells/dominate.md) spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: three per day -You breathe an elemental blast that deals `25d6` damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath's damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on) +**Effect** You breathe an elemental blast that deals `25d6` damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath's damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on) ``` + +--- *Source: Gamemastery Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/orb-shard-aoa6.md b/compendium/equipment/items/orb-shard-aoa6.md index ab583f101..8d0539a85 100644 --- a/compendium/equipment/items/orb-shard-aoa6.md +++ b/compendium/equipment/items/orb-shard-aoa6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/enchantment - trait/magical @@ -13,11 +13,12 @@ aliases: ["Orb Shard"] # Orb Shard *Item 20* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** – -- **Category** Artifact +- **Bulk** –; **Usage** held in 1 hand A shard of the _Orb of Gold Dragonkind_ resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a shortsword that deals `2d6` extra damage to dragons. Each _orb shard_ within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining _orb shards_ are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an _orb shard_ back into the flawed orb to make this DC increase permanent. + +--- *Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/orc-knuckle-dagger.md b/compendium/equipment/items/orc-knuckle-dagger.md index f61311918..66790813f 100644 --- a/compendium/equipment/items/orc-knuckle-dagger.md +++ b/compendium/equipment/items/orc-knuckle-dagger.md @@ -15,10 +15,12 @@ aliases: ["Orc Knuckle Dagger"] - **Price** 7 sp - **Bulk** L -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Knife This stout, metal blade of orc design has a horizontal basket hilt with blades jutting from each end, or sometimes one blade like that of a katar. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/orc-necksplitter.md b/compendium/equipment/items/orc-necksplitter.md index 39b822d58..b56cdcc5a 100644 --- a/compendium/equipment/items/orc-necksplitter.md +++ b/compendium/equipment/items/orc-necksplitter.md @@ -15,10 +15,12 @@ aliases: ["Orc Necksplitter"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Advanced; **Group** Axe This single-bladed bearded axe has a jagged blade that's perfect for separating bone from tendon and cartilage. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/orchestral-brooch-som.md b/compendium/equipment/items/orchestral-brooch-som.md index de2250896..80e4d581f 100644 --- a/compendium/equipment/items/orchestral-brooch-som.md +++ b/compendium/equipment/items/orchestral-brooch-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/auditory - trait/consumable - trait/evocation @@ -17,10 +17,11 @@ aliases: ["Orchestral Brooch"] - **Price** 100 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a [Performance](compendium/skills.md#Performance) check, but you haven't rolled yet; **Requirements** You're a master in [Performance](compendium/skills.md#Performance). -- **Category** Talisman This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your [Performance](compendium/skills.md#Performance) check. If you roll a success, you get a critical success instead. After being used, the talisman remains a mundane silver brooch with the appearance of the chosen instrument, though it possesses no remaining power. + +--- *Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/orichalcum-armor.md b/compendium/equipment/items/orichalcum-armor.md index 0c0b1ef49..54566241b 100644 --- a/compendium/equipment/items/orichalcum-armor.md +++ b/compendium/equipment/items/orichalcum-armor.md @@ -3,16 +3,24 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Orichalcum Armor"] --- # Orichalcum Armor *Item 20* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls. +--- +### Variants + +#### high-grade orichalcum armor *Item 20* + +- **Price**: 55000 gp +- **Craft Requirements**: The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk. + +--- *Source: Core Rulebook p. 556* \ No newline at end of file diff --git a/compendium/equipment/items/orichalcum-shield.md b/compendium/equipment/items/orichalcum-shield.md index 1ee0cf7de..fceac414a 100644 --- a/compendium/equipment/items/orichalcum-shield.md +++ b/compendium/equipment/items/orichalcum-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/rare aliases: ["Orichalcum Shield"] --- @@ -11,8 +11,22 @@ aliases: ["Orichalcum Shield"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Group** Shield Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the [broken](rules/conditions.md#Broken) condition. +--- +### Variants + +#### high-grade orichalcum buckler *Item 17* + +- **Price**: 12000 gp +- **Craft Requirements**: orichalcum worth at least 6,000 gp The shield has Hardness 14, HP 56, and BT 28. + +#### high-grade orichalcum shield *Item 17* + + +gp; Bulk 1; [Craft](rules/actions/craft.md) Requirements orichalcum worth at least6,600 gp The shield has Hardness 16, HP 64, and BT 32. + +--- *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/orichalcum-weapon.md b/compendium/equipment/items/orichalcum-weapon.md index 2aa061f57..67e9228f0 100644 --- a/compendium/equipment/items/orichalcum-weapon.md +++ b/compendium/equipment/items/orichalcum-weapon.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/rare aliases: ["Orichalcum Weapon"] --- @@ -11,10 +11,18 @@ aliases: ["Orichalcum Weapon"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by weapon -- **Category** Weapon Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum's temporal properties, etching the speed weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer). +--- +### Variants + +#### high-grade orichalcum weapon *Item 18* + +- **Price**: 22500 gp +- **Craft Requirements**: at least 11,250 gp of orichalcum + 1,125 gp per Bulk. + +--- *Source: Core Rulebook p. 599* \ No newline at end of file diff --git a/compendium/equipment/items/orichalcum.md b/compendium/equipment/items/orichalcum.md index fcb411d85..5ca3b4221 100644 --- a/compendium/equipment/items/orichalcum.md +++ b/compendium/equipment/items/orichalcum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Orichalcum"] @@ -11,7 +11,6 @@ aliases: ["Orichalcum"] # Orichalcum *Item 17+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. @@ -25,4 +24,20 @@ The most rare and valuable skymetal, orichalcum is coveted for its incredible ti | multiRow | | +--- +### Variants + +#### orichalcum chunk *Item 0* + +- **Price**: 1000 gp + +#### orichalcum ingot *Item 0* + +- **Price**: 10000 gp + +#### high-grade orichalcum object *Item 17* + +- **Price**: 10000 gp + +--- *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/origin-unguent-apg.md b/compendium/equipment/items/origin-unguent-apg.md index a3bf10de7..0b0daa304 100644 --- a/compendium/equipment/items/origin-unguent-apg.md +++ b/compendium/equipment/items/origin-unguent-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Origin Unguent"] @@ -12,10 +12,11 @@ aliases: ["Origin Unguent"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were [broken](rules/conditions.md#Broken) from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky. + +--- *Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/ouroboros-buckles-tv.md b/compendium/equipment/items/ouroboros-buckles-tv.md index 22a00961d..de00a9c42 100644 --- a/compendium/equipment/items/ouroboros-buckles-tv.md +++ b/compendium/equipment/items/ouroboros-buckles-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/rare @@ -14,15 +14,17 @@ aliases: ["Ouroboros Buckles"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 40000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include blood from an ouroboros (Bestiary 3 194) to tan the leather. +- **Bulk** 1; **Usage** worn armor This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship [Norgorber](compendium/setting/deities/norgorber.md) or [Asmodeus](compendium/setting/deities/asmodeus.md), and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the [comfort](rules/traits/comfort.md "Comfort Armor Trait") trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 (Pathfinder Bestiary 343) for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a Large swarm of Tiny snakes. This is a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect that changes you into a battle form. +- **Frequency**: once per day + +**Effect** You call forth the cursed regenerative blood of an ouroboros to recover from your wounds. You gain regeneration 15 (Pathfinder Bestiary 343) for 1 minute; fire damage deactivates this regeneration. Each time you regain Hit Points from this regeneration, if you're in your normal form, you collapse into a Large swarm of Tiny snakes. This is a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect that changes you into a battle form. When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals `4d4` piercing damage plus `2d6` poison damage to creatures in your space with a DC 41 basic Reflex save. @@ -30,11 +32,14 @@ If you're in this battle form and are already at full HP when your regeneration ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per minute - **Trigger**: A foe within 15 feet hits you with a [Strike](rules/actions/strike.md) that deals slashing or piercing damage **Effect** Your ouroboros buckles spray acidic blood in a 15-foot cone toward the foe, dealing `5d6` acid damage with a DC 41 basic Reflex save. ``` + +--- *Source: Treasure Vault p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/ouroboros-flail-som.md b/compendium/equipment/items/ouroboros-flail-som.md index 551e53309..7f25b64bd 100644 --- a/compendium/equipment/items/ouroboros-flail-som.md +++ b/compendium/equipment/items/ouroboros-flail-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Ouroboros Flail"] @@ -11,15 +11,14 @@ aliases: ["Ouroboros Flail"] # Ouroboros Flail *Item 14+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands You can easily expand and contract the chain of this +2 greater striking [extending](compendium/equipment/items/extending-som.md) [war flail](compendium/equipment/items/war-flail.md). It magically grows new links when extended and loses them when contracted. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: You successfully [Strike](rules/actions/strike.md) with the flail while activating its [extending](compendium/equipment/items/extending-som.md) rune @@ -27,11 +26,32 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + You extend the flail's chain, then wrap it across itself and strike two links together. This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold. ``` +--- +### Variants + +#### ouroboros flail *Item 14* + +- **Price**: 4400 gp + +#### greater ouroboros flail *Item 17* + +- **Price**: 15000 gp + +The flail is a +3 greater striking greater extending war flail, the activation's DC is 37, and the severed chain is 120 feet long. + +#### major ouroboros flail *Item 20* + +- **Price**: 65000 gp + +The flail is a +3 major striking greater extending war flail, the activation's DC is 43, and the severed chain is 120 feet long. + +--- *Source: Secrets of Magic p. 187* \ No newline at end of file diff --git a/compendium/equipment/items/overdramatic-gmg.md b/compendium/equipment/items/overdramatic-gmg.md index c72ea8322..e246da46b 100644 --- a/compendium/equipment/items/overdramatic-gmg.md +++ b/compendium/equipment/items/overdramatic-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/evocation - trait/magical @@ -14,8 +14,9 @@ aliases: ["Overdramatic"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a weapon -- **Category** Curse The weapon flashes excessive light with each attack. On a critical hit with the weapon, you are [blinded](rules/conditions.md#Blinded) until the end of your turn and take the effects of a _[faerie fire](compendium/spells/faerie-fire.md)_ spell until the start of your next turn. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/overloaded-brain-grenade-pfum.md b/compendium/equipment/items/overloaded-brain-grenade-pfum.md index 8982401ea..1faf7b408 100644 --- a/compendium/equipment/items/overloaded-brain-grenade-pfum.md +++ b/compendium/equipment/items/overloaded-brain-grenade-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/fire @@ -16,10 +16,12 @@ aliases: ["Overloaded Brain Grenade"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 200 gp -- **Usage** held in 2 hands; **Bulk** 1 +- **Craft Requirements** Supply a brain case harvested from alchemical golem +- **Bulk** 1; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable It's possible for a desperate alchemist to rig the brain container of a defeated alchemical golem to create a volatile (if unusual) explosive. You throw the grenade up to 60 feet, and it explodes, dealing `3d6` fire damage and `3d6` mental damage in a 10-foot burst (DC 27 basic Reflex save). On a critical failure, a creature takes `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/owlbear-claw.md b/compendium/equipment/items/owlbear-claw.md index 808e04a8d..c3485b295 100644 --- a/compendium/equipment/items/owlbear-claw.md +++ b/compendium/equipment/items/owlbear-claw.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Owlbear Claw"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 3 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You critically succeed at an attack roll with the affixed weapon. -- **Category** Talisman This claw set in an iron clasp and chain isn't always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon's critical specialization effect. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/owlbear-egg-tv.md b/compendium/equipment/items/owlbear-egg-tv.md index 9219d06c4..17520bc5d 100644 --- a/compendium/equipment/items/owlbear-egg-tv.md +++ b/compendium/equipment/items/owlbear-egg-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/auditory - trait/consumable @@ -16,9 +16,8 @@ aliases: ["Owlbear Egg"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Not only are owlbear eggs delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long screech much like an owlbear's. All creatures in a 30-foot emanation must attempt a DC 23 Will save. Regardless of the result, creatures in the area are temporarily immune to this screech for 1 minute. @@ -28,4 +27,6 @@ Not only are owlbear eggs delicious when boiled, but when infused with a mix of > - **Failure** The creature is [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round. + +--- *Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/oxygen-ooze-loil.md b/compendium/equipment/items/oxygen-ooze-loil.md index c6a979e73..05989856c 100644 --- a/compendium/equipment/items/oxygen-ooze-loil.md +++ b/compendium/equipment/items/oxygen-ooze-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -13,10 +13,11 @@ aliases: ["Oxygen Ooze"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable You can chew on this translucent green ooze to cause it to expand into a bubble of slime that envelops your mouth and nose. For the next hour, the ooze provides breathable oxygen, allowing you to breathe in environments where you couldn't normally breathe. It then harmlessly dries up and falls away. + +--- *Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/compendium/equipment/items/pacifying-aoe1.md b/compendium/equipment/items/pacifying-aoe1.md index b0f630438..334a8eba6 100644 --- a/compendium/equipment/items/pacifying-aoe1.md +++ b/compendium/equipment/items/pacifying-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/rune +- item/category/rune/ - trait/enchantment - trait/magical - trait/uncommon @@ -14,16 +14,20 @@ aliases: ["Pacifying"] - **Price** 150 gp - **Usage** etched onto a weapon -- **Category** Rune This rune turns weapons into instruments of peacemaking. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command ([mental](rules/traits/mental.md)) - **Trigger**: You damage a creature with a pacifying weapon -**Effect** The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop dealing lethal damage. +**Effect** The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop dealing lethal damage. +%% + #trait/mental +%% ``` + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/pacifying-tv.md b/compendium/equipment/items/pacifying-tv.md index 76b4b451a..db2f5203b 100644 --- a/compendium/equipment/items/pacifying-tv.md +++ b/compendium/equipment/items/pacifying-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/enchantment - trait/magical aliases: ["Pacifying"] @@ -13,18 +13,20 @@ aliases: ["Pacifying"] - **Price** 150 gp - **Usage** etched onto a weapon -- **Category** Rune This rune turns weapons into instruments of peacemaking. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command ([mental](rules/traits/mental.md)) - **Trigger**: You damage a creature with the etched weapon **Effect** The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill. -%% #trait/mental %% +%% + #trait/mental +%% ``` + +--- *Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/pact-bound-pistol-g-g.md b/compendium/equipment/items/pact-bound-pistol-g-g.md index 4f275407b..ea756c91a 100644 --- a/compendium/equipment/items/pact-bound-pistol-g-g.md +++ b/compendium/equipment/items/pact-bound-pistol-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/cursed - trait/enchantment - trait/evil @@ -15,8 +15,7 @@ aliases: ["Pact-bound Pistol"] # Pact-bound Pistol *Item 10* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Wielded in over a hundred duels by the famed Ustalavic noblewoman Countess Tasya Iserav, this +1 striking fearsome dueling pistol (Advanced Player's Guide 260) is a work of master craftsmanship, almost eerie in the axiomatic perfection present in each dimension and detail. @@ -36,4 +35,6 @@ After you have consigned 9 souls to [Mephistopheles](compendium/setting/deities/ Failing to wield a pact-bound pistol is a breach of contract. Each day you go without firing the pact-bound pistol at a living creature, you must attempt a Will saving throw. On a failure, you become [stupefied](rules/conditions.md#Stupefied). If you are already [stupefied](rules/conditions.md#Stupefied), the value of your [stupefied](rules/conditions.md#Stupefied) condition increases by 1, to a maximum of [stupefied](rules/conditions.md#Stupefied). While you're fused with the pact-bound pistol, you can't reduce the value of your [stupefied](rules/conditions.md#Stupefied) condition except by damaging a living creature with it. Whenever you damage a living creature with it, if you are suffering from the [stupefied](rules/conditions.md#Stupefied) condition due to the pact-bound pistol, your [stupefied](rules/conditions.md#Stupefied) condition is removed. + +--- *Source: Guns & Gears p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/pact-of-blood-taking-av2.md b/compendium/equipment/items/pact-of-blood-taking-av2.md index 486ad5243..c6fa34251 100644 --- a/compendium/equipment/items/pact-of-blood-taking-av2.md +++ b/compendium/equipment/items/pact-of-blood-taking-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Pact Of Blood-taking"] # Pact Of Blood-taking *Item 5* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Devil** barbazu; **Decipher Writing** [Society](compendium/skills.md#Society), [Warfare Lore](compendium/skills.md#Lore) -- **Category** Contract +- **Decipher Writing** [Society](compendium/skills.md#Society), [Warfare Lore](compendium/skills.md#Lore); **Devil** barbazu You negotiate for might and viciousness. @@ -27,4 +26,6 @@ You negotiate for might and viciousness. **Termination Clause** The contract guarantees that you will not "be slain by the barbazu or by barbazu action." This wording is vague; if any barbazu kills you, or if you die from [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from any source, the contract is voided. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/pactmasters-grace-aoa5.md b/compendium/equipment/items/pactmasters-grace-aoa5.md index b8d442028..d57c8e920 100644 --- a/compendium/equipment/items/pactmasters-grace-aoa5.md +++ b/compendium/equipment/items/pactmasters-grace-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Pactmasters' Grace"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4000 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, these blue crystal–studded platinum rings sharpen their wearers' urban instincts. You gain a +3 item bonus to [Mercantile Lore](compendium/skills.md#Lore) checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in [Society](compendium/skills.md#Society). While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in [Guild Lore](compendium/skills.md#Lore), [Katapesh Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), or [Society](compendium/skills.md#Society). + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/pactmasters-grace-tv.md b/compendium/equipment/items/pactmasters-grace-tv.md index 44e5254c9..e8fefd4f3 100644 --- a/compendium/equipment/items/pactmasters-grace-tv.md +++ b/compendium/equipment/items/pactmasters-grace-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Pactmaster's Grace"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 4000 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, a pactmaster's grace is a crystal-studded blue platinum ring that sharpens the wearer's urban instincts. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in [Guild Lore](compendium/skills.md#Lore), [Katapesh Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), or [Society](compendium/skills.md#Society). You also gain a +3 item bonus to [Mercantile Lore](compendium/skills.md#Lore) checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in [Society](compendium/skills.md#Society). + +--- *Source: Treasure Vault p. 153* \ No newline at end of file diff --git a/compendium/equipment/items/padded-armor.md b/compendium/equipment/items/padded-armor.md index 8425f251c..136610b99 100644 --- a/compendium/equipment/items/padded-armor.md +++ b/compendium/equipment/items/padded-armor.md @@ -13,9 +13,11 @@ aliases: ["Padded Armor"] - **Price** 2 sp - **Bulk** L - **AC Bonus** +1; **Dex Cap** +3 -- **Strength** 10; **Check Penalty** -0; **Speed Penalty** — +- **Strength** 10; **Check Penalty** —; **Speed Penalty** — - **Category** Light; **Group** Cloth This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/paint-set-lotgb.md b/compendium/equipment/items/paint-set-lotgb.md index 5951663fd..2498b487f 100644 --- a/compendium/equipment/items/paint-set-lotgb.md +++ b/compendium/equipment/items/paint-set-lotgb.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Paint Set"] --- # Paint Set *Item 0* - **Price** 1 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint set with extra paints and canvas for 1 sp. + +--- *Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/paired-lotgb.md b/compendium/equipment/items/paired-lotgb.md index cfaa3be8c..c887efa99 100644 --- a/compendium/equipment/items/paired-lotgb.md +++ b/compendium/equipment/items/paired-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/magical - trait/teleportation @@ -14,14 +14,37 @@ aliases: ["Paired"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** each rune applied to a separate item that has pockets -- **Category** Rune These runes always come in pairs and can be applied to a garment's pockets to be activated. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. +- **Frequency**: once per day + +**Effect** Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. ``` +--- +### Variants + +#### paired runes *Item 5* + +- **Price**: 150 gp + +#### greater paired runes *Item 9* + +- **Price**: 650 gp + +You can activate these runes at a distance of up to 1 mile. + +#### major paired runes *Item 13* + +- **Price**: 2750 gp + +You can activate these runes at any distance as long as they're on the same plane. + +Accessory Runes. + +--- *Source: Lost Omens: The Grand Bazaar p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/palanquin-of-night-loil.md b/compendium/equipment/items/palanquin-of-night-loil.md index 9560f8c95..0efb26c45 100644 --- a/compendium/equipment/items/palanquin-of-night-loil.md +++ b/compendium/equipment/items/palanquin-of-night-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/other +- item/category/other/ - trait/conjuration - trait/magical - trait/structure @@ -15,12 +15,12 @@ aliases: ["Palanquin of Night"] - **Price** 825 gp - **Bulk** L (when not activated) -- **Category** Other This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the previous night. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count. @@ -29,4 +29,6 @@ The palanquin's interior ceiling is painted with the same night sky pattern as t You can return the palanquin to its original shape by using an [Interact](rules/actions/interact.md) action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form. ``` + +--- *Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/pale-fade-tv.md b/compendium/equipment/items/pale-fade-tv.md index c8c6d684e..8c21063c9 100644 --- a/compendium/equipment/items/pale-fade-tv.md +++ b/compendium/equipment/items/pale-fade-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Pale Fade"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 6000 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. If the victim is [concealed](rules/conditions.md#Concealed) by this poison, then the cloud of dust also conceals other creatures from the victim. @@ -34,4 +33,6 @@ title: Saving Throw: DC 42 Fortitude **Stage 3** `15d6` poison damage, [drained](rules/conditions.md#Drained), and [concealed](rules/conditions.md#Concealed) (1 round) ``` + +--- *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/palm-crossbow-lol.md b/compendium/equipment/items/palm-crossbow-lol.md index 6f28d63a4..ff2c3e002 100644 --- a/compendium/equipment/items/palm-crossbow-lol.md +++ b/compendium/equipment/items/palm-crossbow-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/worn +- item/category/worn/ - trait/rare aliases: ["Palm Crossbow"] --- @@ -11,15 +11,17 @@ aliases: ["Palm Crossbow"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 60 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This thick, elegant bracelet conceals a specialized firing mechanism that can hold a single blowgun dart. You can fire the dart normally from the bracelet. Recognizing the bracelet's nature requires a successful DC 25 [Perception](compendium/skills.md#Perception) check. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet. ``` + +--- *Source: Lost Omens: Legends p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/panabas-tv.md b/compendium/equipment/items/panabas-tv.md index fdaea8fd3..074ffda32 100644 --- a/compendium/equipment/items/panabas-tv.md +++ b/compendium/equipment/items/panabas-tv.md @@ -14,10 +14,12 @@ aliases: ["Panabas"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword This weapon has practical uses in both farming and butchering, thanks to the efficiency and brutality of its forward-curving blade. It can be wielded in one or two hands. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/panacea-fruit-ec6.md b/compendium/equipment/items/panacea-fruit-ec6.md index 47e492c60..edb459b11 100644 --- a/compendium/equipment/items/panacea-fruit-ec6.md +++ b/compendium/equipment/items/panacea-fruit-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/healing - trait/necromancy @@ -15,10 +15,11 @@ aliases: ["Panacea Fruit"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 8000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you consume the fruit, it attempts to counteract all curses, diseases, and poisons affecting you, and you immediately regain `8d8+30` Hit Points. The fruit has a counteract level of 9 and a +30 modifier for the rolls against each condition. The fruit's seed remains after consumption and can be planted later, becoming a seed-shaped tree feather token that sprouts a tree bearing many kinds of mundane fruit. + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/panacea.md b/compendium/equipment/items/panacea.md index 6b0a65f2f..e9a7c8ed4 100644 --- a/compendium/equipment/items/panacea.md +++ b/compendium/equipment/items/panacea.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/healing - trait/magical @@ -16,12 +16,13 @@ aliases: ["Panacea"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the [blinded](rules/conditions.md#Blinded) and [deafened](rules/conditions.md#Deafened) conditions from spells affecting you. The potion has a counteract level of 7 and a +20 modifier for the roll. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/pantograph-gauntlet-g-g.md b/compendium/equipment/items/pantograph-gauntlet-g-g.md index a847d2d53..6dbbaaba5 100644 --- a/compendium/equipment/items/pantograph-gauntlet-g-g.md +++ b/compendium/equipment/items/pantograph-gauntlet-g-g.md @@ -16,10 +16,12 @@ aliases: ["Pantograph Gauntlet"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Martial; **Group** Brawling A pantograph gauntlet is a heavy, fist-like weight, mounted on an extendable frame and attached to your outer arm with a series of leather straps. The frame's set of mechanical linkages connected at various hinges allow movements to propagate across the frame based on reshaping parallelograms, further [controlled](rules/conditions.md#Controlled) by a crossbar grasped in your hand. A pantograph gauntlet is driven by your own motion and mirrors your arm's movements—a punch thrown with your fist moves the pantograph, extending the weight out at a rapid speed to land blows up to 10 feet away. In some regions, such as Alkenstar and Ustalav, pantograph gauntlets are occasionally constructed entirely of metal and fashioned in the likeness of oversized arms, incorporating a complex system of gears or a miniature steam engine in place of the simpler pantograph mechanism. + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/paper-shredder-g-g.md b/compendium/equipment/items/paper-shredder-g-g.md index 0922ab261..04baa415b 100644 --- a/compendium/equipment/items/paper-shredder-g-g.md +++ b/compendium/equipment/items/paper-shredder-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/clockwork - trait/uncommon aliases: ["Paper Shredder"] @@ -13,7 +13,6 @@ aliases: ["Paper Shredder"] - **Price** 30 gp - **Bulk** 2 -- **Category** Adventuring Gear Whether it's a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper waste, sometimes you just need to make sure a document is completely destroyed in a way that makes it nearly impossible to read afterwards. Enter the paper shredder, a clockwork device that performs exactly this function. @@ -21,4 +20,6 @@ With 1 minute of wind-up, a paper shredder can function for up to 1 hour of shre Setting a piece of paper or parchment into the paper shredder takes a single Interact action, which means you can shred up to three pages of paper or parchment each round. If the page is longer than normal, it takes longer to shred, as determined by the GM. Additionally, only one person can use the shredder each round, limiting it to shredding three pages per round regardless of how many people are available to feed paper into it. The paper shredders rips and tears the paper or parchment apart into tiny disjointed strips. This is typically sufficient to destroy glyphs of warding and other similar dangerous magical traps on the paper, though the GM might determine that particularly resilient magical traps find some way to survive their shredding. If the paper is magically protected or otherwise has more Hardness than a normal sheet of paper or parchment, the shredder can't shred it. After churning such hardened paper for 1 round, the shredder spits it back out without harming the shredder. This prevents shredding any other paper during that round. + +--- *Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/compendium/equipment/items/parade-armor-lokl.md b/compendium/equipment/items/parade-armor-lokl.md index 7eafb050b..c582a6536 100644 --- a/compendium/equipment/items/parade-armor-lokl.md +++ b/compendium/equipment/items/parade-armor-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment - trait/uncommon aliases: ["Parade Armor"] @@ -14,10 +14,11 @@ aliases: ["Parade Armor"] - **Access** Knights of Lastwall have access to this item. - **Price** 10 gp - **Usage** applied to medium or heavy armor -- **Category** Adjustment Parade armor is an armor adjustment that creates a set of pseudo-decorative armor to wear during noncombat functions. Any medium or heavy armor can be fashioned into parade armor, which features custom designs based on the wearer's affiliation, military branch, or rank. A particular faction typically has one uniform appearance for its set of parade armor. While wearing this armor, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Intimidation](compendium/skills.md#Intimidation) checks against creatures of the same affiliation as your parade armor, though the bonus to [Intimidation](compendium/skills.md#Intimidation) doesn't apply when interacting with creatures of higher rank than you. The armor is slightly bulkier, increasing the Bulk by 1. + +--- *Source: Lost Omens: Knights of Lastwall p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/parchment-of-secrets-da.md b/compendium/equipment/items/parchment-of-secrets-da.md index 2948c9b28..533e466f2 100644 --- a/compendium/equipment/items/parchment-of-secrets-da.md +++ b/compendium/equipment/items/parchment-of-secrets-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/illusion - trait/magical @@ -15,15 +15,17 @@ aliases: ["Parchment of Secrets"] - **Access** Member of a secret society - **Price** 8 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of text, encoding your secret message within the innocuous message. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute [Interact](rules/actions/interact.md) + You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent. ``` + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/parrying-scabbard-apg.md b/compendium/equipment/items/parrying-scabbard-apg.md index 94c4b3af4..6bb176842 100644 --- a/compendium/equipment/items/parrying-scabbard-apg.md +++ b/compendium/equipment/items/parrying-scabbard-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Parrying Scabbard"] --- # Parrying Scabbard *Item 0* @@ -11,8 +11,9 @@ aliases: ["Parrying Scabbard"] - **Price** 5 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the [parry](rules/traits/parry.md "Parry Weapon Trait") trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinder-chronicle-locg.md b/compendium/equipment/items/pathfinder-chronicle-locg.md index 76920cfe4..c1c1f2ce0 100644 --- a/compendium/equipment/items/pathfinder-chronicle-locg.md +++ b/compendium/equipment/items/pathfinder-chronicle-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Pathfinder Chronicle"] --- @@ -11,9 +11,10 @@ aliases: ["Pathfinder Chronicle"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in one hand Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly journal that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts. + +--- *Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinders-coin-locg.md b/compendium/equipment/items/pathfinders-coin-locg.md index e27d02e54..4f9decbbc 100644 --- a/compendium/equipment/items/pathfinders-coin-locg.md +++ b/compendium/equipment/items/pathfinders-coin-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/held +- item/category/held/ - trait/illusion - trait/magical - trait/uncommon @@ -14,16 +14,17 @@ aliases: ["Pathfinder's Coin"] - **Price** 30 gp - **Usage** held in 1 hand -- **Category** Held This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air and spin if placed on a wayfinder. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command - **Requirements**: The coin is levitating above a wayfinder **Effect** You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder. A Pathfinder's coin can hold only one message at a time, and it replays its message only once. ``` + +--- *Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinders-mentor-tv.md b/compendium/equipment/items/pathfinders-mentor-tv.md index df1b1b779..c76ef1ab8 100644 --- a/compendium/equipment/items/pathfinders-mentor-tv.md +++ b/compendium/equipment/items/pathfinders-mentor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/intelligent - trait/invested @@ -14,21 +14,25 @@ aliases: ["Pathfinder's Mentor"] # Pathfinder's Mentor *Item 6* [divination](rules/traits/divination.md "Divination School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn A Pathfinder's mentor is a bi‑resonant wayfinder (Pathfinder Lost Omens World Guide 17) that has developed sapience. Most Pathfinder's mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making [Survival](compendium/skills.md#Survival) checks on your behalf during your travels. A Pathfinder's mentor also has the following activations. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + The wayfinder casts know direction on you. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -The wayfinder casts wanderer's guide on you. +**Effect** The wayfinder casts wanderer's guide on you. ``` + +--- *Source: Treasure Vault p. 196* \ No newline at end of file diff --git a/compendium/equipment/items/pathfinders-pouch-locg.md b/compendium/equipment/items/pathfinders-pouch-locg.md index cc6265746..258453bdb 100644 --- a/compendium/equipment/items/pathfinders-pouch-locg.md +++ b/compendium/equipment/items/pathfinders-pouch-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/extradimensional @@ -16,17 +16,19 @@ aliases: ["Pathfinder's Pouch"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** worn belt pouch; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** worn belt pouch This unobtrusive belt pouch is popular among Pathfinders who operate in places where the [Society](compendium/skills.md#Society) is not welcome. It is constantly under the effects of a 3rd-level [magic aura](compendium/spells/magic-aura.md) spell to appear non-magical. The pouch's normal space holds as much as an ordinary belt pouch, but it also has a small extradimensional space that holds up to 1 Bulk of items. A creature actively inspecting the pouch in its ordinary state discovers the existence of the extradimensional space only on a critical success to [Search](rules/actions/search.md) the pouch (see the Concealing an Item action of the [Stealth](compendium/skills.md#Stealth) skill), though when the extradimensional space is active, it's obvious to anyone examining the pouch that it is more than it seems. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back. ``` + +--- *Source: Lost Omens: Character Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/peacemaker-g-g.md b/compendium/equipment/items/peacemaker-g-g.md index b584653fb..f5ec2f39f 100644 --- a/compendium/equipment/items/peacemaker-g-g.md +++ b/compendium/equipment/items/peacemaker-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,12 +14,13 @@ aliases: ["Peacemaker"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 35 gp -- **Usage** affixed to a weapon; **Bulk** – +- **Bulk** –; **Usage** affixed to a weapon - **Activate** envision, manipulate; **Requirements** Your last action was an [Interact](rules/actions/interact.md) action to stow the affixed firearm or crossbow. -- **Category** Talisman This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon. When you activate the talisman, you gain the effects of a [sanctuary](compendium/spells/sanctuary.md) spell (DC 20) lasting for 1 minute. If you draw the affixed firearm, the effect ends immediately and the talisman crumbles. + +--- *Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/peachwood-botd.md b/compendium/equipment/items/peachwood-botd.md index 3cda35b87..30e283fea 100644 --- a/compendium/equipment/items/peachwood-botd.md +++ b/compendium/equipment/items/peachwood-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/material +- item/category/material/ - trait/precious - trait/uncommon aliases: ["Peachwood"] @@ -11,8 +11,29 @@ aliases: ["Peachwood"] # Peachwood *Item 8+* [precious](rules/traits/precious.md "Precious Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Category** Material Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. +--- +### Variants + +#### peachwood branch *Item 0* + +- **Price**: 600 gp + +#### peachwood lumber *Item 0* + +- **Price**: 6000 gp + +#### standard-grade peachwood object *Item 8* + +- **Price**: 500 gp + +#### high-grade peachwood object *Item 16* + +- **Price**: 7500 gp + +Peachwood Items Hardness HP BT Thin Items Standard-grade 4 16 8 High-grade 6 24 12 Items Standard-grade 5 20 10 High-grade 8 32 16 Structures Standard-grade 12 48 24 High-grade 18 64 32 + +--- *Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/peachwood-talisman-botd.md b/compendium/equipment/items/peachwood-talisman-botd.md index fac17707a..f882db680 100644 --- a/compendium/equipment/items/peachwood-talisman-botd.md +++ b/compendium/equipment/items/peachwood-talisman-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Peachwood Talisman"] - **Price** 40 gp - **Usage** affixed to armor; Bulk— - **Activate** envision; **Requirements** You are an expert in [Perception](compendium/skills.md#Perception). -- **Category** Talisman Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute, you can sense attacks from undead. You aren't [flat-footed](rules/conditions.md#Flat-footed) to [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), or flanking undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank. + +--- *Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/peachwood-weapon-botd.md b/compendium/equipment/items/peachwood-weapon-botd.md index c12506af2..c279d541c 100644 --- a/compendium/equipment/items/peachwood-weapon-botd.md +++ b/compendium/equipment/items/peachwood-weapon-botd.md @@ -3,18 +3,31 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/material +- item/category/material/ - trait/uncommon aliases: ["Peachwood Weapon"] --- # Peachwood Weapon *Item 12+* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. [Strikes](rules/actions/strike.md) with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standardgrade peachwood, and 4 lower for high-grade. +--- +### Variants + +#### standard-grade *Item 12* + +- **Price**: 2000 gp +- **Craft Requirements**: At least 250 gp of peachwood + 25 gp per Bulk + +#### high-grade *Item 18* + +- **Price**: 19000 gp +- **Craft Requirements**: At least 9,500 gp of peachwood + 950 gp per Bulk + +--- *Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/pendant-of-the-occult.md b/compendium/equipment/items/pendant-of-the-occult.md index 626e20b8e..9c6891959 100644 --- a/compendium/equipment/items/pendant-of-the-occult.md +++ b/compendium/equipment/items/pendant-of-the-occult.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/occult @@ -12,9 +12,24 @@ aliases: ["Pendant of the Occult"] # Pendant of the Occult *Item 3+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to [Occultism](compendium/skills.md#Occultism) checks, and you can cast the [guidance](compendium/spells/guidance.md) cantrip as an occult innate spell. +--- +### Variants + +#### pendant of the occult *Item 3* + +- **Price**: 60 gp + +#### greater pendant of the occult *Item 9* + +- **Price**: 650 gp + +The pendant grants a +2 item bonus and can be activated. + +**Activate** 10 minutes ([Cast a Spell](rules/actions/cast-a-spell.md)); **Frequency** once per day; **Effect** You cast a 4th-level [dream message](compendium/spells/dream-message.md) spell. + +--- *Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/penetrating-ammunition.md b/compendium/equipment/items/penetrating-ammunition.md index 6c07a88fe..3f0040837 100644 --- a/compendium/equipment/items/penetrating-ammunition.md +++ b/compendium/equipment/items/penetrating-ammunition.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/magical - trait/transmutation @@ -15,7 +15,6 @@ aliases: ["Penetrating Ammunition"] - **Price** 400 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition, the [Strike](rules/actions/strike.md) takes the shape of a 60-foot line originating from you. @@ -23,4 +22,6 @@ Roll one attack roll and compare the result to the AC of each target in the line If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow's critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line. + +--- *Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/pepperbox-g-g.md b/compendium/equipment/items/pepperbox-g-g.md index ad9f1489e..322a89dcc 100644 --- a/compendium/equipment/items/pepperbox-g-g.md +++ b/compendium/equipment/items/pepperbox-g-g.md @@ -16,11 +16,13 @@ aliases: ["Pepperbox"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 12 gp - **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 + - **Damage**: `1d4` P + - **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm This weapon is a specialty of the smiths of Alkenstar. The pepperbox has three barrels that each hold a single shot, and the shooter can manually rotate the whole barrel assembly to align a loaded barrel with the firing mechanism. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/perfect-droplet-som.md b/compendium/equipment/items/perfect-droplet-som.md index 38095f21c..79e3acfaa 100644 --- a/compendium/equipment/items/perfect-droplet-som.md +++ b/compendium/equipment/items/perfect-droplet-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/spellheart +- item/category/spellheart/ - trait/evocation - trait/magical - trait/spellheart @@ -14,7 +14,6 @@ aliases: ["Perfect Droplet"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Usage** affixed to armor or a weapon -- **Category** Spellheart Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is 17. @@ -22,9 +21,54 @@ Intense blue water magically holds its shape—a perfect sphere. The spell DC of - **Weapon** After you cast a water spell by [Activating](rules/actions/activate-an-item.md) the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the [water](rules/traits/water.md "Water Energy & Element Trait") trait in this way. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [spout](compendium/spells/spout-som.md). ``` +--- +### Variants + +#### perfect droplet *Item 3* + +- **Price**: 55 gp + +#### greater perfect droplet *Item 8* + +- **Price**: 450 gp + +Resistance when affixed to armor is 5, enemies' spaces aren't difficult terrain when mistlike, and spell DC is 24. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [aqueous orb](compendium/spells/aqueous-orb-apg.md) or [feet to fins](compendium/spells/feet-to-fins.md). +``` + +#### major perfect droplet *Item 12* + +- **Price**: 1800 gp + +Resistance when affixed to armor is 10, enemies' spaces aren't difficult terrain when mistlike, and the spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [aqueous orb](compendium/spells/aqueous-orb-apg.md) or [feet to fins](compendium/spells/feet-to-fins.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [hydraulic torrent](compendium/spells/hydraulic-torrent.md). +``` + +--- *Source: Secrets of Magic p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/perfected-robes-tv.md b/compendium/equipment/items/perfected-robes-tv.md index 70cb598f0..88b60cb1f 100644 --- a/compendium/equipment/items/perfected-robes-tv.md +++ b/compendium/equipment/items/perfected-robes-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divination - trait/divine @@ -14,23 +14,28 @@ aliases: ["Perfected Robes"] # Perfected Robes *Item 22* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** worn These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can't be soiled or blemished. While wearing perfected robes, you don't need to eat, sleep, or drink, but you can if you choose to. The robes bless you with constant true seeing (+32 counteract bonus). A creature who dons these robes without earning them is [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and [stupefied](rules/conditions.md#Stupefied) while wearing them, gaining the true seeing but otherwise unable to use the robes' magic. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. +- **Frequency**: once per minute + +**Effect** If your next action is to attempt a d20 roll with which you have legendary proficiency, roll twice and take the better result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + +- **Frequency**: once per day -You cast [avatar](compendium/spells/avatar.md), gaining the abilities for [Irori](compendium/setting/deities/irori.md). +**Effect** You cast [avatar](compendium/spells/avatar.md), gaining the abilities for [Irori](compendium/setting/deities/irori.md). Destruction If the wearer ever willingly turns from the path of self-perfection into corruption or overindulgence, their perfected robes crumble to nothing. ``` + +--- *Source: Treasure Vault p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/periscope-apg.md b/compendium/equipment/items/periscope-apg.md index 44bdffb40..50aaeec22 100644 --- a/compendium/equipment/items/periscope-apg.md +++ b/compendium/equipment/items/periscope-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Periscope"] --- # Periscope *Item 2* @@ -11,8 +11,9 @@ aliases: ["Periscope"] - **Price** 25 gp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/periscopic-viewfinder-lotgb.md b/compendium/equipment/items/periscopic-viewfinder-lotgb.md index 8c0418553..5f9fc5dfc 100644 --- a/compendium/equipment/items/periscopic-viewfinder-lotgb.md +++ b/compendium/equipment/items/periscopic-viewfinder-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -14,12 +14,13 @@ aliases: ["Periscopic Viewfinder"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb. Clockwork Items. + +--- *Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/persistent-lodestone-g-g.md b/compendium/equipment/items/persistent-lodestone-g-g.md index da031d95f..0a3ed4fde 100644 --- a/compendium/equipment/items/persistent-lodestone-g-g.md +++ b/compendium/equipment/items/persistent-lodestone-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Persistent Lodestone"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 55 gp -- **Usage** affixed to a firearm with a reload of 1; **Bulk** – +- **Bulk** –; **Usage** affixed to a firearm with a reload of 1 - **Activate** envision; **Trigger** You miss on a ranged [Strike](rules/actions/strike.md) with the affixed weapon using an ordinary 0-level piece of ammunition. -- **Category** Talisman This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the lodestone, the ammunition from your missed shot is immediately recalled to your firearm, allowing you to fire again without reloading. + +--- *Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/persona-mask.md b/compendium/equipment/items/persona-mask.md index 8c37d52af..29bd385aa 100644 --- a/compendium/equipment/items/persona-mask.md +++ b/compendium/equipment/items/persona-mask.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/fortune - trait/illusion - trait/invested @@ -13,15 +13,31 @@ aliases: ["Persona Mask"] # Persona Mask *Item 3+* [fortune](rules/traits/fortune.md "Fortune Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn mask; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn mask Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to [Performance](compendium/skills.md#Performance) checks while acting, orating, performing comedy, or singing. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You change the mask's appearance into an artistic rendition of a dramatic character of your choice. ``` +--- +### Variants + +#### persona mask *Item 3* + +- **Price**: 50 gp + +#### greater persona mask *Item 9* + +- **Price**: 650 gp + +The mask grants a +2 bonus and can be activated. + +**Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision (fortune); **Frequency** once per day; **Trigger** You fail a [Performance](compendium/skills.md#Performance) check that benefits from the mask's bonus; **Effect** You change the mask's character and reroll the [Performance](compendium/skills.md#Performance) check, using the second result. + +--- *Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/peshspine-grenade-aoa5.md b/compendium/equipment/items/peshspine-grenade-aoa5.md index 8ca64aefc..8d928ea4c 100644 --- a/compendium/equipment/items/peshspine-grenade-aoa5.md +++ b/compendium/equipment/items/peshspine-grenade-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,12 +14,45 @@ aliases: ["Peshspine Grenade"] # Peshspine Grenade *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the [stupefied](rules/conditions.md#Stupefied) condition until the end of its next turn. Many types of peshpine grenade grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d6` piercing damage and 1 piercing splash damage, and the target is [stupefied](rules/conditions.md#Stupefied). + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. + +The bomb deals `2d6` piercing damage and 2 piercing splash damage, and the target is [stupefied](rules/conditions.md#Stupefied). + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. + +The bomb deals `3d6` piercing damage and 3 piercing splash damage, and the target is [stupefied](rules/conditions.md#Stupefied). + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. + +The bomb deals `4d6` piercing damage and 4 piercing splash damage, and the target is [stupefied](rules/conditions.md#Stupefied). + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/petrification-cannon-g-g.md b/compendium/equipment/items/petrification-cannon-g-g.md index c9049e023..16ac390e1 100644 --- a/compendium/equipment/items/petrification-cannon-g-g.md +++ b/compendium/equipment/items/petrification-cannon-g-g.md @@ -13,17 +13,22 @@ aliases: ["Petrification Cannon"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp -- **Usage** held in 2 hands; **Bulk** 2 +- **Craft Requirements** The initial raw materials must include the body of a basilisk. +- **Bulk** 2; **Usage** held in 2 hands - **Category** Beast Gun Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket. A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([magical](rules/traits/magical.md), [transmutation](rules/traits/transmutation.md)) + Frequency once per hour Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone. -%% #trait/magical #trait/transmutation %% +%% + #trait/magical #trait/transmutation +%% ``` + +--- *Source: Guns & Gears p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/phalanx-piercer-tv.md b/compendium/equipment/items/phalanx-piercer-tv.md index c3c982533..9f1b09a20 100644 --- a/compendium/equipment/items/phalanx-piercer-tv.md +++ b/compendium/equipment/items/phalanx-piercer-tv.md @@ -16,11 +16,13 @@ aliases: ["Phalanx Piercer"] - **Price** 10 gp - **Bulk** 2 -- **Damage** `1d10` P -- **Ammunution** Bolt (5); **Range** 80 ft.; **Reload** 1 + - **Damage**: `1d10` P + - **Ammunution** Bolt (5); **Range** 80 ft.; **Reload** 1 - **Hands** 1+ - **Category** Advanced; **Group** Bow This massive bow is made from bone or wood reinforced with flexible metal strips and strung with reinforced cord. Designed by hobgoblin engineers to take down shielded opponents, the phalanx piercer fires heavy, iron-shod bolts. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/phantasmal-doorknob-tv.md b/compendium/equipment/items/phantasmal-doorknob-tv.md index 936d9d787..193e527c1 100644 --- a/compendium/equipment/items/phantasmal-doorknob-tv.md +++ b/compendium/equipment/items/phantasmal-doorknob-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/emotion - trait/illusion - trait/magical @@ -14,8 +14,7 @@ aliases: ["Phantasmal Doorknob"] # Phantasmal Doorknob *Item 6+* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon This ornate doorknob can open doors both material and metaphysical, revealing dreams and nightmares. The spell DC of any spell cast by activating this item is 20. @@ -23,15 +22,58 @@ This ornate doorknob can open doors both material and metaphysical, revealing dr - Weapon If you critically succeed at a [Strike](rules/actions/strike.md) with the weapon, the target is [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [ghost sound](compendium/spells/ghost-sound.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [phantasmal treasure](compendium/spells/phantasmal-treasure-apg.md) . +``` + +--- +### Variants + +#### greater phantasmal doorknob *Item 10* + +- **Price**: 900 gp + +The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [phantasmal killer](compendium/spells/phantasmal-killer.md). +``` + +#### major phantasmal doorknob *Item 15* + +- **Price**: 6000 gp + +The item bonus when affixed to armor is +2, and the spell DC is 34. On a critical hit with a weapon the doorknob is affixed to, the target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [phantasmal treasure](compendium/spells/phantasmal-treasure-apg.md) . +**Effect** You cast 6th-level [phantasmal killer](compendium/spells/phantasmal-killer.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [phantasmal calamity](compendium/spells/phantasmal-calamity.md). +``` + +--- *Source: Treasure Vault p. 127* \ No newline at end of file diff --git a/compendium/equipment/items/phantom-piano-tv.md b/compendium/equipment/items/phantom-piano-tv.md index 1768b71fc..08ce888cc 100644 --- a/compendium/equipment/items/phantom-piano-tv.md +++ b/compendium/equipment/items/phantom-piano-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/enchantment - trait/focused - trait/intelligent @@ -14,8 +14,7 @@ aliases: ["Phantom Piano"] # Phantom Piano *Item 12* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** Held in 2 Hands; **Bulk** 16 -- **Category** Held +- **Bulk** 16; **Usage** Held in 2 Hands When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the Boneyard. Rather than becoming undead, the spirit possesses an instrument they played in life, turning it into an intelligent item and a virtuoso instrument. (Other phantom instruments exist, but most are heavy.) A phantom piano offers a bargain to any bard or other skilled musician who finds it: receive musical aid as you dedicate yourself to reaching the success the spirit felt they were denied in life. The piano refuses to play for those who reject this deal. If you accept, the piano asks only that you practice with it and perform for increasingly refined and august audiences, requiring a successful [Performance](compendium/skills.md#Performance) check appropriate to your proficiency level. @@ -26,15 +25,20 @@ While you keep up your end of the bargain, the piano grants you a +2 item bonus Trained: inspire competence, inspire courage Expert: hymn of healing APG, inspire defense Master: symphony of the unfettered heart Legendary: soothing ballad A phantom piano has the following activations. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + The piano shrinks down to a figurine of light Bulk compact enough to store in a pouch, or from figurine form back to instrument form. In figurine form, the piano doesn't function as an instrument or provide magic other than this activation. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command + +- **Frequency**: once per day -You gain 1 Focus Point, which you can spend only to [Cast a Spell](rules/actions/cast-a-spell.md) the piano provides you. +**Effect** You gain 1 Focus Point, which you can spend only to [Cast a Spell](rules/actions/cast-a-spell.md) the piano provides you. ``` + +--- *Source: Treasure Vault p. 196* \ No newline at end of file diff --git a/compendium/equipment/items/phantom-roll-tv.md b/compendium/equipment/items/phantom-roll-tv.md index 25d2e8b7f..651f0cd67 100644 --- a/compendium/equipment/items/phantom-roll-tv.md +++ b/compendium/equipment/items/phantom-roll-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Phantom Roll"] @@ -12,10 +12,11 @@ aliases: ["Phantom Roll"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 13 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and laced with a tangy sauce. Upon eating the roll, you gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks you attempt during the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. You can also [Avoid Notice](rules/actions/avoid-notice.md) at full Speed or combine it with [Investigate](rules/actions/investigate.md) or [Scout](rules/actions/scout.md) while moving at half Speed. These effects expire 24 hours after you eat the roll or when you make your next daily preparations, whichever comes first. + +--- *Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/philosophers-extractor-gmg.md b/compendium/equipment/items/philosophers-extractor-gmg.md index 899a303d6..e3af28cc8 100644 --- a/compendium/equipment/items/philosophers-extractor-gmg.md +++ b/compendium/equipment/items/philosophers-extractor-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/evocation - trait/magical @@ -15,22 +15,24 @@ aliases: ["Philosopher's Extractor"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Bulk** 8 -- **Category** Artifact This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher's extractor is designed to create the ultimate alchemical concoctions. The extractor functions as an exceptional set of [alchemist's tools](compendium/equipment/items/alchemists-tools.md), granting a +4 item bonus to [Crafting](compendium/skills.md#Crafting) checks related to alchemy. When using the extractor to [Craft](rules/actions/craft.md) an alchemical item or with infused reagents as part of your daily preparations, you can create impeccable alchemical items. An impeccable alchemical item always uses the maximum numerical value possible for any rolls it requires, such as dealing maximum damage with alchemist's fire or restoring the maximum number of Hit Points with an elixir of life. If the impeccable item has a duration, it lasts twice as long as normal. Finally, an impeccable alchemical item never has a drawback. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) -You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way. +- **Frequency**: once per minute + +**Effect** You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way. For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 hour ([Interact](rules/actions/interact.md)) + You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's Breath Weapon, [darkvision](rules/abilities/darkvision.md), flight, [frightful presence](rules/abilities/frightful-presence.md), or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC. @@ -41,4 +43,6 @@ Unlike normal for mutagens and [polymorph](rules/traits/polymorph.md "Polymorph However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion. ``` + +--- *Source: Gamemastery Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/philosophers-stone.md b/compendium/equipment/items/philosophers-stone.md index 7df740c6a..19912414d 100644 --- a/compendium/equipment/items/philosophers-stone.md +++ b/compendium/equipment/items/philosophers-stone.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/tool +- item/category/tool/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,10 +12,8 @@ aliases: ["Philosopher's Stone"] # Philosopher's Stone *Item 20* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Price** null null -- **Usage** held in 2 hands; **Bulk** 2 +- **Bulk** 2; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) or 1 or more days -- **Category** Tool An alchemist with the [Craft Philosopher's Stone](compendium/feats/craft-philosophers-stone.md) feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher's stone. @@ -26,4 +24,6 @@ To use the quicksilver, you must be legendary in [Crafting](compendium/skills.md - You can apply the stone's quicksilver to an [infused](rules/traits/infused.md "Infused Item Trait") true elixir of life using an [Interact](rules/actions/interact.md) action. This turns the elixir into an [infused](rules/traits/infused.md "Infused Item Trait") [elixir of rejuvenation](compendium/equipment/items/elixir-of-rejuvenation.md) instantaneously. This doesn't require any crafting time or additional materials. - You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to [Earn Income](rules/actions/earn-income.md) using [Crafting](compendium/skills.md#Crafting), except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success. + +--- *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/phistophilus-fiddle-tv.md b/compendium/equipment/items/phistophilus-fiddle-tv.md index 4ede5ed84..1af3d5dec 100644 --- a/compendium/equipment/items/phistophilus-fiddle-tv.md +++ b/compendium/equipment/items/phistophilus-fiddle-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/enchantment - trait/magical - trait/relic @@ -15,8 +15,9 @@ aliases: ["Phistophilus Fiddle"] - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear Made of pure gold with platinum strings, the phistophilus fiddle shouldn't be able to play a note—but play it does, so beautifully that it can move almost any audience. The fiddle was stolen from the contract devil who created it, and the cunning fiend still wants to reclaim the instrument. Fiendish misfortunes often befall its owners, allowing it to switch hands. The fiddle is a handheld virtuoso instrument. + +--- *Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/phoenix-fighting-fan-frp1.md b/compendium/equipment/items/phoenix-fighting-fan-frp1.md index b71814f5a..063f86782 100644 --- a/compendium/equipment/items/phoenix-fighting-fan-frp1.md +++ b/compendium/equipment/items/phoenix-fighting-fan-frp1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp1 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/conjuration - trait/healing @@ -14,13 +14,13 @@ aliases: ["Phoenix Fighting Fan"] # Phoenix Fighting Fan *Item 20* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** held in 1 hand This elegant silver fighting fan features sharp silver feathers instead of traditional paper leaves in its design. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) + You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you [Strike](rules/actions/strike.md) a creature with it each round. @@ -28,9 +28,12 @@ The [Survival](compendium/skills.md#Survival) or [Perception](compendium/skills. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute envision, [Interact](rules/actions/interact.md) + The fan casts 8th-level [raise dead](compendium/spells/raise-dead.md), consuming the phoenix fighting fan in the process. ``` + +--- *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/phoenix-flask-som.md b/compendium/equipment/items/phoenix-flask-som.md index d1b519cad..94ab78140 100644 --- a/compendium/equipment/items/phoenix-flask-som.md +++ b/compendium/equipment/items/phoenix-flask-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/potion +- item/category/potion/ - trait/consumable - trait/evocation - trait/fire @@ -15,9 +15,8 @@ aliases: ["Phoenix Flask"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air. @@ -25,4 +24,6 @@ For 1 minute, you gain a [Fly](rules/actions/fly.md) speed of 40 feet. The first time each round that you [Fly](rules/actions/fly.md) (including to hover in place), you shed burning feathers that deal `3d4` fire damage to all creatures in a 10-foot emanation at the end of your movement (DC 29 basic Reflex save). + +--- *Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/phoenix-necklace-frp1.md b/compendium/equipment/items/phoenix-necklace-frp1.md index 5159a9662..8c2881adb 100644 --- a/compendium/equipment/items/phoenix-necklace-frp1.md +++ b/compendium/equipment/items/phoenix-necklace-frp1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp1 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/healing - trait/magical @@ -15,22 +15,25 @@ aliases: ["Phoenix Necklace"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn necklace -- **Category** Artifact This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a flickering fire. Hao Jin created the necklaces to mitigate the potential of death during the Ruby Phoenix Tournament pre-qualifier, and she specially attuned each phoenix necklace to the silver feathers she created for the pre-qualifying round. While the silver feathers themselves aren't magical, they are required to activate the necklace's power. Each team starts with 3 feathers [hidden](rules/conditions.md#Hidden) in their headquarters; they acquire more through challenges and events. Additionally, the tournament emissary's enforcers have the ability to deliver messages to the necklace's wearer at any time by casting sending, though the wearer can't respond. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision + You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks without taking a penalty to their attack rolls. This effect remains in place until you remove the necklace or use this activation again. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute envision, [Interact](rules/actions/interact.md) + The necklace consumes one of the attached silver feathers and casts 7th-level [raise dead](compendium/spells/raise-dead.md). Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation. ``` + +--- *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/phylactery-of-faithfulness.md b/compendium/equipment/items/phylactery-of-faithfulness.md index 6d6f96c9b..fc1660da7 100644 --- a/compendium/equipment/items/phylactery-of-faithfulness.md +++ b/compendium/equipment/items/phylactery-of-faithfulness.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/divine - trait/invested @@ -12,15 +12,31 @@ aliases: ["Phylactery of Faithfulness"] # Phylactery of Faithfulness *Item 9+* [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") -- **Usage** worn circlet; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn circlet This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don't gain any benefit from the phylactery if you don't worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. Just before you perform an action that would be anathema to the phylactery's deity, the phylactery warns you of the potential transgression in time for you to change your mind. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You ask for guidance about a particular course of action, gaining the effects of an [augury](compendium/spells/augury.md) spell. +- **Frequency**: once per day + +**Effect** You ask for guidance about a particular course of action, gaining the effects of an [augury](compendium/spells/augury.md) spell. ``` +--- +### Variants + +#### phylactery of faithfulness *Item 9* + +- **Price**: 680 gp + +#### greater phylactery of faithfulness *Item 17* + +- **Price**: 13000 gp +- **Craft Requirements**: You worship the phylactery's deity. + +The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes. + +--- *Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/pick.md b/compendium/equipment/items/pick.md index 62e8b7d35..1e8805a80 100644 --- a/compendium/equipment/items/pick.md +++ b/compendium/equipment/items/pick.md @@ -12,10 +12,12 @@ aliases: ["Pick"] - **Price** 7 sp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Pick A pick designed solely for combat has a sturdy wooden shaft and a heavy, pointed head to deliver devastating blows. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/pickpockets-tailoring-lotgb.md b/compendium/equipment/items/pickpockets-tailoring-lotgb.md index 5a4f01f40..b1a4983cb 100644 --- a/compendium/equipment/items/pickpockets-tailoring-lotgb.md +++ b/compendium/equipment/items/pickpockets-tailoring-lotgb.md @@ -16,4 +16,6 @@ aliases: ["Pickpocket's Tailoring"] Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks to [Conceal an Object](rules/actions/conceal-an-object.md) of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a [Stealth](compendium/skills.md#Stealth) check to Conceal such an Object, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 [Perception](compendium/skills.md#Perception) check to locate the seams in the garment. + +--- *Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/piercing-wind-g-g.md b/compendium/equipment/items/piercing-wind-g-g.md index c82fc5d10..5ee32bb96 100644 --- a/compendium/equipment/items/piercing-wind-g-g.md +++ b/compendium/equipment/items/piercing-wind-g-g.md @@ -20,14 +20,16 @@ aliases: ["Piercing Wind"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 15 gp - **Bulk** 1 -- **Ranged** - - **Damage** `1d6` P +- **Ranged**: + - **Damage**: `1d6` P - **Ammunution** round; **Range** 40 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` S +- **Melee**: + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail, in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/piereta-ec6.md b/compendium/equipment/items/piereta-ec6.md index 7a31b5680..12ea97cf7 100644 --- a/compendium/equipment/items/piereta-ec6.md +++ b/compendium/equipment/items/piereta-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/held +- item/category/held/ - trait/divine - trait/evocation - trait/intelligent @@ -13,8 +13,7 @@ aliases: ["Piereta"] # Piereta *Item 20* [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand Piereta was a Knight of Ozem during the Shining Crusade, sworn to the service of Aroden's herald, [Arazni](compendium/setting/deities/arazni-logm.md). After [Arazni](compendium/setting/deities/arazni-logm.md) perished at the hands of the Whispering Tyrant, Piereta became the first paladin to swear her service to the newly ascended goddess, [Iomedae](compendium/setting/deities/iomedae.md). When she fell in battle, a fragment of her spirit clung to the sword through which she had wielded her faith in countless battles, granting the weapon a sentience of its own. The sword named herself after her fallen bearer and has been a faithful companion to many Iomedaean warriors since. @@ -25,15 +24,21 @@ Piereta is very particular about who she permits to wield her. She agrees to wor Piereta can use the following activations. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command, [Interact](rules/actions/interact.md) -Piereta makes a [Retributive Strike](rules/actions/retributive-strike.md), resolved as though you had used the ability, including any benefits from champion feats you have. +- **Frequency**: once per minute + +**Effect** Piereta makes a [Retributive Strike](rules/actions/retributive-strike.md), resolved as though you had used the ability, including any benefits from champion feats you have. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -Piereta casts a 9th-level [field of life](compendium/spells/field-of-life.md). +**Effect** Piereta casts a 9th-level [field of life](compendium/spells/field-of-life.md). ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/pig-lotg.md b/compendium/equipment/items/pig-lotg.md index df80dcc54..c5690cba0 100644 --- a/compendium/equipment/items/pig-lotg.md +++ b/compendium/equipment/items/pig-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Pig"] --- # Pig *Item 0* - **Price** 5 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/pilferers-gloves-tv.md b/compendium/equipment/items/pilferers-gloves-tv.md index 7755e446d..f26644540 100644 --- a/compendium/equipment/items/pilferers-gloves-tv.md +++ b/compendium/equipment/items/pilferers-gloves-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Pilferer's Gloves"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 15000 gp -- **Usage** worn gloves; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn gloves Made of soft and subtle black leather, these gloves fit tightly but aren't uncomfortable and don't impede your sense of touch. As long as you're trained in [Thievery](compendium/skills.md#Thievery) while wearing these gloves, you're always considered one skill rank higher than your actual rank. If you possess a Legendary skill rank in [Thievery](compendium/skills.md#Thievery), you gain a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks instead. When you invest the gloves, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You fail or critically fail a [Thievery](compendium/skills.md#Thievery) skill check **Effect** If you failed the [Thievery](compendium/skills.md#Thievery) skill check, you succeed at that check instead. If you critically failed, you fail instead. ``` + +--- *Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/pillow-shield-lotgb.md b/compendium/equipment/items/pillow-shield-lotgb.md index dd4a68e7c..44f43da19 100644 --- a/compendium/equipment/items/pillow-shield-lotgb.md +++ b/compendium/equipment/items/pillow-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,15 +13,17 @@ aliases: ["Pillow Shield"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp -- **Usage** held in one hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in one hand The shield's blue enameled face is cool to the touch, and displays the moon's current phase at night. When you lay your head on the reverse side of this steel shield (Hardness 6, HP 36, BT 18), it becomes as pliant and supportive as the best pillows. If you complete a period of rest using the pillow shield, you can choose to transfer your recovery to the shield. Instead of recovering a number of Hit Points after resting (Core Rulebook 480), the shield is restored an equal number of Hit Points instead. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The alarm goes off at the end of the spell's duration or when triggered as normal, whichever comes first. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/pinwheel-lotgb.md b/compendium/equipment/items/pinwheel-lotgb.md index 00493baad..cc9075f16 100644 --- a/compendium/equipment/items/pinwheel-lotgb.md +++ b/compendium/equipment/items/pinwheel-lotgb.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Pinwheel"] --- # Pinwheel *Item 0* - **Usage** held in 1 hand -- **Category** Held This paper and wood pinwheel spins when blown upon by a person or the wind. + +--- *Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/pipes-of-compulsion-tv.md b/compendium/equipment/items/pipes-of-compulsion-tv.md index 3d6d38684..e5a18a34d 100644 --- a/compendium/equipment/items/pipes-of-compulsion-tv.md +++ b/compendium/equipment/items/pipes-of-compulsion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/coda +- item/category/coda/ - trait/coda - trait/enchantment - trait/occult @@ -14,15 +14,43 @@ aliases: ["Pipes of Compulsion"] # Pipes of Compulsion *Item 4+* [coda](rules/traits/coda-tv.md "Coda Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Coda +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** L; **Usage** held in 2 hands These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from this instrument to cast a spell from its list. ``` +--- +### Variants + +#### pipes of compulsion *Item 4* + +- **Price**: 90 gp + +- Cantrip daze +- 1st charm, command, fear + +#### greater pipes of compulsion *Item 8* + +- **Price**: 460 gp + +- 2nd hideous laughter, touch of idiocy +- 3rd charm, hypnotic pattern, mind reading, zone of truth + +#### major pipes of compulsion *Item 12* + +- **Price**: 1900 gp + +The item bonuses are +2. + +- 4th confusion, suggestion +- 5th charm, glimmer of charm , suggestion, telepathy + +--- *Source: Treasure Vault p. 137* \ No newline at end of file diff --git a/compendium/equipment/items/piranha-kiss-lotgb.md b/compendium/equipment/items/piranha-kiss-lotgb.md index a41abb5c6..fd74c5169 100644 --- a/compendium/equipment/items/piranha-kiss-lotgb.md +++ b/compendium/equipment/items/piranha-kiss-lotgb.md @@ -15,10 +15,12 @@ aliases: ["Piranha Kiss"] - **Price** 4 sp - **Bulk** L -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Knife Made of a jagged blade with teeth pointing toward a leather-wrapped hilt, these weapons are particularly effective at disarming opponents. Piranha kisses were occasionally used during the Vidric Revolution, and some Firebrands carry them today. Members of the Firebrands have access to this weapon. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/pirate-staff-tv.md b/compendium/equipment/items/pirate-staff-tv.md index d670ab9a2..f59372c61 100644 --- a/compendium/equipment/items/pirate-staff-tv.md +++ b/compendium/equipment/items/pirate-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/magical - trait/necromancy - trait/staff @@ -13,15 +13,16 @@ aliases: ["Pirate Staff"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 2000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood. A skull and crossbones sit on top. When used as a weapon, the staff is a +2 striking fearsome staff. While wielding the staff, you gain a +2 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks to [Coerce](rules/actions/coerce.md). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -33,4 +34,6 @@ You expend a number of charges from the staff to cast a spell from its list. - 5th flowing strike , mariner's curse ``` + +--- *Source: Treasure Vault p. 133* \ No newline at end of file diff --git a/compendium/equipment/items/pistol-of-wonder-g-g.md b/compendium/equipment/items/pistol-of-wonder-g-g.md index ab214bae0..a6e5d9113 100644 --- a/compendium/equipment/items/pistol-of-wonder-g-g.md +++ b/compendium/equipment/items/pistol-of-wonder-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/chaotic - trait/evocation - trait/magical @@ -14,13 +14,13 @@ aliases: ["Pistol Of Wonder"] [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated to produce a variety of unusual effects. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell's range is less than 60 feet, increase the range to 60 feet. @@ -93,4 +93,6 @@ d% Wondrous Effect 1–2 The pistol casts phantom steed (4th level) to produce a No gunslinger's or arbalist's repertoire is complete without a selection of magical ammunition to amplify the effectiveness and impact of their shots. While many of the following options are limited to firearm rounds, others work for a variety of ammunition. ``` + +--- *Source: Guns & Gears p. 167* \ No newline at end of file diff --git a/compendium/equipment/items/piston-gauntlets-tv.md b/compendium/equipment/items/piston-gauntlets-tv.md index 004bab336..43d7a370f 100644 --- a/compendium/equipment/items/piston-gauntlets-tv.md +++ b/compendium/equipment/items/piston-gauntlets-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/clockwork - trait/divination - trait/magical @@ -14,15 +14,18 @@ aliases: ["Piston Gauntlets"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2800 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The striking surface of this +2 greater striking flaming pantograph gauntletG&G releases a puff of fire each time it reaches the end of its linkage. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You supercharge the gauntlet's attack. Make a melee [Strike](rules/actions/strike.md). This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal an extra two dice of weapon damage. +- **Frequency**: once per day + +**Effect** You supercharge the gauntlet's attack. Make a melee [Strike](rules/actions/strike.md). This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal an extra two dice of weapon damage. ``` + +--- *Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/piton.md b/compendium/equipment/items/piton.md index f73090ba7..c909c8b49 100644 --- a/compendium/equipment/items/piton.md +++ b/compendium/equipment/items/piton.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Piton"] --- # Piton *Item 0* @@ -11,8 +11,9 @@ aliases: ["Piton"] - **Price** 1 cp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/planar-ribbon-ec6.md b/compendium/equipment/items/planar-ribbon-ec6.md index be02fd6cd..32a8a63b8 100644 --- a/compendium/equipment/items/planar-ribbon-ec6.md +++ b/compendium/equipment/items/planar-ribbon-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/held +- item/category/held/ - trait/conjuration - trait/occult - trait/unique @@ -13,13 +13,13 @@ aliases: ["Planar Ribbon"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 60000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand By twisting and twirling this ordinary-looking leather ribbon, you can temporarily bend a rift in space. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command, envision, [Interact](rules/actions/interact.md) + The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a [scrying](compendium/spells/scrying.md) spell (DC 40) against the creature but functions more as a mundane —albeit interplanar—window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell. @@ -27,9 +27,13 @@ This activation has the [scrying](rules/traits/scrying.md "Scrying Effect Trait" ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per round -You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your turn. This activation has the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait. +**Effect** You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your turn. This activation has the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait. ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/plasma-hype-lol.md b/compendium/equipment/items/plasma-hype-lol.md index 3392f7ca3..0fee5d874 100644 --- a/compendium/equipment/items/plasma-hype-lol.md +++ b/compendium/equipment/items/plasma-hype-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Plasma Hype"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 400 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids and other alchemical reagents to improve upon the original hype formula. @@ -36,4 +35,6 @@ title: Saving Throw: DC 30 Fortitude **Stage 3** [drained](rules/conditions.md#Drained) and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Lost Omens: Legends p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/plate-armor-of-the-deep.md b/compendium/equipment/items/plate-armor-of-the-deep.md index 8bfc9c093..60b5eaaf4 100644 --- a/compendium/equipment/items/plate-armor-of-the-deep.md +++ b/compendium/equipment/items/plate-armor-of-the-deep.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Plate Armor of the Deep"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor +- **Bulk** 4; **Usage** worn armor This suit of +2 greater resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no Speed reduction or check penalty from armor when Swimming, gain a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), can breathe underwater, and can speak Aquan. + +--- *Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/plated-duster-loil.md b/compendium/equipment/items/plated-duster-loil.md index 7fb8a6522..223249448 100644 --- a/compendium/equipment/items/plated-duster-loil.md +++ b/compendium/equipment/items/plated-duster-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/armor +- item/category/armor/ - trait/uncommon aliases: ["Plated Duster"] --- @@ -12,10 +12,11 @@ aliases: ["Plated Duster"] - **Price** 2 gp - **Bulk** 1 -- **Category** Armor These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog stains as well as modest protection against bullets and knives. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 [Interact](rules/actions/interact.md) actions or as part of donning light armor. When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an [armored skirt](compendium/equipment/items/armored-skirt-locg.md) or any other item that adjusts an armor's statistics. + +--- *Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/playing-cards-lopsg.md b/compendium/equipment/items/playing-cards-lopsg.md index 695ba492a..8e9839463 100644 --- a/compendium/equipment/items/playing-cards-lopsg.md +++ b/compendium/equipment/items/playing-cards-lopsg.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Playing Cards"] --- # Playing Cards *Item 0* - **Price** 5 sp - **Hands** 2 -- **Category** Adventuring Gear A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/pocket-gala-lotgb.md b/compendium/equipment/items/pocket-gala-lotgb.md index 00d2645ad..b3a72e9e1 100644 --- a/compendium/equipment/items/pocket-gala-lotgb.md +++ b/compendium/equipment/items/pocket-gala-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,12 +15,12 @@ aliases: ["Pocket Gala"] - **Price** 10000 gp - **Bulk** L (when not activated) -- **Category** Structure This item appears to be a miniature stone replica of an aristocratic home or a simple castle. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute ((10 minutes)) command, envision, [Interact](rules/actions/interact.md) + You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry. @@ -31,4 +31,6 @@ While inside, you can utter a command word to call forth music, which echoes thr You can utter a third command word declaring the gala over to revert the ballroom to its original form. As it reverts, the illusory dancers clap and cheer for your hospitality. If you don't revert the ballroom on your own, it automatically returns to its original state at the next sunrise. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/compendium/equipment/items/pocket-stage.md b/compendium/equipment/items/pocket-stage.md index 32e15a699..cb070502c 100644 --- a/compendium/equipment/items/pocket-stage.md +++ b/compendium/equipment/items/pocket-stage.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -14,14 +14,14 @@ aliases: ["Pocket Stage"] - **Price** 138 gp - **Bulk** L (when not activated) -- **Category** Structure This item appears to be a miniature replica of a theater. It includes a small pocket full of minute set dressing and costumed paper dolls. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) command, envision, [Interact](rules/actions/interact.md) + You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. @@ -30,4 +30,6 @@ As a magical structure, the stage has the [structure](rules/traits/structure.md All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks. ``` + +--- *Source: Core Rulebook p. 596* \ No newline at end of file diff --git a/compendium/equipment/items/pocket-watch-loil.md b/compendium/equipment/items/pocket-watch-loil.md index 7b1b3bd10..d89fc6f73 100644 --- a/compendium/equipment/items/pocket-watch-loil.md +++ b/compendium/equipment/items/pocket-watch-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Pocket Watch"] --- @@ -11,9 +11,10 @@ aliases: ["Pocket Watch"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Adventuring Gear +- **Bulk** L; **Usage** held in 1 hand This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize precision and reduce time loss. This pocket watch has the properties of a clockwork dial, except it has a maximum duration of 24 hours and is available to characters from Alkenstar. + +--- *Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/poi-ec1.md b/compendium/equipment/items/poi-ec1.md index d99f571ea..49840baa2 100644 --- a/compendium/equipment/items/poi-ec1.md +++ b/compendium/equipment/items/poi-ec1.md @@ -16,10 +16,12 @@ aliases: ["Poi"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Flail Poi are light weights tethered to ropes or chains. Performers swing the weights, usually one in each hand, in rhythmic patterns. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/poison-concentrator-tv.md b/compendium/equipment/items/poison-concentrator-tv.md index 0c5bce32c..572bc8659 100644 --- a/compendium/equipment/items/poison-concentrator-tv.md +++ b/compendium/equipment/items/poison-concentrator-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/additive-1 - trait/alchemical aliases: ["Poison Concentrator"] @@ -11,9 +11,36 @@ aliases: ["Poison Concentrator"] # Poison Concentrator *Item 5+* [additive <1>](rules/traits/additive-1.md "Additive Feat Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, you can use a poison concentrator to combine two doses of the same alchemical poison, creating a single concentrated poison with a +1 item bonus to its DC. +--- +### Variants + +#### lesser poison concentrator *Item 5* + +- **Price**: 160 gp + +The concentrator combines poisons of level 4 or lower. + +#### moderate poison concentrator *Item 10* + +- **Price**: 960 gp + +The concentrator combines poisons of level 9 or lower. + +#### greater poison concentrator *Item 15* + +- **Price**: 5900 gp + +The concentrator combines poisons of level 14 or lower. + +#### major poison concentrator *Item 19* + +- **Price**: 31000 gp + +The concentrator combines poisons of level 18 or lower. + +--- *Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/poison-fizz-tv.md b/compendium/equipment/items/poison-fizz-tv.md index a70762e32..33b4ca881 100644 --- a/compendium/equipment/items/poison-fizz-tv.md +++ b/compendium/equipment/items/poison-fizz-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/lozenge @@ -12,18 +12,41 @@ aliases: ["Poison Fizz"] # Poison Fizz *Item 8+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have resistance to poison and an item bonus to saving throws against poison and being [petrified](rules/conditions.md#Petrified). ```ad-embed-ability -title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **Secondary Effect** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([poison](rules/traits/poison.md)) + You bite the poison fizz to release its poisonous liquid center and spray green mist in a 15-foot cone. This deals poison damage with a basic Reflex save. A creature that critically fails is also [blinded](rules/conditions.md#Blinded) until the end of your next turn and is then temporarily immune to being [blinded](rules/conditions.md#Blinded) by poison fizz for 1 hour. -%% #trait/poison %% +%% + #trait/poison +%% ``` +--- +### Variants + +#### lesser *Item 8* + +- **Price**: 80 gp + +The item bonus is +2, the damage is `3d6`, and the DC is 24. + +#### moderate *Item 12* + +- **Price**: 350 gp + +The item bonus is +2, the damage is `4d6`, and the DC is 29. + +#### greater *Item 15* + +- **Price**: 1000 gp + +The item bonus is +3, the damage is `5d6`, and the DC is 34. + +--- *Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/poisoners-staff-aoe4.md b/compendium/equipment/items/poisoners-staff-aoe4.md index b4d809ffe..949144a1a 100644 --- a/compendium/equipment/items/poisoners-staff-aoe4.md +++ b/compendium/equipment/items/poisoners-staff-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/staff +- item/category/staff/ - trait/conjuration - trait/magical - trait/necromancy @@ -14,17 +14,50 @@ aliases: ["Poisoner's Staff"] # Poisoner's Staff *Item 4+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome [persistent poison damage](rules/conditions.md#Persistent%20Damage). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### poisoner's staff *Item 4* + +- **Price**: 90 gp + +You reduce the DC of your flat checks to overcome [persistent poison damage](rules/conditions.md#Persistent%20Damage) from 15 to 13. + +- **Cantrip** guidance +- **1st** detect poison, spider sting + +#### greater poisoner's staff *Item 8* + +- **Price**: 450 gp + +You reduce the DC of your flat checks to overcome [persistent poison damage](rules/conditions.md#Persistent%20Damage) from 15 to 10. + +- **2nd** enhance victuals, imp sting (see below) +- **3rd** neutralize poison, stinking cloud + +#### major poisoner's staff *Item 14* + +- **Price**: 4000 gp + +You reduce the DC of your flat checks to overcome [persistent poison damage](rules/conditions.md#Persistent%20Damage) from 15 to 5. + +- **4th** swarming wasp stings (page 81) +- **5th** cloudkill +- **6th** purple worm sting + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/poisonous-cloak-gmg.md b/compendium/equipment/items/poisonous-cloak-gmg.md index c6659b2f3..95a3bf029 100644 --- a/compendium/equipment/items/poisonous-cloak-gmg.md +++ b/compendium/equipment/items/poisonous-cloak-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/worn +- item/category/worn/ - trait/cursed - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Poisonous Cloak"] # Poisonous Cloak *Item 13+* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak This innocuous-looking cloak is associated with a type of poison, set at the cloak's creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it's not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. + +--- *Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/poisonous-dagger-bb.md b/compendium/equipment/items/poisonous-dagger-bb.md index ee0c1d5d1..8f7202ada 100644 --- a/compendium/equipment/items/poisonous-dagger-bb.md +++ b/compendium/equipment/items/poisonous-dagger-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/weapon +- item/category/weapon/ - trait/magical - trait/necromancy - trait/poison @@ -13,8 +13,9 @@ aliases: ["Poisonous Dagger"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 150 gp -- **Category** Weapon This dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical fangs emerge and poison the target, dealing `1d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/polarizing-mace-tv.md b/compendium/equipment/items/polarizing-mace-tv.md index 1daef0282..4b51c5436 100644 --- a/compendium/equipment/items/polarizing-mace-tv.md +++ b/compendium/equipment/items/polarizing-mace-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,17 +13,19 @@ aliases: ["Polarizing Mace"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: The wielder of a grounding spike is within 30 feet **Effect** A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take `4d12` electricity damage (DC 24 basic Reflex save). Special The polarizing mace pairs with the grounding spike. ``` + +--- *Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/polytool-tv.md b/compendium/equipment/items/polytool-tv.md index 348732c53..ff6431bd6 100644 --- a/compendium/equipment/items/polytool-tv.md +++ b/compendium/equipment/items/polytool-tv.md @@ -14,10 +14,12 @@ aliases: ["Polytool"] - **Price** 10 gp - **Bulk** 1 -- **Damage** `1d6` modular + - **Damage**: `1d6` modular - **Hands** 1 - **Category** Martial; **Group** Sword The polytool is a small metal rod with a number of simple tools folded inside. The user can extend a long ceramic blade, as well as an awl, a chisel, a file, flint and steel, a hook, an inkpen, a magnifying glass, pliers, scissors, and a small saw. The flint and steel can be used up to 10 times before needing to be replaced. Though inspired by advanced Numerian technology, the polytool is a simple enough feat of metalworking that any blacksmith could produce it—perfect for the goddess Casandalee to spread innovation farther than actual Numerian tech could reach. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/pontoon-tv.md b/compendium/equipment/items/pontoon-tv.md index e56b7bb2b..edbaecfba 100644 --- a/compendium/equipment/items/pontoon-tv.md +++ b/compendium/equipment/items/pontoon-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Pontoon"] @@ -13,8 +13,9 @@ aliases: ["Pontoon"] - **Price** 650 gp - **Usage** applied to footwear -- **Category** Rune Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water and other liquids without falling through. This offers no protection against damage the liquid deals. You can go under the liquid's surface, but you must [Swim](rules/actions/swim.md) if you do. + +--- *Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/popdust-lotgb.md b/compendium/equipment/items/popdust-lotgb.md index 9039b95e2..01e65780f 100644 --- a/compendium/equipment/items/popdust-lotgb.md +++ b/compendium/equipment/items/popdust-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/sonic @@ -14,12 +14,13 @@ aliases: ["Popdust"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable You can sprinkle popdust in an empty square adjacent to you. The first creature that applies pressure to the popdust, such as by moving into that square, causes it to emit a series of thunderous cracks. + +--- *Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/poracha-fulu-tv.md b/compendium/equipment/items/poracha-fulu-tv.md index 762c69882..28996f5e8 100644 --- a/compendium/equipment/items/poracha-fulu-tv.md +++ b/compendium/equipment/items/poracha-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/fulu @@ -16,9 +16,10 @@ aliases: ["Poracha Fulu"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** affixed to armor; **Bulk** — -- **Category** Talisman +- **Bulk** —; **Usage** affixed to armor Folklore from near the Forest of Spirits tells of the origin of the poracha fulu. Once, a traveler saved an eight‑legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast‑acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take [persistent damage](rules/conditions.md#Persistent%20Damage), one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that [persistent damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/portable-altar-lokl.md b/compendium/equipment/items/portable-altar-lokl.md index 7d215257e..103542991 100644 --- a/compendium/equipment/items/portable-altar-lokl.md +++ b/compendium/equipment/items/portable-altar-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Portable Altar"] --- @@ -14,8 +14,9 @@ aliases: ["Portable Altar"] - **Price** 25 gp - **Bulk** 3 - **Hands** 2 -- **Category** Adventuring Gear This travel-ready kit contains a small altar featuring a deity's iconography. The altar's top can be lifted to reveal a compartment for materials of no more than light Bulk (such as candles, incense, oils, and small texts). The altar grants a +1 item bonus to checks made to conduct religious rites using [Performance](compendium/skills.md#Performance) or [Religion](compendium/skills.md#Religion). + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/portable-gaming-hall-lotgb.md b/compendium/equipment/items/portable-gaming-hall-lotgb.md index 536c4fc39..1ef465a73 100644 --- a/compendium/equipment/items/portable-gaming-hall-lotgb.md +++ b/compendium/equipment/items/portable-gaming-hall-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,16 +15,18 @@ aliases: ["Portable Gaming Hall"] - **Price** 500 gp - **Bulk** L (when not activated) -- **Category** Structure A portable gaming hall resembles a miniature roulette wheel, except it's marked with indecipherable runes, not numbers. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) command, envision, [Interact](rules/actions/interact.md) + The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides. You can flip the central table over as a 3-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to revert the gaming hall to its original form. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/compendium/equipment/items/portable-hole-tv.md b/compendium/equipment/items/portable-hole-tv.md index 196530bbc..1f204c26d 100644 --- a/compendium/equipment/items/portable-hole-tv.md +++ b/compendium/equipment/items/portable-hole-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/extradimensional - trait/magical @@ -14,8 +14,7 @@ aliases: ["Portable Hole"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands Wispy, ethereal strands of carefully spun silk make up the substance of a portable hole, which sparkles with captive beams of starlight. It's linked to an extradimensional space in the shape of a pit, which can be accessed if the hole is fully opened. @@ -24,11 +23,14 @@ Portable holes and bags of holding are antithetical to one another. Rather than Any creature or unattended object within a 10-foot burst centered on the bag is sucked through to the Astral Plane, though a creature can avoid this with a successful DC 30 Reflex save. The whole process happens in a single blink of an eye. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + You unfold the hole and open it fully, revealing an extradimensional space that stays in place. The hole is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The hole's depth is perpendicular to the surface, so it's most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The only air in the hole is that which enters when it's opened, though if the hole goes through to open space, air can flow freely through the tunnel. Anyone can [Interact](rules/actions/interact.md) to grab the hole by the edges and partially or fully fold it up. This closes the entrance to the extradimensional space. Any objects or creatures within the hole remain inside, and any that can't fit fully inside are ejected into the nearest open space. No matter how many items are in the portable hole, its Bulk never changes. Items can be stowed or retrieved only while the hole is fully open. A living creature placed inside has enough air for 10 minutes before it begins to suffocate, and it can attempt to [Escape](rules/actions/escape.md) against a DC of 13. An item inside the hole provides no benefits unless it's retrieved first. Anything in the hole can't be detected by magic that detects only things on the same plane. ``` + +--- *Source: Treasure Vault p. 115* \ No newline at end of file diff --git a/compendium/equipment/items/portable-ram-lotgb.md b/compendium/equipment/items/portable-ram-lotgb.md index d2d8450ad..b7e87b922 100644 --- a/compendium/equipment/items/portable-ram-lotgb.md +++ b/compendium/equipment/items/portable-ram-lotgb.md @@ -3,14 +3,27 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Portable Ram"] --- # Portable Ram *Item 3+* -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Held +- **Bulk** 3; **Usage** held in 2 hands A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to [Force Open](rules/actions/force-open.md) these obstacles. +--- +### Variants + +#### portable ram *Item 3* + +- **Price**: 20 gp + +#### reinforced portable ram *Item 9* + +- **Price**: 600 gp + +A reinforced portable ram grants you a +2 item bonus to checks to [Force Open](rules/actions/force-open.md) obstacles. + +--- *Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/portable-tv.md b/compendium/equipment/items/portable-tv.md index bd68a0c91..053f15c0b 100644 --- a/compendium/equipment/items/portable-tv.md +++ b/compendium/equipment/items/portable-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Portable"] @@ -13,14 +13,16 @@ aliases: ["Portable"] - **Price** 660 gp - **Usage** etched onto armor -- **Category** Rune This rune allows your armor to collapse into a disguised, portable form. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) + You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren't wearing the armor while it's in this form, but at the GM's discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute. ``` + +--- *Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/portable-weapon-mount-g-g.md b/compendium/equipment/items/portable-weapon-mount-g-g.md index 8fdeb3f34..3041525ae 100644 --- a/compendium/equipment/items/portable-weapon-mount-g-g.md +++ b/compendium/equipment/items/portable-weapon-mount-g-g.md @@ -17,4 +17,20 @@ Powerful firearms like the arquebus were originally used to defend fortification The standard tripod takes an [Interact](rules/actions/interact.md) action to deploy using one hand. +--- +### Variants + +#### monopod *Item 1* + +- **Price**: 2 sp + +Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an [Interact](rules/actions/interact.md) action to retrieve. Monopods are less stable than a [tripod](compendium/equipment/items/tripod-g-g.md), and firing a [kickback](rules/traits/kickback-g-g.md "Kickback Weapon Trait") weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely. + +#### tripod, shielded *Item 3* + +- **Price**: 50 gp + +A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an [Interact](rules/actions/interact.md) action, as normal, but while a shielded tripod is in your square, you can use the [Take Cover](rules/actions/take-cover.md) action to gain standard cover behind the tripod's shield. You can't use this cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), as normal for times when your cover still leaves your position obvious. + +--- *Source: Guns & Gears p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/possibility-tome.md b/compendium/equipment/items/possibility-tome.md index e2d1d1a3f..6bf4999fb 100644 --- a/compendium/equipment/items/possibility-tome.md +++ b/compendium/equipment/items/possibility-tome.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/divination - trait/magical aliases: ["Possibility Tome"] @@ -12,17 +12,19 @@ aliases: ["Possibility Tome"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 22000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it's been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute envision, [Interact](rules/actions/interact.md) + As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), [Society](compendium/skills.md#Society), or a single subcategory of [Lore](compendium/skills.md#Lore). The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an [Interact](rules/actions/interact.md) action perusing the book just before attempting a check to [Recall Knowledge](rules/actions/recall-knowledge.md) with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again. ``` + +--- *Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/potency-crystal.md b/compendium/equipment/items/potency-crystal.md index abc675733..915fd5458 100644 --- a/compendium/equipment/items/potency-crystal.md +++ b/compendium/equipment/items/potency-crystal.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,12 +14,13 @@ aliases: ["Potency Crystal"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 4 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You make an attack with the affixed weapon, but you haven't rolled yet. -- **Category** Talisman This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 [striking](compendium/equipment/items/striking.md) weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-disguise-apg.md b/compendium/equipment/items/potion-of-disguise-apg.md index fc83d9d37..8ea281045 100644 --- a/compendium/equipment/items/potion-of-disguise-apg.md +++ b/compendium/equipment/items/potion-of-disguise-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/polymorph @@ -15,9 +15,8 @@ aliases: ["Potion Of Disguise"] # Potion Of Disguise *Item 5+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Upon imbibing this potion, you take on the appearance of a specific type of creature for `2d12` hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. @@ -25,4 +24,24 @@ The disguise doesn't change your traits or statistics, nor does it give you any The effects of this potion use the same rules as the [Impersonate](rules/actions/impersonate.md) activity of [Deception](compendium/skills.md#Deception). Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your [Deception](compendium/skills.md#Deception) DC against such [Perception](compendium/skills.md#Perception) checks and add your level even if untrained. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 30 gp +- **Craft Requirements**: Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. + +#### moderate *Item 8* + +- **Price**: 100 gp +- **Craft Requirements**: Initial raw materials must include a bit of blood, hair, or flesh of the creature the potion will allow the drinker to imitate. The potion can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature. + +#### greater *Item 11* + +- **Price**: 300 gp + +While drinking a greater potion of disguise, if you picture the specific form you want to transform into, the potion will change you into that form. You can attempt to [Impersonate](rules/actions/impersonate.md) a specific individual, though you still need to roll [Deception](compendium/skills.md#Deception). + +--- *Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-expeditious-retreat-apg.md b/compendium/equipment/items/potion-of-expeditious-retreat-apg.md index 18c9afc1a..6c2583553 100644 --- a/compendium/equipment/items/potion-of-expeditious-retreat-apg.md +++ b/compendium/equipment/items/potion-of-expeditious-retreat-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,10 +14,11 @@ aliases: ["Potion Of Expeditious Retreat"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become [fleeing](rules/conditions.md#Fleeing) for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are [fleeing](rules/conditions.md#Fleeing). You immediately [Stride](rules/actions/stride.md). + +--- *Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-flying.md b/compendium/equipment/items/potion-of-flying.md index ea4538e72..4ff143bbf 100644 --- a/compendium/equipment/items/potion-of-flying.md +++ b/compendium/equipment/items/potion-of-flying.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -13,10 +13,23 @@ aliases: ["Potion of Flying"] # Potion of Flying *Item 8+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute. +--- +### Variants + +#### standard *Item 8* + +- **Price**: 100 gp + +#### greater *Item 15* + +- **Price**: 1000 gp + +The fly Speed lasts for 1 hour. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-grounding-som.md b/compendium/equipment/items/potion-of-grounding-som.md index 92e08f0c3..66ef870c0 100644 --- a/compendium/equipment/items/potion-of-grounding-som.md +++ b/compendium/equipment/items/potion-of-grounding-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/potion +- item/category/potion/ - trait/abjuration - trait/consumable - trait/electricity @@ -15,22 +15,25 @@ aliases: ["Potion Of Grounding"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 185 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Sparks flash within this amber syrup. Drinking this potion turns you into a living lightning rod for 1 minute, drawing nearby electricity to strike you instead of allies. You gain the following reaction while the effect lasts. ```ad-embed-ability -title: Divert Lightning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") +title: **Divert Lightning** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command ([electricity](rules/traits/electricity.md)) +- **Frequency**: once per hour - **Requirements**: You aren't immune to electricity **Effect** A creature within 30 feet of you is targeted by an [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect or is in the area of an [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead. This doesn't divert lightning from any other creatures targeted by or in the area of the lightning. You're automatically hit by or automatically fail your save against the effect. You then can't Divert Lightning for `1d4` rounds. -%% #trait/electricity %% +%% + #trait/electricity +%% ``` + +--- *Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-leaping.md b/compendium/equipment/items/potion-of-leaping.md index 61be6ee0d..a7cd23f9f 100644 --- a/compendium/equipment/items/potion-of-leaping.md +++ b/compendium/equipment/items/potion-of-leaping.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,10 +14,11 @@ aliases: ["Potion of Leaping"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 21 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion For 1 minute after you drink this fizzy potion, whenever you [Leap](rules/actions/leap.md), you gain the effect of the 1st-level [jump](compendium/spells/jump.md) spell. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-minute-echoes-som.md b/compendium/equipment/items/potion-of-minute-echoes-som.md index 153b85407..429fe828c 100644 --- a/compendium/equipment/items/potion-of-minute-echoes-som.md +++ b/compendium/equipment/items/potion-of-minute-echoes-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/magical @@ -14,12 +14,13 @@ aliases: ["Potion Of Minute Echoes"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 125 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 status bonus to [Perception](compendium/skills.md#Perception) checks to hear. In addition, each time you [Seek](rules/actions/seek.md), your hearing becomes a precise sense until the beginning of your next turn, allowing you to pinpoint creatures' locations and otherwise perceive the world in detail by listening to the sound of echoes. + +--- *Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-quickness.md b/compendium/equipment/items/potion-of-quickness.md index e59f1aad8..d325024d7 100644 --- a/compendium/equipment/items/potion-of-quickness.md +++ b/compendium/equipment/items/potion-of-quickness.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,10 +14,11 @@ aliases: ["Potion of Quickness"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 90 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Drinking this silver potion grants you the effects of haste for 1 minute. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-resistance.md b/compendium/equipment/items/potion-of-resistance.md index abca46bab..e0ad3c2f0 100644 --- a/compendium/equipment/items/potion-of-resistance.md +++ b/compendium/equipment/items/potion-of-resistance.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/abjuration - trait/consumable - trait/magical @@ -13,10 +13,31 @@ aliases: ["Potion of Resistance"] # Potion of Resistance *Item 6+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 45 gp + +You gain resistance 5 to the appropriate energy type. + +#### moderate *Item 10* + +- **Price**: 180 gp + +You gain resistance 10 to the appropriate energy type. + +#### greater *Item 14* + +- **Price**: 850 gp + +You gain resistance 15 to the appropriate energy type. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-retaliation-apg.md b/compendium/equipment/items/potion-of-retaliation-apg.md index b414dff1a..c90717b64 100644 --- a/compendium/equipment/items/potion-of-retaliation-apg.md +++ b/compendium/equipment/items/potion-of-retaliation-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/potion +- item/category/potion/ - trait/consumable - trait/evocation - trait/magical @@ -13,10 +13,43 @@ aliases: ["Potion Of Retaliation"] # Potion Of Retaliation *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon [Strike](rules/actions/strike.md). +--- +### Variants + +#### minor *Item 1* + +- **Price**: 4 gp + +The aura deals 1 damage. + +#### lesser *Item 3* + +- **Price**: 12 gp + +The aura deals `1d4` damage. + +#### moderate *Item 6* + +- **Price**: 50 gp + +The aura deals `2d4` damage. + +#### greater *Item 12* + +- **Price**: 400 gp + +The aura deals `3d6` damage. + +#### major *Item 18* + +- **Price**: 5000 gp + +The aura deals `4d8` damage. + +--- *Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-shared-life-som.md b/compendium/equipment/items/potion-of-shared-life-som.md index b2c62f7b4..8c76d21ac 100644 --- a/compendium/equipment/items/potion-of-shared-life-som.md +++ b/compendium/equipment/items/potion-of-shared-life-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/necromancy @@ -14,12 +14,13 @@ aliases: ["Potion Of Shared Life"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 95 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only half of the contents. If another willing creature consumes the remainder of the contents within 1 minute, your vitalities become linked for 1 minute from the moment the second one of you drinks. The two of you share breath, so as long as you're within 60 feet of one another, neither of you can begin suffocating unless you're both suffocating. You both gain the following reaction. Share Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Trigger Your linked ally takes damage and is within 60 feet; Effect The ally takes half damage from the triggering effect (rounded down), and you lose a number of Hit Points equal to the remainder of the damage. You can't trigger this reaction to share damage caused by your ally using this reaction. + +--- *Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-shared-memories-apg.md b/compendium/equipment/items/potion-of-shared-memories-apg.md index d0040a33c..2b4a3419f 100644 --- a/compendium/equipment/items/potion-of-shared-memories-apg.md +++ b/compendium/equipment/items/potion-of-shared-memories-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/magical @@ -15,9 +15,8 @@ aliases: ["Potion Of Shared Memories"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 4 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute. @@ -25,4 +24,6 @@ The clear fluid takes on a shimmering hue reminiscent of the stored memory and g Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory. + +--- *Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-stable-form-som.md b/compendium/equipment/items/potion-of-stable-form-som.md index a2aff2229..7f83e4399 100644 --- a/compendium/equipment/items/potion-of-stable-form-som.md +++ b/compendium/equipment/items/potion-of-stable-form-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/potion +- item/category/potion/ - trait/abjuration - trait/consumable - trait/magical @@ -13,10 +13,25 @@ aliases: ["Potion Of Stable Form"] # Potion Of Stable Form *Item 10+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all [hostile](rules/conditions.md#Hostile) [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effects affecting you. For the next hour, you gain an item bonus against [transmutation](rules/traits/transmutation.md "Transmutation School Trait") effects, which is greater against [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effects. If you roll a success against a [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect during that time, you get a critical success instead. +--- +### Variants + +#### potion of stable form *Item 10* + +- **Price**: 180 gp + +The counteract level is 5, and the counteract check modifier is +17. The item bonus is +2, or +3 vs. [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait"). + +#### greater potion of stable form *Item 16* + +- **Price**: 1800 gp + +The counteract level is 8, and the counteract check modifier is +25. The item bonus is +3, or +4 vs. [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait"). + +--- *Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-swimming.md b/compendium/equipment/items/potion-of-swimming.md index abeec9bf3..a4009c7d4 100644 --- a/compendium/equipment/items/potion-of-swimming.md +++ b/compendium/equipment/items/potion-of-swimming.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -13,10 +13,23 @@ aliases: ["Potion of Swimming"] # Potion of Swimming *Item 6+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes. +--- +### Variants + +#### moderate *Item 6* + +- **Price**: 50 gp + +#### greater *Item 11* + +- **Price**: 250 gp + +The swim Speed lasts for 1 hour. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-tongues.md b/compendium/equipment/items/potion-of-tongues.md index 70d94bf51..c35da7653 100644 --- a/compendium/equipment/items/potion-of-tongues.md +++ b/compendium/equipment/items/potion-of-tongues.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/magical @@ -15,10 +15,11 @@ aliases: ["Potion of Tongues"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 320 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn't allow you to read these languages in their written form. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-undetectability.md b/compendium/equipment/items/potion-of-undetectability.md index 6003b580e..e5292330f 100644 --- a/compendium/equipment/items/potion-of-undetectability.md +++ b/compendium/equipment/items/potion-of-undetectability.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/illusion - trait/magical @@ -14,10 +14,11 @@ aliases: ["Potion of Undetectability"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 4400 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against [mental](rules/traits/mental.md "Mental Effect Trait") effects. You also gain the effects of a 4th-level [invisibility](compendium/spells/invisibility.md) spell, which protects against [see invisibility](compendium/spells/see-invisibility.md) spells of 8th level and lower and has a DC of 36 against true seeing. The potion's effects last for 10 minutes. + +--- *Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-water-breathing.md b/compendium/equipment/items/potion-of-water-breathing.md index 60f98c838..5d6a48dbb 100644 --- a/compendium/equipment/items/potion-of-water-breathing.md +++ b/compendium/equipment/items/potion-of-water-breathing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,10 +14,11 @@ aliases: ["Potion of Water Breathing"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 11 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level [water breathing](compendium/spells/water-breathing.md) spell for 1 hour. + +--- *Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/potion-patch-tv.md b/compendium/equipment/items/potion-patch-tv.md index efc3d0f36..691e4dbdc 100644 --- a/compendium/equipment/items/potion-patch-tv.md +++ b/compendium/equipment/items/potion-patch-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -12,10 +12,31 @@ aliases: ["Potion Patch"] # Potion Patch *Item 4+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn; **Bulk** — +- **Bulk** —; **Usage** worn - **Activate** command; **Requirements** You must have the potion patch affixed to your skin. -- **Category** Consumable A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 20 gp + +The potion must be 10th level or lower. + +#### moderate *Item 8* + +- **Price**: 100 gp + +The potion must be 15th level or lower. + +#### greater *Item 13* + +- **Price**: 600 gp + +The potion can be any level. + +--- *Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/powder-lotgb.md b/compendium/equipment/items/powder-lotgb.md index ff5fa265a..6badac5ae 100644 --- a/compendium/equipment/items/powder-lotgb.md +++ b/compendium/equipment/items/powder-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable aliases: ["Powder"] --- @@ -11,11 +11,12 @@ aliases: ["Powder"] [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 1 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint [invisible](rules/conditions.md#Invisible) creatures. You can throw the powder into an adjacent square as an [Interact](rules/actions/interact.md) action. If there's a creature in that square, it becomes temporarily [observed](rules/conditions.md#Observed) until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes [invisible](rules/conditions.md#Invisible) itself, preventing you from tracking the creature indefinitely. + +--- *Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/power-suit-g-g.md b/compendium/equipment/items/power-suit-g-g.md index 2ff46e82b..c025aa260 100644 --- a/compendium/equipment/items/power-suit-g-g.md +++ b/compendium/equipment/items/power-suit-g-g.md @@ -17,4 +17,6 @@ aliases: ["Power Suit"] > [!pf2-note] > This armor is exclusive to the Inventor class with the Armor innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor. + +--- *Source: Guns & Gears p. 16* \ No newline at end of file diff --git a/compendium/equipment/items/powered-full-plate-tv.md b/compendium/equipment/items/powered-full-plate-tv.md index cf8403e29..6990cdd6e 100644 --- a/compendium/equipment/items/powered-full-plate-tv.md +++ b/compendium/equipment/items/powered-full-plate-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/alchemical - trait/rare aliases: ["Powered Full Plate"] @@ -12,10 +12,11 @@ aliases: ["Powered Full Plate"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 360 gp -- **Usage** worn armor; **Bulk** 4 +- **Bulk** 4; **Usage** worn armor - **Activate** [Interact](rules/actions/interact.md) -- **Category** Armor Stasian actuators help the limbs of this full plate move of their own accord, as long as they're supplied with power. A chamber in the chest plate can hold a single bottled lightning, which takes 3 [Interact](rules/actions/interact.md) actions to install. A loaded suit of powered full plate can be activated to lower the armor's Strength requirement by 1 plus the item bonus of the loaded bomb. The armor's normal penalties still apply, based on this altered Strength. However, add the bottled lightning's item bonus to your [Athletics](compendium/skills.md#Athletics) checks to [Force Open](rules/actions/force-open.md), [High Jump](rules/actions/high-jump.md), [Long Jump](rules/actions/long-jump.md), and [Shove](rules/actions/shove.md). These effects last for 10 minutes. The armor uses up the bottled lightning during the duration and can't be activated again until a new one is installed. + +--- *Source: Treasure Vault p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/practice-targets-g-g.md b/compendium/equipment/items/practice-targets-g-g.md index 6bfad1b74..ba05b26c9 100644 --- a/compendium/equipment/items/practice-targets-g-g.md +++ b/compendium/equipment/items/practice-targets-g-g.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Practice Targets"] --- # Practice Targets *Item 0* - **Price** 2 sp - **Bulk** L -- **Category** Adventuring Gear While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger's progress over time, keeping score of how close they came to hitting the most vital spots. These targets are also used in situations where more detailed accuracy must be recorded, such as firearm competitions. Practice targets can appear in many shapes and sizes and usually come in packs of 10 held in protective cases made of heavy cloth or light leather. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/praying-mantis-lotg.md b/compendium/equipment/items/praying-mantis-lotg.md index 49f69a0a4..292f92429 100644 --- a/compendium/equipment/items/praying-mantis-lotg.md +++ b/compendium/equipment/items/praying-mantis-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Praying Mantis"] --- # Praying Mantis *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/predictable-silver-piece-apg.md b/compendium/equipment/items/predictable-silver-piece-apg.md index 2436030f5..ffc8f83ec 100644 --- a/compendium/equipment/items/predictable-silver-piece-apg.md +++ b/compendium/equipment/items/predictable-silver-piece-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/divination - trait/magical aliases: ["Predictable Silver Piece"] @@ -13,14 +13,16 @@ aliases: ["Predictable Silver Piece"] - **Price** 3 gp - **Usage** held in 1 hand -- **Category** Held This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved— letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up. ``` + +--- *Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/presentable-lotgb.md b/compendium/equipment/items/presentable-lotgb.md index 39ece55b3..f6e2db3fc 100644 --- a/compendium/equipment/items/presentable-lotgb.md +++ b/compendium/equipment/items/presentable-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/enchantment - trait/magical - trait/uncommon @@ -13,8 +13,29 @@ aliases: ["Presentable"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** applied to any visible article of clothing -- **Category** Rune A garment with this rune is always clean, as though it had just been affected by [prestidigitation](compendium/spells/prestidigitation.md). You gain a +1 item bonus to [Make an Impression](rules/actions/make-an-impression.md) on those who would be impressed by a particular presentable outfit while wearing this garment. +--- +### Variants + +#### presentable *Item 3* + +- **Price**: 50 gp + +#### greater presentable *Item 10* + +- **Price**: 900 gp + +This rune grants a +2 item bonus and has an activation. + +```ad-embed-ability +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day + +**Effect** You cast [suggestion](compendium/spells/suggestion.md). +``` + +--- *Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/preserving-tv.md b/compendium/equipment/items/preserving-tv.md index d5be00ef5..e2ccc7461 100644 --- a/compendium/equipment/items/preserving-tv.md +++ b/compendium/equipment/items/preserving-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/necromancy aliases: ["Preserving"] @@ -12,8 +12,29 @@ aliases: ["Preserving"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Usage** applied to a basket, bag, or other container -- **Category** Rune Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items. +--- +### Variants + +#### preserving *Item 3* + +- **Price**: 45 gp + +#### greater preserving *Item 8* + +- **Price**: 450 gp + +Non-magical food and drink inside the container never spoil, and the rune has an activation. + +```ad-embed-ability +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day + +**Effect** The container casts purify food and drink on all the food and drink within. +``` + +--- *Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/pressure-bomb-pfum.md b/compendium/equipment/items/pressure-bomb-pfum.md index 236812978..0c20ebd50 100644 --- a/compendium/equipment/items/pressure-bomb-pfum.md +++ b/compendium/equipment/items/pressure-bomb-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -15,10 +15,37 @@ aliases: ["Pressure Bomb"] # Pressure Bomb *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked [prone](rules/conditions.md#Prone). Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bomb deals `1d4` bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d4` bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed 5 feet away from you. + +#### greater *Item 11* + +- **Price**: 275 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d4` bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed 5 feet away from you. + +#### major *Item 17* + +- **Price**: 2750 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d4` bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you. + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/primeval-mistletoe.md b/compendium/equipment/items/primeval-mistletoe.md index ad613f1b2..34c71b3a8 100644 --- a/compendium/equipment/items/primeval-mistletoe.md +++ b/compendium/equipment/items/primeval-mistletoe.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/primal - trait/transmutation aliases: ["Primeval Mistletoe"] @@ -11,21 +11,38 @@ aliases: ["Primeval Mistletoe"] # Primeval Mistletoe *Item 6+* [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to [Nature](compendium/skills.md#Nature) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You squeeze juice from one of the berries and smear it onto a club or staff to cast [shillelagh](compendium/spells/shillelagh.md) upon it. +- **Frequency**: once per 10 minutes + +**Effect** You squeeze juice from one of the berries and smear it onto a club or staff to cast [shillelagh](compendium/spells/shillelagh.md) upon it. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You can twine the sprig around the wrist of one hand and touch a tree to cast [tree shape](compendium/spells/tree-shape.md) upon yourself, except instead of a becoming a tree, you become a vine on the touched tree. +**Effect** You can twine the sprig around the wrist of one hand and touch a tree to cast [tree shape](compendium/spells/tree-shape.md) upon yourself, except instead of a becoming a tree, you become a vine on the touched tree. ``` +--- +### Variants + +#### standard *Item 6* + +- **Price**: 230 gp + +#### greater *Item 14* + +- **Price**: 3900 gp + +The sprig grants a +2 bonus and can be activated in one additional way: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md); **Frequency** once per day; **Effect** You plant the primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with positive energy, replicating the effects of a [field of life](compendium/spells/field-of-life.md) spell. This lasts for up to 1 minute, as long as you continue to Sustain the Activation. When this magic ends, the holly bushes revert back into the original primeval mistletoe. + +--- *Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/printing-press-g-g.md b/compendium/equipment/items/printing-press-g-g.md index cd70f8be5..75460286a 100644 --- a/compendium/equipment/items/printing-press-g-g.md +++ b/compendium/equipment/items/printing-press-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/clockwork - trait/rare aliases: ["Printing Press"] @@ -13,10 +13,11 @@ aliases: ["Printing Press"] - **Price** 600 gp - **Bulk** 20 -- **Category** Adventuring Gear The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass production of large volumes of text. Using the press, a worker can produce up to 3,600 identical pages per day. In order to use the printing press, you must first set the type for the page you want to print. Time required to set type varies depending on the number of characters used; from 1 hour for small pages with brief text, to 8 hours for a full-sized normal page of text, though extreme examples may be outside this range. When you prepare a page for printing, you can include engraved images in addition to text. No magical properties of text are transferred in the printing process, so it cannot be used to mass-produce magical scrolls, glyphs of warding, or similar spells or magic items. + +--- *Source: Guns & Gears p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/prismatic-plate-lotgb.md b/compendium/equipment/items/prismatic-plate-lotgb.md index 6c44b8bc1..241d4579c 100644 --- a/compendium/equipment/items/prismatic-plate-lotgb.md +++ b/compendium/equipment/items/prismatic-plate-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -14,15 +14,17 @@ aliases: ["Prismatic Plate"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include 1,600 gp of mithral. +- **Bulk** 1; **Usage** worn armor With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon—[Desna](compendium/setting/deities/desna.md), [Sarenrae](compendium/setting/deities/sarenrae.md), and [Shelyn](compendium/setting/deities/shelyn.md)—surrounded by a rainbow-colored set of gems. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level [chromatic wall](compendium/spells/chromatic-wall.md) spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways. +- **Frequency**: once per day + +**Effect** You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level [chromatic wall](compendium/spells/chromatic-wall.md) spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways. First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against [any](rules/traits/any-b1.md "Any Alignment Trait") effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light. @@ -31,4 +33,6 @@ Second, any creature that touches you or damages you with an unarmed attack or n A creature can also remove a color from your field of light by using a specific spell, as described in chromatic wall. The effect ends early if each color disappears from your field of light, or if you choose to [Dismiss](rules/actions/dismiss.md) it. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/private-workshop-lotgb.md b/compendium/equipment/items/private-workshop-lotgb.md index aa79f7d2b..3e74705fa 100644 --- a/compendium/equipment/items/private-workshop-lotgb.md +++ b/compendium/equipment/items/private-workshop-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,16 +15,18 @@ aliases: ["Private Workshop"] - **Price** 200 gp - **Bulk** L (when not activated) -- **Category** Structure A private workshop is a model building about the size of a music box that resembles a smithy, tannery, alchemy lab, or other crafting facility. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) command, envision, [Interact](rules/actions/interact.md) + The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to [Craft](rules/actions/craft.md) items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials. You can pull on a cord hanging from the workshop's ceiling as an [Interact](rules/actions/interact.md) action to revert the private workshop to its model form. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/probing-cane-lotgb.md b/compendium/equipment/items/probing-cane-lotgb.md index 93d0bc0ed..436124fff 100644 --- a/compendium/equipment/items/probing-cane-lotgb.md +++ b/compendium/equipment/items/probing-cane-lotgb.md @@ -13,7 +13,7 @@ aliases: ["Probing Cane"] - **Price** 5 sp - **Bulk** L -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club @@ -23,4 +23,6 @@ The cane is typically several feet long, generally reaching the user's chin, but Probing canes are made from reinforced wood with the same strengthening process and treatment as a [longbow](compendium/equipment/items/longbow.md), creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals `1d6` bludgeoning damage, has the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") and [sweep](rules/traits/sweep.md "Sweep Weapon Trait") traits, and is a martial melee weapon in the club weapon group. + +--- *Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-brigandine-lotgb.md b/compendium/equipment/items/psychic-brigandine-lotgb.md index 522a4416e..dc1199220 100644 --- a/compendium/equipment/items/psychic-brigandine-lotgb.md +++ b/compendium/equipment/items/psychic-brigandine-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Psychic Brigandine"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Bulk** 2; **Usage** worn armor Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail. @@ -23,4 +22,6 @@ Also known as a coat of a thousand thoughts in Vudra and Jalmeray, where it was Whenever you use the armor to become [invisible](rules/conditions.md#Invisible), you also become psychically [invisible](rules/conditions.md#Invisible). Each time you would be affected by an effect with the [mental](rules/traits/mental.md "Mental Effect Trait") trait while you are Lost & Found Wares. + +--- *Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-colors-elixir-gw3.md b/compendium/equipment/items/psychic-colors-elixir-gw3.md index a2ee22382..33ab39b91 100644 --- a/compendium/equipment/items/psychic-colors-elixir-gw3.md +++ b/compendium/equipment/items/psychic-colors-elixir-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,10 +14,11 @@ aliases: ["Psychic Colors Elixir"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a creature you can see is using a telepathic or telekinetic ability, such as the telepathy monster ability, spells like telekinetic projectile or telepathic bond, or similar abilities. You also can sense if an object or creature you can see is being manipulated or contacted by such an ability. Both the user and the target of the ability are outlined in faint shimmers of matching color. + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/psychic-warding-bracelet-lopsg.md b/compendium/equipment/items/psychic-warding-bracelet-lopsg.md index 42ff56901..3f9220164 100644 --- a/compendium/equipment/items/psychic-warding-bracelet-lopsg.md +++ b/compendium/equipment/items/psychic-warding-bracelet-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/consumable +- item/category/consumable/ - trait/consumable aliases: ["Psychic Warding Bracelet"] --- @@ -11,11 +11,12 @@ aliases: ["Psychic Warding Bracelet"] [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 10 gp -- **Usage** worn; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** worn This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a [mental](rules/traits/mental.md "Mental Effect Trait") effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with) You can remove the bracelet with an [Interact](rules/actions/interact.md) action, but doing so breaks the bracelet's alignment and requires you to spend another 10 minutes to carefully tie it back on. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/psychopomp-mask-sot1.md b/compendium/equipment/items/psychopomp-mask-sot1.md index f9a1e6142..dfb33118c 100644 --- a/compendium/equipment/items/psychopomp-mask-sot1.md +++ b/compendium/equipment/items/psychopomp-mask-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/necromancy @@ -15,8 +15,9 @@ aliases: ["Psychopomp Mask"] - **Price** 5 gp - **Usage** worn mask -- **Category** Worn These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask in your place. If you begin your turn with a [dying](rules/conditions.md#Dying) value of 3 or greater, instead of making your recovery check, you lose the [dying](rules/conditions.md#Dying) condition but remain [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points. The mask then cracks in half and is destroyed. The psychopomps won't be so easily fooled again—you are temporarily immune to the effects of any psychopomp mask for 1 year. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/pucker-pickle-tv.md b/compendium/equipment/items/pucker-pickle-tv.md index fe3377d93..92ea4a97f 100644 --- a/compendium/equipment/items/pucker-pickle-tv.md +++ b/compendium/equipment/items/pucker-pickle-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/poison @@ -13,10 +13,11 @@ aliases: ["Pucker Pickle"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after eating a pucker pickle, you smell slightly of pickle, but you have a horrendous taste. Once a creature hits you with a [Strike](rules/actions/strike.md) using an attack that allows it to taste you, such as a jaws [Strike](rules/actions/strike.md), it takes a –2 circumstance penalty to further attacks against you that allow it to taste you, including attacks like Grappling or Tripping you using its jaws or Swallowing you Whole. Creatures, especially animals, often choose other targets after tasting you. Any creature that Engulfs you or Swallows you Whole is [sickened](rules/conditions.md#Sickened). If it spends an action retching to reduce the [sickened](rules/conditions.md#Sickened) condition, you can attempt to [Escape](rules/actions/escape.md) as a reaction. + +--- *Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/puff-dragon-g-g.md b/compendium/equipment/items/puff-dragon-g-g.md index ef99b43ad..e4a4db1c7 100644 --- a/compendium/equipment/items/puff-dragon-g-g.md +++ b/compendium/equipment/items/puff-dragon-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/poison +- item/category/poison/ - trait/clockwork - trait/consumable - trait/mechanical @@ -17,7 +17,6 @@ aliases: ["Puff Dragon"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 120 gp -- **Category** Poison This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot emanation. Those within the emanation when the snare is activated must attempt a DC 25 Fortitude saving throw or take `3d6` poison damage. @@ -27,4 +26,6 @@ This cute and unassuming dragon toy activates once a creature moves into its squ > - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). > - **Critical Failure** The creature takes double damage and is [sickened](rules/conditions.md#Sickened). + +--- *Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/pummel-growth-toxin-tv.md b/compendium/equipment/items/pummel-growth-toxin-tv.md index a31a400ad..4e9e6dc54 100644 --- a/compendium/equipment/items/pummel-growth-toxin-tv.md +++ b/compendium/equipment/items/pummel-growth-toxin-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Pummel-Growth Toxin"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 550 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for manipulation grows from the victim's body. The limb initially flails about, throwing the creature off-balance. Once it "matures," the limb pummels the victim instead. The limb can't deal its bludgeoning damage if the victim is unable to take actions. Upon recovery from the poison, the extra limb withers and falls off. @@ -35,4 +34,6 @@ title: Saving Throw: DC 32 Fortitude **Stage 3** `4d6` poison damage, [clumsy](rules/conditions.md#Clumsy), [slowed](rules/conditions.md#Slowed), `4d6` bludgeoning damage (1 round) ``` + +--- *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/pummeling-snare-lotgb.md b/compendium/equipment/items/pummeling-snare-lotgb.md index f46d16689..641a16487 100644 --- a/compendium/equipment/items/pummeling-snare-lotgb.md +++ b/compendium/equipment/items/pummeling-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,8 +15,9 @@ aliases: ["Pummeling Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Category** Snare This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing `6d8` bludgeoning damage (DC 21 basic Reflex save). + +--- *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/purloining-cloak-tv.md b/compendium/equipment/items/purloining-cloak-tv.md index fb85bf613..7a6062571 100644 --- a/compendium/equipment/items/purloining-cloak-tv.md +++ b/compendium/equipment/items/purloining-cloak-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/intelligent - trait/invested @@ -15,21 +15,24 @@ aliases: ["Purloining Cloak"] # Purloining Cloak *Item 18* [apex](rules/traits/apex.md "Apex Item Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn cloak; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn cloak Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a penchant for high-stakes thievery. If its owner isn't willing to partake in such activities, the cloak tries to convince them to sell or give it to someone who will. A purloining cloak can use tendrils of its cloth to attempt [Thievery](compendium/skills.md#Thievery) checks to [Palm an Object](rules/actions/palm-an-object.md) or [Steal](rules/actions/steal.md), proudly offering you its loot later. In addition to those of a mercurial mantle, a purloining cloak has the following activations. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + The cloak casts 2nd-level [illusory disguise](compendium/spells/illusory-disguise.md) on you, usually to your specifications. However the cloak can choose the appearance of the illusion for you. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical properties. ``` + +--- *Source: Treasure Vault p. 196* \ No newline at end of file diff --git a/compendium/equipment/items/purple-worm-venom.md b/compendium/equipment/items/purple-worm-venom.md index 5e39afea3..9f35f8b28 100644 --- a/compendium/equipment/items/purple-worm-venom.md +++ b/compendium/equipment/items/purple-worm-venom.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Purple Worm Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 500 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Venom from enormous purple worms leaves a victim weakened. @@ -34,4 +33,6 @@ title: Saving Throw: DC 32 Fortitude **Stage 3** `8d6` poison and [enfeebled](rules/conditions.md#Enfeebled) (1 round) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/putrescent-glob-sli.md b/compendium/equipment/items/putrescent-glob-sli.md index 9bce3e030..1e5eb6d56 100644 --- a/compendium/equipment/items/putrescent-glob-sli.md +++ b/compendium/equipment/items/putrescent-glob-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Putrescent Glob"] - **Price** 65 gp - **Usage** affixed to a weapon - **Activate** envision; **Trigger** You damage a creature that is [sickened](rules/conditions.md#Sickened) with a [Strike](rules/actions/strike.md) using the affixed weapon; **Requirements** You are an expert with the affixed weapon. -- **Category** Talisman This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob, the creature you damaged must succeed at a DC 23 Fortitude save or its [sickened](rules/conditions.md#Sickened) condition increases to [sickened](rules/conditions.md#Sickened), and it can't reduce its [sickened](rules/conditions.md#Sickened) condition until the end of its next turn. On a critical failure, it's also [slowed](rules/conditions.md#Slowed) until the end of its next turn. + +--- *Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/puzzle-box-lotgb.md b/compendium/equipment/items/puzzle-box-lotgb.md index 742be2e9d..7b70d82f1 100644 --- a/compendium/equipment/items/puzzle-box-lotgb.md +++ b/compendium/equipment/items/puzzle-box-lotgb.md @@ -3,14 +3,40 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Puzzle Box"] --- # Puzzle Box *Item 0+* -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful [Games Lore](compendium/skills.md#Lore) or [Thievery](compendium/skills.md#Thievery) checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. +--- +### Variants + +#### simple puzzle box *Item 0* + +- **Price**: 2 sp + +The DC to solve this puzzle box is 15. + +#### complex puzzle box *Item 1* + +- **Price**: 2 gp + +The DC to solve this puzzle box is 20. + +#### challenging puzzle box *Item 3* + +- **Price**: 10 gp + +The DC to solve this puzzle box is 25. + +#### hollow puzzle box; Level 0+ *Item 0* + + +A hollow puzzle box is designed to have an empty compartment in its center, allowing you to hide an object inside of the box. Only someone that solves the puzzle box can access the item within. A hollow puzzle box can hold an item of negligible Bulk no larger than 1 inch in diameter. Any puzzle box can be made into a hollow puzzle box. Doing so doubles the puzzle box's price. + +--- *Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/pyrite-rat-bb.md b/compendium/equipment/items/pyrite-rat-bb.md index 77b165533..6752d0a6d 100644 --- a/compendium/equipment/items/pyrite-rat-bb.md +++ b/compendium/equipment/items/pyrite-rat-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Pyrite Rat"] @@ -13,16 +13,19 @@ aliases: ["Pyrite Rat"] - **Price** 32 gp - **Usage** held in 1 hand -- **Category** Held This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the following action when you hold the _pyrite rat_. You can use this action only once per day, and the rat remains transformed for 1 hour. ```ad-embed-ability -title: Transform Statue [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Transform Statue** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([concentrate](rules/traits/concentrate.md), [manipulate](rules/traits/manipulate.md)) + You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever. -%% #trait/concentrate #trait/manipulate %% +%% + #trait/concentrate #trait/manipulate +%% ``` + +--- *Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/pyronite-ooa2.md b/compendium/equipment/items/pyronite-ooa2.md index ba8d9042d..c8d90e6bd 100644 --- a/compendium/equipment/items/pyronite-ooa2.md +++ b/compendium/equipment/items/pyronite-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/fire @@ -14,28 +14,26 @@ aliases: ["Pyronite"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 250 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in one hand A stick of pyronite is a devastating explosive that fills an area with fire and concussive force when it detonates— as long as its fuse has been lit! Pyronite is an unstable material with a limited shelf life. Sticks of pyronite must be kept dry and cool; otherwise, the raw pyronite will leak out of the rods and collect as a semi-transparent goo that explodes on any impact or loud noise, with an explosive effect equal to half the number of rods. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -``` +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) [Interact](rules/actions/interact.md) -[Interact](rules/actions/interact.md); Activating a stick of pyronite is usually a two-action activity. -First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an [Interact](rules/actions/interact.md) action with the ranged trait) up to 50 feet away—if you hurl it into an existing fire, you don't need to take the initial action to light its fuse and can +Activating a stick of pyronite is usually a two-action activity. -```ad-embed-ability -title: Activate -``` +First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an [Interact](rules/actions/interact.md) action with the ranged trait) up to 50 feet away. + +If you hurl the pyronite into an existing fire, you don't need to take the initial action to light its fuse and can Activate the pyronite with only one action. You can toss the pyronite anywhere within 50 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, regardless of whether you've thrown it or not. (A lit fuse can be extinguished with an [Interact](rules/actions/interact.md) action.) If multiple sticks of pyronite detonate at the end of your turn, you can increase the area, but not the damage, of this effect. When the pyronite explodes, all creatures in a 20-foot burst must attempt a DC 28 Reflex save or take `3d6` fire damage and `3d6` bludgeoning damage. +``` > [!success-degree] > - **Critical Success** The creature is unaffected. @@ -43,4 +41,6 @@ Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, reg > - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for 1 minute. > - **Critical Failure** The creature takes double damage and is knocked [prone](rules/conditions.md#Prone), [stunned](rules/conditions.md#Stunned), and [deafened](rules/conditions.md#Deafened) for 1 hour. + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/queasy-lantern-lotgb.md b/compendium/equipment/items/queasy-lantern-lotgb.md index 1d5ab602c..8c9e6354a 100644 --- a/compendium/equipment/items/queasy-lantern-lotgb.md +++ b/compendium/equipment/items/queasy-lantern-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/light - trait/magical - trait/necromancy @@ -13,15 +13,36 @@ aliases: ["Queasy Lantern"] # Queasy Lantern *Item 7+* [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an [Interact](rules/actions/interact.md) action to block or reveal the light. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). The light then reverts to normal as the lens slides out of place. +- **Frequency**: once per day + +**Effect** You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure). The light then reverts to normal as the lens slides out of place. ``` +--- +### Variants + +#### lesser queasy lantern *Item 7* + +- **Price**: 325 gp + +#### moderate queasy lantern *Item 12* + +- **Price**: 1700 gp + +The DC is 29. Creatures become [sickened](rules/conditions.md#Sickened) on a failure or [sickened](rules/conditions.md#Sickened) on a critical failure. + +#### greater queasy lantern *Item 17* + +- **Price**: 13500 gp + +The DC is 37. Creatures become [sickened](rules/conditions.md#Sickened) on a failure or [sickened](rules/conditions.md#Sickened) on a critical failure. + +--- *Source: Lost Omens: The Grand Bazaar p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/quenching-potion-tv.md b/compendium/equipment/items/quenching-potion-tv.md index 382f1061a..83146ee26 100644 --- a/compendium/equipment/items/quenching-potion-tv.md +++ b/compendium/equipment/items/quenching-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/necromancy @@ -14,12 +14,13 @@ aliases: ["Quenching Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 85 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates you and cleanses your system. Immediately attempt a flat check to end any [persistent acid](rules/conditions.md#Persistent%20Damage), fire, negative, or poison damage affecting you, and attempt a new saving throw against any poison affecting you. Poison can't progress to a worse stage due to this saving throw. The potion counts as a particularly appropriate type of help against [persistent acid](rules/conditions.md#Persistent%20Damage), fire, negative, and poison damage. + +--- *Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/quenching-tv.md b/compendium/equipment/items/quenching-tv.md index caaeecc5d..da5240d92 100644 --- a/compendium/equipment/items/quenching-tv.md +++ b/compendium/equipment/items/quenching-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Quenching"] @@ -12,8 +12,33 @@ aliases: ["Quenching"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor -- **Category** Rune This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage affecting you from 15 to 12 (7 with particularly effective assistance). +--- +### Variants + +#### quenching *Item 6* + +- **Price**: 250 gp + +#### greater quenching *Item 10* + +- **Price**: 1000 gp + +The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). + +#### major quenching *Item 14* + +- **Price**: 4500 gp + +The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). + +#### true quenching *Item 18* + +- **Price**: 24000 gp + +The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage). + +--- *Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/quick-runners-shirt-lotgb.md b/compendium/equipment/items/quick-runners-shirt-lotgb.md index 0629ccd3c..9412ec7b3 100644 --- a/compendium/equipment/items/quick-runners-shirt-lotgb.md +++ b/compendium/equipment/items/quick-runners-shirt-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -14,16 +14,31 @@ aliases: ["Quick Runner's Shirt"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn -- **Category** Worn This light shirt is made of thin fabric embroidered with arrangements of winged feet. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -Your feet feel lighter, allowing you to move with greater speed. +- **Frequency**: once per hour + +**Effect** Your feet feel lighter, allowing you to move with greater speed. You [Stride](rules/actions/stride.md) twice and gain a +10-foot item bonus to your Speed during those [Stride](rules/actions/stride.md) actions. ``` +--- +### Variants + +#### quick runner's shirt *Item 5* + +- **Price**: 150 gp + +#### greater quick runner's shirt *Item 12* + +- **Price**: 1750 gp + +When you Activate the shirt, you [Stride](rules/actions/stride.md) three times. + +--- *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/quick-wig-lotgb.md b/compendium/equipment/items/quick-wig-lotgb.md index c4c728a05..8c9927efd 100644 --- a/compendium/equipment/items/quick-wig-lotgb.md +++ b/compendium/equipment/items/quick-wig-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -14,11 +14,12 @@ aliases: ["Quick Wig"] [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear A quick wig magically conceals your natural hair while worn, eliminating the need to braid or pin your hair beneath it. In addition, your facial hair and eyebrows change color to match the wig while you wear it. When used as part of a [Deception](compendium/skills.md#Deception) check to [Impersonate](rules/actions/impersonate.md) to go unrecognized by changing your hair, you no longer require a disguise kit, you Material Changes Wares gain a +1 item bonus on the check, and you reduce the time to create the disguise from 10 minutes to 5 minutes. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise or Impersonating a specific person, and the wig only provides its item bonus when Impersonating a specific person if that person's hair color and style match the wig's. Quick wigs detangle themselves while not in use. + +--- *Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/quickpatch-glue-lopsg.md b/compendium/equipment/items/quickpatch-glue-lopsg.md index 1acd3151f..e3cbf6d1d 100644 --- a/compendium/equipment/items/quickpatch-glue-lopsg.md +++ b/compendium/equipment/items/quickpatch-glue-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -13,8 +13,7 @@ aliases: ["Quickpatch Glue"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand Quickpatch glue is a fast-setting adhesive designed for rapid but temporary repairs. @@ -22,4 +21,6 @@ When applied to a [broken](rules/conditions.md#Broken) item, the glue adheres th This does not restore the item's hit points, but it allows the item to be used for its normal function and removes the [broken](rules/conditions.md#Broken) condition. The glue is fragile and degrades over time. An item repaired by quickpatch glue regains the [broken](rules/conditions.md#Broken) condition after it takes damage or 1 hour passes (whichever comes first). In order to apply a new vial of quickpatch glue to or repair the item, the item's holder must first remove the glue residue, a process that requires 10 minutes of effort and a set of alchemist's tools. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/quicksilver-mutagen.md b/compendium/equipment/items/quicksilver-mutagen.md index df7bfcd79..8594a036e 100644 --- a/compendium/equipment/items/quicksilver-mutagen.md +++ b/compendium/equipment/items/quicksilver-mutagen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Quicksilver Mutagen"] # Quicksilver Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile. @@ -24,4 +23,32 @@ Your features become thin and angular. You become swifter and nimbler, but your **Drawback** You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour. + +--- *Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/quill-of-passage-lopsg.md b/compendium/equipment/items/quill-of-passage-lopsg.md index 8b5a1d527..ed3b1b7a2 100644 --- a/compendium/equipment/items/quill-of-passage-lopsg.md +++ b/compendium/equipment/items/quill-of-passage-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -14,14 +14,17 @@ aliases: ["Quill Of Passage"] - **Price** 1200 gp - **Usage** held in one hand -- **Category** Held This black-feathered quill has a glowing nib with a small amount of glowing ink inside it. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface. +- **Frequency**: once per day + +**Effect** Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 118* \ No newline at end of file diff --git a/compendium/equipment/items/quilted-armor-tv.md b/compendium/equipment/items/quilted-armor-tv.md index 0d4a0c9d4..ab3467fdc 100644 --- a/compendium/equipment/items/quilted-armor-tv.md +++ b/compendium/equipment/items/quilted-armor-tv.md @@ -13,9 +13,11 @@ aliases: ["Quilted Armor"] - **Price** 3 gp - **Bulk** 1 - **AC Bonus** +2; **Dex Cap** +2 -- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Strength** 12; **Check Penalty** -1; **Speed Penalty** — - **Category** Light; **Group** Cloth Quilted armor is built in a long coat intended for defensive use without other armor. Quilted armor protects the upper body and legs, differentiating it further from the typical padded undercoat. This armor is frequently made in stylish colors or patterns to facilitate use as protective outerwear or a military uniform. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/rabbit-lotg.md b/compendium/equipment/items/rabbit-lotg.md index 94dfc5a39..fbe117ead 100644 --- a/compendium/equipment/items/rabbit-lotg.md +++ b/compendium/equipment/items/rabbit-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Rabbit"] --- # Rabbit *Item 0* - **Price** 1 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/raccoon-lotg.md b/compendium/equipment/items/raccoon-lotg.md index c7fd00d22..91c67adc6 100644 --- a/compendium/equipment/items/raccoon-lotg.md +++ b/compendium/equipment/items/raccoon-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Raccoon"] --- # Raccoon *Item 0* - **Price** 5 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/radiant-lance-locg.md b/compendium/equipment/items/radiant-lance-locg.md index d4548b9d8..70e43d6d0 100644 --- a/compendium/equipment/items/radiant-lance-locg.md +++ b/compendium/equipment/items/radiant-lance-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/held +- item/category/held/ - trait/divine - trait/evocation - trait/fire @@ -16,8 +16,7 @@ aliases: ["Radiant Lance"] [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5750 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands When wielded in battle, these silver lances blaze with light. @@ -30,4 +29,6 @@ When wielded in battle, the radiant lance sheds bright light in a 60-foot radius > - **Failure** The undead is [slowed](rules/conditions.md#Slowed) for 1 round. > - **Critical Failure** The undead is [slowed](rules/conditions.md#Slowed) for 1 minute. Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md); Frequency once per day; Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-level [searing light](compendium/spells/searing-light.md). + +--- *Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/radiant-prism-tv.md b/compendium/equipment/items/radiant-prism-tv.md index 61d35115b..877923420 100644 --- a/compendium/equipment/items/radiant-prism-tv.md +++ b/compendium/equipment/items/radiant-prism-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/abjuration - trait/magical - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Radiant Prism"] # Radiant Prism *Item 16+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon Any armor or weapon this glass prism is affixed to glows softly with shifting colored lights. The spell DC of any spell cast by activating this item is 35. @@ -21,15 +20,66 @@ Any armor or weapon this glass prism is affixed to glows softly with shifting co - Weapon After you cast an abjuration spell by activating the prism, your Strikes with the weapon gain the brilliant property rune until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [light](compendium/spells/light.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [prismatic armor](compendium/spells/prismatic-armor-som.md) . +``` + +--- +### Variants + +#### greater radiant prism *Item 18* + +- **Price**: 20500 gp + +The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 38. The damage from the brilliant rune increases to `2d4` of each type. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [prismatic armor](compendium/spells/prismatic-armor-som.md) . +**Effect** You cast [prismatic armor](compendium/spells/prismatic-armor-som.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [prismatic wall](compendium/spells/prismatic-wall.md). +``` + +#### major radiant prism *Item 20* + +- **Price**: 64000 gp + +The concealment when affixed to armor lasts for 2 rounds, and the spell DC is 43. The rune is greater brilliant, and its damage is `3d4` of each type. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [prismatic armor](compendium/spells/prismatic-armor-som.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [prismatic sphere](compendium/spells/prismatic-sphere.md). +``` + +--- *Source: Treasure Vault p. 127* \ No newline at end of file diff --git a/compendium/equipment/items/radiant-spark-aoe6.md b/compendium/equipment/items/radiant-spark-aoe6.md index ee41c968e..66741bd1b 100644 --- a/compendium/equipment/items/radiant-spark-aoe6.md +++ b/compendium/equipment/items/radiant-spark-aoe6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/conjuration - trait/occult @@ -13,19 +13,19 @@ aliases: ["Radiant Spark"] # Radiant Spark *Item 25* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** held in 1 hand This shining prism is bound within a golden frame. The bright glow within the artifact is the gleaming essence of celestials bound within it in ancient times. Each activation consumes a bit of this celestial energy, projecting the screams of the celestials into your mind. While holding the Radiant Spark, you gain a +2 item bonus to saving throws against divine spells and effects and you are aware of its powers. If you are good, while holding the Radiant Spark, you are [sickened](rules/conditions.md#Sickened) and can't recover from this condition. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + The Radiant Spark casts a 10th-level [dominate](compendium/spells/dominate.md) spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You begin casting a planar binding ritual @@ -33,7 +33,7 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision, [Interact](rules/actions/interact.md) - **Trigger**: The target critically fails their save against the Radiant Spark's [dominate](compendium/spells/dominate.md) spell or you critically succeed at binding the target with the planar binding ritual using the artifact @@ -46,4 +46,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R > - **Critical Failure** As failure, and the target can't be brought back to life until the Radiant Spark is destroyed. Destruction An archfiend or evil demigod must willingly swap their essence with that of a celestial dominated or bound by the artifact, then critically fail the saving throw against having their essence consumed. This permanently destroys both the artifact and the fiend or demigod. ``` + +--- *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/raining-knives-snare-lotgb.md b/compendium/equipment/items/raining-knives-snare-lotgb.md index cf73a21c5..37507f9ce 100644 --- a/compendium/equipment/items/raining-knives-snare-lotgb.md +++ b/compendium/equipment/items/raining-knives-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,8 +15,9 @@ aliases: ["Raining Knives Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 170 gp -- **Category** Snare As soon as a creature enters the snare's square, it unleashes a barrage of knives at the creature from all directions, dealing `11d8` piercing damage (DC 29 basic Reflex). + +--- *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/rampart-shield-lotgb.md b/compendium/equipment/items/rampart-shield-lotgb.md index 927115ab1..0e364e4b1 100644 --- a/compendium/equipment/items/rampart-shield-lotgb.md +++ b/compendium/equipment/items/rampart-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -13,17 +13,20 @@ aliases: ["Rampart Shield"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1900 gp -- **Usage** held in one hand; **Bulk** 4 -- **Category** Held +- **Bulk** 4; **Usage** held in one hand This massive tower shield (Hardness 10, HP 60, BT 30) is painted a cool cyan green and is decorated with an image of Absalom's mother-sphinx emerging from a cresting wave. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") Command -You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails. +- **Frequency**: once per day + +**Effect** You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails. At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can [Dismiss](rules/actions/dismiss.md) the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/ranging-shot-tv.md b/compendium/equipment/items/ranging-shot-tv.md index 37b491c65..aa18d93a9 100644 --- a/compendium/equipment/items/ranging-shot-tv.md +++ b/compendium/equipment/items/ranging-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -15,10 +15,11 @@ aliases: ["Ranging Shot"] - **Price** 9 gp - **Ammunition** any - **Activate** command -- **Category** Consumable Strange striations and pits mark the head of a ranging shot. When the activated ammunition is fired, it sends out whistling pings along its path until it hits something or reaches its maximum range. As long as you can perceive the sounds the ammunition makes, you can tell exactly how far it has flown. The sounds are audible to creatures who didn't Activate the ammunition, but they receive no special information from the ranging shot's whistling. + +--- *Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/ranseur.md b/compendium/equipment/items/ranseur.md index ad7ace9a4..fbaf5370c 100644 --- a/compendium/equipment/items/ranseur.md +++ b/compendium/equipment/items/ranseur.md @@ -13,10 +13,12 @@ aliases: ["Ranseur"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d10` P + - **Damage**: `1d10` P - **Hands** 2 - **Category** Martial; **Group** Polearm This polearm is a long trident with a central prong that's longer than the other two. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/rapier-pistol-g-g.md b/compendium/equipment/items/rapier-pistol-g-g.md index e24f7b9f9..de9e9fe19 100644 --- a/compendium/equipment/items/rapier-pistol-g-g.md +++ b/compendium/equipment/items/rapier-pistol-g-g.md @@ -20,14 +20,16 @@ aliases: ["Rapier Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 10 gp - **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P +- **Ranged**: + - **Damage**: `1d4` P - **Ammunution** round; **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` P +- **Melee**: + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial This elegant weapon is shaped similarly to a rapier with a pistol down the length of the blade. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/rapier.md b/compendium/equipment/items/rapier.md index 1fd8de9a1..d1b8f4523 100644 --- a/compendium/equipment/items/rapier.md +++ b/compendium/equipment/items/rapier.md @@ -14,10 +14,12 @@ aliases: ["Rapier"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Sword The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/rat-catcher-trident-logm.md b/compendium/equipment/items/rat-catcher-trident-logm.md index b96eb19b1..88396a1d2 100644 --- a/compendium/equipment/items/rat-catcher-trident-logm.md +++ b/compendium/equipment/items/rat-catcher-trident-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -14,15 +14,18 @@ aliases: ["Rat-catcher Trident"] - **Access** follower of [Hanspur](compendium/setting/deities/hanspur-logm.md) - **Price** 1200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Hanspur, the drowned god of the Sellen River. When used against a swarm, it ignores the swarm's resistance to piercing damage, if any. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level [control water](compendium/spells/control-water.md) spell on the body of water. +- **Frequency**: once per day + +**Effect** While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level [control water](compendium/spells/control-water.md) spell on the body of water. ``` + +--- *Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/rat-lotg.md b/compendium/equipment/items/rat-lotg.md index 88071b729..58e7ddbf9 100644 --- a/compendium/equipment/items/rat-lotg.md +++ b/compendium/equipment/items/rat-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Rat"] --- # Rat *Item 0* - **Price** 1 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/ration-tonic-apg.md b/compendium/equipment/items/ration-tonic-apg.md index 07ecc6bb6..bfc191505 100644 --- a/compendium/equipment/items/ration-tonic-apg.md +++ b/compendium/equipment/items/ration-tonic-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/potion +- item/category/potion/ - trait/conjuration - trait/consumable - trait/magical @@ -13,12 +13,25 @@ aliases: ["Ration Tonic"] # Ration Tonic *Item 1+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted. +--- +### Variants + +#### ration tonic *Item 1* + +- **Price**: 3 gp + +#### greater ration tonic *Item 7* + +- **Price**: 55 gp + +A greater ration tonic nourishes you for 1 week instead of 1 day, distributing the nourishment in a constant and healthy flow across the week. + +--- *Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/rations-1-week.md b/compendium/equipment/items/rations-1-week.md index 203bba732..ad45085c0 100644 --- a/compendium/equipment/items/rations-1-week.md +++ b/compendium/equipment/items/rations-1-week.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Rations (1 week)"] --- # Rations (1 week) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Rations (1 week)"] - **Price** 4 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/raucous-gmg.md b/compendium/equipment/items/raucous-gmg.md index 0b40e1490..65107643c 100644 --- a/compendium/equipment/items/raucous-gmg.md +++ b/compendium/equipment/items/raucous-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/magical - trait/rare @@ -14,8 +14,9 @@ aliases: ["Raucous"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** curses gear or a weapon -- **Category** Curse While more annoying than deadly, a _raucous_ curse is the bane of subtlety. Whenever you use the affected item, you must loudly yell what you are attempting to do with it, ruining any attempts at stealth. Failure to announce your action or speak at an appropriate volume automatically causes the attempted action to become a critical failure. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/ravenous-gmg.md b/compendium/equipment/items/ravenous-gmg.md index 9dc4cbaf4..901debe56 100644 --- a/compendium/equipment/items/ravenous-gmg.md +++ b/compendium/equipment/items/ravenous-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/evocation - trait/magical @@ -14,8 +14,9 @@ aliases: ["Ravenous"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a ring, staff, or wand -- **Category** Curse A _ravenous_ curse draws power from the wielder's body. Whenever you [activate](rules/actions/activate-an-item.md) the item, you become incredibly hungry and immediately begin to starve ("_Core Rulebook" 500|CRB|10|Starvation and Thirst_). You require 10 times as much food as normal for the next day. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/razmiri-wayfinder-lopsg.md b/compendium/equipment/items/razmiri-wayfinder-lopsg.md index ab1353fee..9d3db757e 100644 --- a/compendium/equipment/items/razmiri-wayfinder-lopsg.md +++ b/compendium/equipment/items/razmiri-wayfinder-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/illusion - trait/magical - trait/necromancy @@ -14,21 +14,26 @@ aliases: ["Razmiri Wayfinder"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) or [Impersonate](rules/actions/impersonate.md). Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You touch an adjacent creature, granting them `3d8` temporary Hit Points for 1 hour. +- **Frequency**: three per day + +**Effect** You touch an adjacent creature, granting them `3d8` temporary Hit Points for 1 hour. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") manipulate + +- **Frequency**: once per day -You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. +**Effect** You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. ``` + +--- *Source: Lost Omens: Pathfinder Society Guide p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/razor-disc-tv.md b/compendium/equipment/items/razor-disc-tv.md index 3e8b63964..2bcf14e2a 100644 --- a/compendium/equipment/items/razor-disc-tv.md +++ b/compendium/equipment/items/razor-disc-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/integrated-1d6-s - trait/shield-throw-20-ft aliases: ["Razor Disc"] @@ -13,9 +13,11 @@ aliases: ["Razor Disc"] - **Price** 5 gp - **Bulk** 1 -- **AC Bonus** +1/+1; **null Hardness** 4, **null HP** 16 (BT 8) -- **Category** Shield; **Group** Shield +- **AC Bonus** +1/+1; **Hardness** 4, **HP** 16 (BT 8); **Speed Penalty** — +- **Group** Shield Several small blades line the outside edge of this steel shield. This specialized throwing shield is common among warriors in the Mwangi Expanse, where its blades can cut down foliage as it flies. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/reading-glyphs-tv.md b/compendium/equipment/items/reading-glyphs-tv.md index b6d0a6dfe..b3f7ac9ff 100644 --- a/compendium/equipment/items/reading-glyphs-tv.md +++ b/compendium/equipment/items/reading-glyphs-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/divination - trait/invested - trait/magical @@ -14,17 +14,20 @@ aliases: ["Reading Glyphs"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 90 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs cycle in appearance through those of various extant languages. Encrypted text causes your glyphs to turn to a recognizable "null" symbol. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You sync the tattoos with the text your fingertips are touching. +- **Frequency**: once per day + +**Effect** You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion. ``` + +--- *Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/reading-ring-lotgb.md b/compendium/equipment/items/reading-ring-lotgb.md index dc0089cb4..74ff336de 100644 --- a/compendium/equipment/items/reading-ring-lotgb.md +++ b/compendium/equipment/items/reading-ring-lotgb.md @@ -16,4 +16,18 @@ aliases: ["Reading Ring"] A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an [Interact](rules/actions/interact.md) action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner. +--- +### Variants + +#### reading ring *Item 1* + +- **Price**: 15 gp + +#### greater reading ring *Item 12* + +- **Price**: 1800 gp + +A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what it reads. + +--- *Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/ready-apg.md b/compendium/equipment/items/ready-apg.md index a9a3deb68..168fe993c 100644 --- a/compendium/equipment/items/ready-apg.md +++ b/compendium/equipment/items/ready-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Ready"] @@ -12,8 +12,21 @@ aliases: ["Ready"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor -- **Category** Rune A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute. +--- +### Variants + +#### ready *Item 6* + +- **Price**: 200 gp + +#### greater ready *Item 11* + +- **Price**: 1200 gp + +You can don light armor with a greater ready rune as a single action, or medium or heavy armor with a greater ready rune as a 3-action activity. + +--- *Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/reapers-crescent-tv.md b/compendium/equipment/items/reapers-crescent-tv.md index 403812dea..991bd6f2e 100644 --- a/compendium/equipment/items/reapers-crescent-tv.md +++ b/compendium/equipment/items/reapers-crescent-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/light - trait/magical @@ -14,11 +14,12 @@ aliases: ["Reaper's Crescent"] [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 575 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. Moonlight also causes a second rune on the blade to change shape with the moon's phases: during the new and crescent moon, the weapon has the ghost touch rune; during the quarter moon, the fearsome rune; and during the gibbous and full moon, the wounding rune. When wielded under moonlight of any strength, the reaper's crescent deals additional cold damage equal to the number of damage dice. + +--- *Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/reapers-grasp-g-g.md b/compendium/equipment/items/reapers-grasp-g-g.md index d92ae7935..ed125241c 100644 --- a/compendium/equipment/items/reapers-grasp-g-g.md +++ b/compendium/equipment/items/reapers-grasp-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/evil - trait/magical - trait/necromancy @@ -13,8 +13,7 @@ aliases: ["Reaper's Grasp"] # Reaper's Grasp *Item 11* [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Galt's infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation's constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Alkenstar and was reforged into a deadly firearm that retained the guillotine's soul-stealing properties. @@ -23,21 +22,29 @@ Whenever the reaper's grasp kills a sapient living or undead creature, a portion Keep track of the level of each creature whose souls are stored in the reaper's grasp. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([evil](rules/traits/evil.md)) - **Requirements**: There's at least one soul stored in the reaper's grasp **Effect** You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul stored in the weapon. The next [Strike](rules/actions/strike.md) you make with the reaper's grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose. -Using this ability releases the chosen soul, and a skull on the mosaic fades away. +Using this ability releases the chosen soul, and a skull on the mosaic fades away. +%% + #trait/evil +%% ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([evil](rules/traits/evil.md)) - **Requirements**: There's at least one soul stored in the reaper's grasp -**Effect** You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away. +**Effect** You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away. +%% + #trait/evil +%% ``` + +--- *Source: Guns & Gears p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/reapers-lancet-aoe1.md b/compendium/equipment/items/reapers-lancet-aoe1.md index f4de285ef..661af21be 100644 --- a/compendium/equipment/items/reapers-lancet-aoe1.md +++ b/compendium/equipment/items/reapers-lancet-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/poison +- item/category/poison/ - trait/magical - trait/necromancy - trait/poison @@ -14,19 +14,20 @@ aliases: ["Reaper's Lancet"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Poison +- **Bulk** 1; **Usage** held in 1 hand Hendrid Pratchett himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first victim was the very smith whom Pratchett commissioned to craft the weapon, so the means of its construction are a secret known only to Pratchett. The magic of the Reaper's Lancet applies to both the blade and the sheath, making them each effectively a +1 striking weapon, but only if both are wielded by the same creature—if the two components are shared between creatures, only the blade retains the rune's magic. Reaper's Lancet has a [hidden](rules/conditions.md#Hidden) reservoir inside the skull that automatically applies a new dose of poison to the blade after the previous dose was expended with a successful [Strike](rules/actions/strike.md). The reservoir must be filled manually (a process requiring 1 minute) and is large enough to hold only 3 doses at a time. Any sort of injury-delivered poison can be placed in it, though all doses must be of the same poison. The Price of the poison is not reflected in this weapon's listed Price. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You damage a creature with **Effect** You poison the creature you hit with the poison currently in the reservoir. ``` + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/reapers-spellgun-tv.md b/compendium/equipment/items/reapers-spellgun-tv.md index 7b16c695b..64dc29b1a 100644 --- a/compendium/equipment/items/reapers-spellgun-tv.md +++ b/compendium/equipment/items/reapers-spellgun-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/attack - trait/consumable - trait/death @@ -17,9 +17,8 @@ aliases: ["Reaper's Spellgun"] [attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [death](rules/traits/death.md "Death Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md), [Strike](rules/actions/strike.md) A rod of blackened bone with a bulb at one end comprises a reaper's spellgun, which feels heavier than it looks. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a shadowy ray, then dissolves into gray mist. @@ -27,4 +26,6 @@ A rod of blackened bone with a bulb at one end comprises a reaper's spellgun, wh > - **Critical Success** The target takes `4d6` negative damage and is [drained](rules/conditions.md#Drained) and [doomed](rules/conditions.md#Doomed). If it had fewer than half its maximum Hit Points after taking the negative damage, it's [drained](rules/conditions.md#Drained) instead. If the Hit Point loss from being [drained](rules/conditions.md#Drained) drops the creature to 0 Hit Points, it dies. > - **Success** As critical success, but for the [drained](rules/conditions.md#Drained) condition, the target is [drained](rules/conditions.md#Drained), or [drained](rules/conditions.md#Drained) if it had fewer than half its maximum HP. + +--- *Source: Treasure Vault p. 97* \ No newline at end of file diff --git a/compendium/equipment/items/rebirth-potion-tv.md b/compendium/equipment/items/rebirth-potion-tv.md index 3edbd9487..ecb328ffb 100644 --- a/compendium/equipment/items/rebirth-potion-tv.md +++ b/compendium/equipment/items/rebirth-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -15,12 +15,13 @@ aliases: ["Rebirth Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A small bit from a humanoid—such as a hair, scale, or feather— steeps in the clear liquid of a rebirth potion. When the potion is created, this bit determines the ancestry and heritage the potion changes the imbiber to. After you drink the potion, you transform into that ancestry over 8 hours during your next period of rest, finishing the transformation after the 8 hours are up. Throughout this time, you are [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and [stupefied](rules/conditions.md#Stupefied). Once the transformation is complete, the potion's magic ends and can't be counteracted. Replace your ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of your new ancestry. You lose your ancestry feats, selecting replacements valid for your new ancestry. You have mild control over the change, but you end up with a unique appearance fitting for your new ancestry, and some quirks of your body remain, such as relative age, general health, scars, and missing digits, limbs, or organs. Drinking a rebirth potion of your current ancestry works normally, allowing you to rearrange some of the cited ancestry elements and change your appearance (provided you abide by the potion's limitations regarding health and age). + +--- *Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/rebound-fulu-som.md b/compendium/equipment/items/rebound-fulu-som.md index aa26531f1..5f37852c1 100644 --- a/compendium/equipment/items/rebound-fulu-som.md +++ b/compendium/equipment/items/rebound-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -17,10 +17,11 @@ aliases: ["Rebound Fulu"] - **Price** 125 gp - **Usage** affixed to a shield - **Activate** envision; **Trigger** You use the Shield -- **Category** Consumable Block reaction with the shield to which this fulu is affixed. The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects your foe's violence back against them. The foe that triggered the Shield Block reaction takes damage equal to your shield's Hardness or the damage they would have dealt before the Shield Block reaction, whichever is less. + +--- *Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/rebounding-breastplate-som.md b/compendium/equipment/items/rebounding-breastplate-som.md index b75e48323..bbf3eb2c3 100644 --- a/compendium/equipment/items/rebounding-breastplate-som.md +++ b/compendium/equipment/items/rebounding-breastplate-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/armor +- item/category/armor/ - trait/evocation - trait/force - trait/magical @@ -14,7 +14,6 @@ aliases: ["Rebounding Breastplate"] - **Price** 70000 gp - **Usage** worn armor -- **Category** Armor This +3 greater resilient greater fortification breastplate absorbs impacts for later release. While wearing the armor, you gain resistance 5 to bludgeoning, piercing, and slashing damage and resistance 10 to force damage. @@ -23,11 +22,13 @@ Keep track of how much damage the armor prevents from enemy attacks, as the armo After 1 minute, the absorbed damage disperses harmlessly and resets to 0. Only damage caused by foes or hazards powers the armor, not damage you take from yourself, allies, or the environment. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: Your armor has absorbed at least 30 damage **Effect** The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take `10d6` force damage with a DC 43 basic Fortitude save. On a failure, they're pushed 10 feet away from you, and on a critical failure, they're pushed 20 feet away from you and fall [prone](rules/conditions.md#Prone). The armor's absorbed damage resets to 0. ``` + +--- *Source: Secrets of Magic p. 188* \ No newline at end of file diff --git a/compendium/equipment/items/recording-rod-aoe1.md b/compendium/equipment/items/recording-rod-aoe1.md index b6ed048e4..9b07198ec 100644 --- a/compendium/equipment/items/recording-rod-aoe1.md +++ b/compendium/equipment/items/recording-rod-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -14,15 +14,15 @@ aliases: ["Recording Rod"] # Recording Rod *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** varies; **Bulk** 1 -- **Category** Consumable +- **Bulk** 1; **Usage** varies This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often [concealed](rules/conditions.md#Concealed) and triggered covertly to avoid raising the subject's suspicion. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity. @@ -31,4 +31,16 @@ For basic recording rods, once activated, the rod records for 1 minute, after wh Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the [consumable](rules/traits/consumable.md "Consumable Item Trait") trait. ``` +--- +### Variants + +#### basic *Item 3* + +- **Price**: 20 gp + +#### reusable *Item 5* + +- **Price**: 60 gp + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/recovery-bladder-lotgb.md b/compendium/equipment/items/recovery-bladder-lotgb.md index 32d346fcb..e1bbbc83f 100644 --- a/compendium/equipment/items/recovery-bladder-lotgb.md +++ b/compendium/equipment/items/recovery-bladder-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/rare aliases: ["Recovery Bladder"] @@ -14,8 +14,9 @@ aliases: ["Recovery Bladder"] - **Price** 10 gp - **Bulk** L (8 if inflated) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Tattletail developed this tether-covered bladder to help divers in Anuli's Crater Lake recover heavy salvage or escape dangerous underwater beasts. Pulling the ripcord causes a small, pressurized air tank to instantly inflate the bladder to the size of a rowboat, forcing up to 16 Bulk of attached items or creatures to jet to the surface of the water at a rate of 60 feet per round. Pulling the ripcord, or removing or affixing something to one of the many tethers on the recovery bladder, takes an [Interact](rules/actions/interact.md) action. A recovery bladder can only be used once, as the quick inflation permanently stretches the bladder, and only a few tinkerers have the skills and equipment to refill a pressurized air tank. + +--- *Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/red-handed-missive-tv.md b/compendium/equipment/items/red-handed-missive-tv.md index 55cd82905..b61aa734e 100644 --- a/compendium/equipment/items/red-handed-missive-tv.md +++ b/compendium/equipment/items/red-handed-missive-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/curse +- item/category/curse/ - trait/consumable - trait/curse - trait/magical @@ -15,10 +15,11 @@ aliases: ["Red-Handed Missive"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Curse +- **Bulk** —; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their correspondence. If activated, the missive dissolves into red dye that coats anything touching the missive. Magic in the dye prevents it from washing off for 1 week. + +--- *Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/red-rib-gill-mask-sot3.md b/compendium/equipment/items/red-rib-gill-mask-sot3.md index 181f2a61e..605dda3a8 100644 --- a/compendium/equipment/items/red-rib-gill-mask-sot3.md +++ b/compendium/equipment/items/red-rib-gill-mask-sot3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot3 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/rare @@ -12,12 +12,33 @@ aliases: ["Red-Rib Gill Mask"] # Red-Rib Gill Mask *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn mask; **Bulk** L +- **Bulk** L; **Usage** worn mask - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source [undetected](rules/conditions.md#Undetected) instead of [unnoticed](rules/conditions.md#Unnoticed)). You can't wear other masks while you're wearing a red-rib gill mask. After Activating the mask, you also gain the listed item bonus to Fortitude saves against [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 7 gp + +The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes. + +#### moderate *Item 8* + +- **Price**: 100 gp + +The item bonus is +2, or +3 against Dead Man's Breath, and the duration is 1 hour. + +#### greater *Item 14* + +- **Price**: 700 gp + +The item bonus is +3, or +4 against Dead Man's Breath, and the duration is 8 hours. + +--- *Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/redeemers-pistol-ooa3.md b/compendium/equipment/items/redeemers-pistol-ooa3.md index 2f35d91a5..34ef95223 100644 --- a/compendium/equipment/items/redeemers-pistol-ooa3.md +++ b/compendium/equipment/items/redeemers-pistol-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/held +- item/category/held/ - trait/abjuration - trait/good - trait/magical @@ -15,14 +15,14 @@ aliases: ["Redeemer's Pistol"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [good](rules/traits/good.md "Good Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This +2 striking dueling pistol (Guns & Gears 152) is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a –2 penalty; if you do so, the attack deals `1d6` additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: An enemy within 30 feet damages you **Effect** The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options. @@ -31,4 +31,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R - You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes [enfeebled](rules/conditions.md#Enfeebled) until the end of its next turn and takes 4 [persistent good damage](rules/conditions.md#Persistent%20Damage). ``` + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/reducer-round-ooa3.md b/compendium/equipment/items/reducer-round-ooa3.md index df1617852..c9b47dcfc 100644 --- a/compendium/equipment/items/reducer-round-ooa3.md +++ b/compendium/equipment/items/reducer-round-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -16,7 +16,6 @@ aliases: ["Reducer Round"] - **Price** 25 gp - **Ammunition** round - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This bullet is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The bullet deals no damage on a successful hit. Instead, the target must attempt a DC 19 Fortitude save. @@ -29,4 +28,6 @@ This bullet is fashioned from a rubbery substance and stamped with the image of > > Its reach becomes 0 feet, and it's [enfeebled](rules/conditions.md#Enfeebled) for this duration. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/reef-heart-tv.md b/compendium/equipment/items/reef-heart-tv.md index b53c01ca5..6524e6f05 100644 --- a/compendium/equipment/items/reef-heart-tv.md +++ b/compendium/equipment/items/reef-heart-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/conjuration - trait/invested - trait/magical @@ -12,15 +12,30 @@ aliases: ["Reef Heart"] # Reef Heart *Item 12+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Bulk** 2; **Usage** worn armor This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) -You cast [coral eruption](compendium/spells/coral-eruption-som.md) (Pathfinder Secrets of Magic 96). If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. +- **Frequency**: once per day + +**Effect** You cast [coral eruption](compendium/spells/coral-eruption-som.md) (Pathfinder Secrets of Magic 96). If you conjure the coral underwater, it ceases dealing damage after 1 minute, but its duration is unlimited. If the magical coral remains in place for 1 year, it becomes non-magical coral from which a reef might grow. ``` +--- +### Variants + +#### reef heart *Item 12* + +- **Price**: 2000 gp + +#### greater *Item 15* + +- **Price**: 6500 gp + +The reef heart is +2 greater resilient coral armor, the swim Speed is equal to your full land Speed, and the coral eruption is 7th level. + +--- *Source: Treasure Vault p. 18* \ No newline at end of file diff --git a/compendium/equipment/items/refined-pesh-gmg.md b/compendium/equipment/items/refined-pesh-gmg.md index 7103a1a12..bbf2587c2 100644 --- a/compendium/equipment/items/refined-pesh-gmg.md +++ b/compendium/equipment/items/refined-pesh-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -16,9 +16,8 @@ aliases: ["Refined Pesh"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 2 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion. @@ -37,4 +36,6 @@ title: Saving Throw: DC 12 Fortitude **Stage 3** [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied) (1 hour) ``` + +--- *Source: Gamemastery Guide p. 120* \ No newline at end of file diff --git a/compendium/equipment/items/reflected-moonlight-fulu-tv.md b/compendium/equipment/items/reflected-moonlight-fulu-tv.md index 07eee9a4f..8dafd8c76 100644 --- a/compendium/equipment/items/reflected-moonlight-fulu-tv.md +++ b/compendium/equipment/items/reflected-moonlight-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/fortune @@ -16,10 +16,11 @@ aliases: ["Reflected Moonlight Fulu"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 750 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You fail to save against a [negative](rules/traits/negative.md "Negative Energy & Element Trait") or [death](rules/traits/death.md "Death Effect Trait") effect. -- **Category** Talisman An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to [Tsukiyo](compendium/setting/deities/tsukiyo-logm.md) conducted only during a supermoon, creating the first reflected moonlight fulu. When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who's treated as the effect's target, with any negative damage converted to positive. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature. + +--- *Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/reflecting-shard-tv.md b/compendium/equipment/items/reflecting-shard-tv.md index 74cf81074..a3dd59301 100644 --- a/compendium/equipment/items/reflecting-shard-tv.md +++ b/compendium/equipment/items/reflecting-shard-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,12 +14,25 @@ aliases: ["Reflecting Shard"] # Reflecting Shard *Item 13+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** affixed to a shield; **Bulk** — +- **Bulk** —; **Usage** affixed to a shield - **Activate** command; **Trigger** You are targeted by a spell of 5th level or lower; **Requirements** You're a master in -- **Category** Talisman [Athletics](compendium/skills.md#Athletics), and you have the affixed shield raised. This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell turning, using your [Athletics](compendium/skills.md#Athletics) modifier for the counteract check. The talisman's counteract level is 7th. +--- +### Variants + +#### reflecting shard *Item 13* + +- **Price**: 500 gp + +#### greater reflecting shard *Item 17* + +- **Price**: 2500 gp + +The talisman can reflect spells of any level, and its counteract level is 9th. + +--- *Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/reflecting-shield.md b/compendium/equipment/items/reflecting-shield.md index a5e283c65..a74777fff 100644 --- a/compendium/equipment/items/reflecting-shield.md +++ b/compendium/equipment/items/reflecting-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,17 +13,21 @@ aliases: ["Reflecting Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 18000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield +- **Craft Requirements** Supply one casting of spell turning, and the initial raw materials must include at least 2,750 gp of silver. +- **Bulk** L; **Usage** held in 1 hand +- **Group** Shield This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield (see below) that can also reflect spells. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Requirements**: The reflecting shield is raised **Effect** You attempt to reflect the spell on its caster, with the effects of a 9th-level [spell turning](compendium/spells/spell-turning.md) with a counteract modifier of +30. ``` + +--- *Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/reflexive-tattoo-lotgb.md b/compendium/equipment/items/reflexive-tattoo-lotgb.md index 39e75019d..c133efc50 100644 --- a/compendium/equipment/items/reflexive-tattoo-lotgb.md +++ b/compendium/equipment/items/reflexive-tattoo-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/necromancy @@ -16,16 +16,22 @@ aliases: ["Reflexive Tattoo"] - **Price** 350 gp - **Usage** tattoo -- **Category** Tattoo This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a barrier facing inward, this tattoo prevents ostentatious expressions of spells that are internal to you, making them easier to hide. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([concentrate](rules/traits/concentrate.md), [manipulate](rules/traits/manipulate.md), [metamagic](rules/traits/metamagic.md)) -If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 2nd level or lower that affects or targets only you, you can hide that you're casting it. +- **Frequency**: once per day -This has the same effect as the Conceal Spell feat (Core Rulebook 210). +**Effect** If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) of 2nd level or lower that affects or targets only you, you can hide that you're casting it. + +This has the same effect as the Conceal Spell feat (Core Rulebook 210). +%% + #trait/concentrate #trait/manipulate #trait/metamagic +%% ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/reforging-shield-aoa4.md b/compendium/equipment/items/reforging-shield-aoa4.md index b16f1ba5e..7af6bc8f7 100644 --- a/compendium/equipment/items/reforging-shield-aoa4.md +++ b/compendium/equipment/items/reforging-shield-aoa4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa4 -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/rare @@ -13,10 +13,11 @@ aliases: ["Reforging Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 6000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 15, **null HP** 120 (BT 60) -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand +- **AC Bonus** +2/+2; **Hardness** 15, **HP** 120 (BT 60); **Speed Penalty** — This steel shield contains a smoldering core of magma that never cools. Whenever the _reforging shield_'s current Hit Points are below its Break Threshold, the shield recovers 5 Hit Points at the start of its wielder's turn each round until it is no longer [broken](rules/conditions.md#Broken). Each time a character [Repairs](rules/actions/repair.md) the shield, the shield recovers double the number of Hit Points. The shield has Hardness 15, HP 120, and BT 60. + +--- *Source: Age of Ashes #4: Fires of the Haunted City p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/reinforced-stock-g-g.md b/compendium/equipment/items/reinforced-stock-g-g.md index 0d1a258ca..4a4e3fbe7 100644 --- a/compendium/equipment/items/reinforced-stock-g-g.md +++ b/compendium/equipment/items/reinforced-stock-g-g.md @@ -15,7 +15,7 @@ aliases: ["Reinforced Stock"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 2 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 or 2* - **Category** Martial; **Group** Club @@ -24,4 +24,6 @@ A reinforced stock is a weighted crossbow, firearm haft, or grip customized for > [!pf2-note] > An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand. + +--- *Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/reinforced-surcoat-lotgb.md b/compendium/equipment/items/reinforced-surcoat-lotgb.md index 3c498fe58..3269831cd 100644 --- a/compendium/equipment/items/reinforced-surcoat-lotgb.md +++ b/compendium/equipment/items/reinforced-surcoat-lotgb.md @@ -12,11 +12,13 @@ aliases: ["Reinforced Surcoat"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2 gp -- **Usage** applied to medium or heavy armor; **Bulk** L +- **Bulk** L; **Usage** applied to medium or heavy armor - **Category** Armor This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage. If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet. + +--- *Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/reinforced-wheels-lotgb.md b/compendium/equipment/items/reinforced-wheels-lotgb.md index 0b3b42084..4899f8837 100644 --- a/compendium/equipment/items/reinforced-wheels-lotgb.md +++ b/compendium/equipment/items/reinforced-wheels-lotgb.md @@ -13,4 +13,6 @@ aliases: ["Reinforced Wheels"] The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel [Strike](rules/actions/strike.md). Your wheel deals `1d4` bludgeoning damage and has the agile, [attached](rules/traits/attached.md "Attached Weapon Trait"), and [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon. + +--- *Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/religious-symbol.md b/compendium/equipment/items/religious-symbol.md index 1929abb4d..1d34ae790 100644 --- a/compendium/equipment/items/religious-symbol.md +++ b/compendium/equipment/items/religious-symbol.md @@ -3,15 +3,26 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Religious Symbol"] --- # Religious Symbol *Item 0* - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it. +--- +### Variants + +#### Wooden *Item 0* + +- **Price**: 1 sp + +#### Silver *Item 0* + +- **Price**: 2 gp + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/religious-text.md b/compendium/equipment/items/religious-text.md index 0582c588e..5c27543c6 100644 --- a/compendium/equipment/items/religious-text.md +++ b/compendium/equipment/items/religious-text.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Religious Text"] --- # Religious Text *Item 0* @@ -11,8 +11,9 @@ aliases: ["Religious Text"] - **Price** 1 gp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/remorhaz-armor-tv.md b/compendium/equipment/items/remorhaz-armor-tv.md index c2d59241d..9ed62bd39 100644 --- a/compendium/equipment/items/remorhaz-armor-tv.md +++ b/compendium/equipment/items/remorhaz-armor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/evocation - trait/fire - trait/invested @@ -15,24 +15,29 @@ aliases: ["Remorhaz Armor"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 975 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include the carapace of a remorhaz (Bestiary 280). +- **Bulk** 2; **Usage** worn armor This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, formed from the chitinous plates of a remorhaz, with larger pieces protecting the chest, shoulders, and head. As you fight, the armor glows red hot. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -The armor is sheathed in a fire shield. +- **Frequency**: once per day + +**Effect** The armor is sheathed in a fire shield. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You're dealt 30 or more fire damage, before any reduction from your fire resistance - **Requirements**: You've used the fire shield activation already today **Effect** The fire shield activation recharges. ``` + +--- *Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/remote-trigger-tv.md b/compendium/equipment/items/remote-trigger-tv.md index 3cc855041..0c5a044f5 100644 --- a/compendium/equipment/items/remote-trigger-tv.md +++ b/compendium/equipment/items/remote-trigger-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/alchemical aliases: ["Remote Trigger"] --- @@ -11,10 +11,11 @@ aliases: ["Remote Trigger"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 125 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Held This trigger array uses thunderstones and crystals to remotely detonate alchemical bombs through harmonic vibrations. When a switch on the trigger is flipped up, the remote trigger begins to emit infrasonic pulses that slowly build up over the course of 30 minutes in up to three alchemical bombs placed next to the trigger (the trigger can be left to attune during your daily preparations). You can later activate the trigger to detonate one or more of the attuned bombs as long as they're within 60 feet. Bombs detonated in this way deal their splash damage as if they had missed a target in the square where they were triggered. + +--- *Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/rending-snare-lotgb.md b/compendium/equipment/items/rending-snare-lotgb.md index c11c42a14..9200a9a2e 100644 --- a/compendium/equipment/items/rending-snare-lotgb.md +++ b/compendium/equipment/items/rending-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/kobold - trait/mechanical @@ -16,7 +16,6 @@ aliases: ["Rending Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Category** Snare Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals `10d8` piercing damage to the first creature to enter the square; that creature must attempt a DC 33 Reflex save. @@ -26,4 +25,6 @@ Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. W > - **Failure** The creature takes full damage plus `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and it becomes [clumsy](rules/conditions.md#Clumsy) for 1 round. > - **Critical Failure** The creature takes double damage plus `4d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and it becomes [clumsy](rules/conditions.md#Clumsy) for 1 minute. + +--- *Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/repair-kit.md b/compendium/equipment/items/repair-kit.md index 447ef1d70..0ecfef94e 100644 --- a/compendium/equipment/items/repair-kit.md +++ b/compendium/equipment/items/repair-kit.md @@ -3,15 +3,28 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Repair Kit"] --- # Repair Kit *Item 0* - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to [Repair](rules/actions/repair.md) items using the [Crafting](compendium/skills.md#Crafting) skill. You can draw and replace a worn repair kit as part of the action that uses it. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 2 gp + +#### Superb *Item 3* + +- **Price**: 25 gp + +A superb repair kit gives you a +1 item bonus to the check. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/repeating-crossbow-g-g.md b/compendium/equipment/items/repeating-crossbow-g-g.md index 0eb844335..9271aa5a1 100644 --- a/compendium/equipment/items/repeating-crossbow-g-g.md +++ b/compendium/equipment/items/repeating-crossbow-g-g.md @@ -13,11 +13,13 @@ aliases: ["Repeating Crossbow"] - **Price** 15 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** Repeating Crossbow Magazine; **Range** 120 ft.; **Reload** 0 + - **Damage**: `1d8` P + - **Ammunution** Repeating Crossbow Magazine; **Range** 120 ft.; **Reload** 0 - **Hands** 2 - **Category** Advanced; **Group** Bow This crossbow has an internal chamber that can be loaded with up to five bolts. An automated catch mechanism at the top of the flight groove, just in front of the latch, locks the bowstring and launches bolts with the pull of a trigger. + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/repeating-hand-crossbow-g-g.md b/compendium/equipment/items/repeating-hand-crossbow-g-g.md index e39675136..a05884b8d 100644 --- a/compendium/equipment/items/repeating-hand-crossbow-g-g.md +++ b/compendium/equipment/items/repeating-hand-crossbow-g-g.md @@ -13,11 +13,13 @@ aliases: ["Repeating Hand Crossbow"] - **Price** 10 gp - **Bulk** L -- **Damage** `1d6` P -- **Ammunution** Repeating Hand Crossbow Magazine; **Range** 60 ft.; **Reload** 0 + - **Damage**: `1d6` P + - **Ammunution** Repeating Hand Crossbow Magazine; **Range** 60 ft.; **Reload** 0 - **Hands** 1 - **Category** Advanced; **Group** Bow This handheld crossbow features an ingeniously designed catch mechanism at the top of the flight groove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeating hand crossbow magazine holds five bolts. + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/repeating-heavy-crossbow-g-g.md b/compendium/equipment/items/repeating-heavy-crossbow-g-g.md index 7c804066a..0e32cd236 100644 --- a/compendium/equipment/items/repeating-heavy-crossbow-g-g.md +++ b/compendium/equipment/items/repeating-heavy-crossbow-g-g.md @@ -13,11 +13,13 @@ aliases: ["Repeating Heavy Crossbow"] - **Price** 20 gp - **Bulk** 2 -- **Damage** `1d10` P -- **Ammunution** Repeating Heavy Crossbow Magazine; **Range** 180 ft.; **Reload** 1 + - **Damage**: `1d10` P + - **Ammunution** Repeating Heavy Crossbow Magazine; **Range** 180 ft.; **Reload** 1 - **Hands** 2 - **Category** Martial; **Group** Bow This large crossbow has an internal chamber that can be loaded with up to five bolts. While it uses the same automated catch mechanism as other repeating crossbows, a repeating heavy crossbow's design has significant trade-offs. It has increased range and damage and is easier to learn how to use, but requires a small amount of effort to reload. + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/repeating-magazine-g-g.md b/compendium/equipment/items/repeating-magazine-g-g.md index d436b7a62..a7ed62ede 100644 --- a/compendium/equipment/items/repeating-magazine-g-g.md +++ b/compendium/equipment/items/repeating-magazine-g-g.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/ammunition +- item/category/ammunition/ aliases: ["Repeating Magazine"] --- # Repeating Magazine *Item 0* - **Price** 9 sp - **Bulk** L -- **Category** Ammunition; **Group** Bow +- **Group** Bow > [!pf2-note] > For use with repeating crossbows. +--- +### Variants + +#### Crossbow *Item 0* + + +#### Hand Crossbow *Item 0* + + +#### Heavy Crossbow *Item 0* + + +--- *Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/replacement-cosmetics.md b/compendium/equipment/items/replacement-cosmetics.md index f9e9ae494..dc3a439f9 100644 --- a/compendium/equipment/items/replacement-cosmetics.md +++ b/compendium/equipment/items/replacement-cosmetics.md @@ -3,15 +3,26 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Replacement Cosmetics"] --- # Replacement Cosmetics *Item 0* - **Price** 1 sp - **Bulk** — -- **Category** Adventuring Gear If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your [disguise kit](compendium/equipment/items/disguise-kit.md). +--- +### Variants + +#### Base *Item 0* + +- **Price**: 1 sp + +#### Elite *Item 3* + +- **Price**: 5 sp + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/replacement-filter-lopsg.md b/compendium/equipment/items/replacement-filter-lopsg.md index 4e1732295..2890b92c5 100644 --- a/compendium/equipment/items/replacement-filter-lopsg.md +++ b/compendium/equipment/items/replacement-filter-lopsg.md @@ -3,16 +3,37 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Replacement Filter"] --- # Replacement Filter *Item 0* [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Category** Adventuring Gear > [!pf2-note] > See [Water Purifier](compendium/equipment/items/water-purifier-lopsg.md) for information. +--- +### Variants + +#### Level 1 *Item 1* + +- **Price**: 3 gp + +The counteract modifier is +5. + +#### Level 5 *Item 5* + +- **Price**: 25 gp + +The counteract modifier is +9. + +#### Level 10 *Item 10* + +- **Price**: 25 gp + +The counteract modifier is +17. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/replacement-picks.md b/compendium/equipment/items/replacement-picks.md index f5b50ce3e..99085472c 100644 --- a/compendium/equipment/items/replacement-picks.md +++ b/compendium/equipment/items/replacement-picks.md @@ -3,14 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Replacement Picks"] --- # Replacement Picks *Item 0* - **Bulk** — -- **Category** Adventuring Gear If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the [Repair](rules/actions/repair.md) action. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 3 sp + +#### Infiltrator *Item 3* + +- **Price**: 3 gp + +#### Concealable *Item 4* + +- **Price**: 10 gp + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/repulsion-resin-aoe4.md b/compendium/equipment/items/repulsion-resin-aoe4.md index e8e9ac596..d65a5375c 100644 --- a/compendium/equipment/items/repulsion-resin-aoe4.md +++ b/compendium/equipment/items/repulsion-resin-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/divine - trait/ingested @@ -15,9 +15,9 @@ aliases: ["Repulsion Resin"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1650 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of repulsion. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures. @@ -38,4 +38,6 @@ title: Saving Throw: DC 38 Fortitude **Stage 3** `20d6` poison damage and [stupefied](rules/conditions.md#Stupefied) (1 minute) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/resilient.md b/compendium/equipment/items/resilient.md index 447da1301..e425280cd 100644 --- a/compendium/equipment/items/resilient.md +++ b/compendium/equipment/items/resilient.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Resilient"] @@ -12,7 +12,6 @@ aliases: ["Resilient"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto armor -- **Category** Rune Resilient runes imbue armor with additional protective magic. @@ -20,4 +19,26 @@ This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. +--- +### Variants + +#### resilient *Item 8* + +- **Price**: 340 gp + +#### greater resilient *Item 14* + +- **Price**: 3440 gp + +The armor grants a +2 item bonus to saving throws. + +#### major resilient *Item 20* + +- **Price**: 49440 gp + +The armor grants a +3 item bonus to saving throws. + +Fundamental Weapon Runes. + +--- *Source: Core Rulebook p. 581* \ No newline at end of file diff --git a/compendium/equipment/items/resonating-ammunition-som.md b/compendium/equipment/items/resonating-ammunition-som.md index 41fa086da..fbabf8f5d 100644 --- a/compendium/equipment/items/resonating-ammunition-som.md +++ b/compendium/equipment/items/resonating-ammunition-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -16,8 +16,9 @@ aliases: ["Resonating Ammunition"] - **Price** 1200 gp - **Ammunition** arrow, bolt - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork resonates with residual energy from the shot, transforming it into dangerous sound waves. This deals `5d10` sonic damage to the target and each creature within 10 feet of it with a basic DC 28 Fortitude save. + +--- *Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/resonating-fork-tv.md b/compendium/equipment/items/resonating-fork-tv.md index 3a906e7cb..173a2cf84 100644 --- a/compendium/equipment/items/resonating-fork-tv.md +++ b/compendium/equipment/items/resonating-fork-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/evocation - trait/magical - trait/sonic @@ -13,8 +13,7 @@ aliases: ["Resonating Fork"] # Resonating Fork *Item 5+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19. @@ -22,15 +21,66 @@ This two-pronged fork of metal emits a constant low hum, vibrating slightly when - Weapon After you cast a sonic spell by activating the fork, the weapon reverberates with trapped sound waves. Your next [Strike](rules/actions/strike.md) causes the target to be [deafened](rules/conditions.md#Deafened) for 1 round if it hits (or for 3 rounds on a critical hit). If you don't make a [Strike](rules/actions/strike.md) by the end of your next turn, the sound waves dissipate with no effect. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [bullhorn](compendium/spells/bullhorn-som.md) . ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [biting words](compendium/spells/biting-words-som.md) . +``` + +--- +### Variants + +#### greater resonating fork *Item 7* + +- **Price**: 340 gp + +The resistance is 5 and the item bonus is +2 when affixed to armor, the [deafened](rules/conditions.md#Deafened) duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [biting words](compendium/spells/biting-words-som.md) . +**Effect** You cast 2nd-level [biting words](compendium/spells/biting-words-som.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [sound burst](compendium/spells/sound-burst.md). +``` + +#### major resonating fork *Item 12* + +- **Price**: 1800 gp + +The resistance is 10 and the item bonus is +2 when affixed to armor, the [deafened](rules/conditions.md#Deafened) duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [sound burst](compendium/spells/sound-burst.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [painful vibrations](compendium/spells/painful-vibrations-som.md) . +``` + +--- *Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/restful-sleep-fulu-som.md b/compendium/equipment/items/restful-sleep-fulu-som.md index 0c0ddbef3..968314e22 100644 --- a/compendium/equipment/items/restful-sleep-fulu-som.md +++ b/compendium/equipment/items/restful-sleep-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/enchantment - trait/fulu @@ -17,8 +17,9 @@ aliases: ["Restful Sleep Fulu"] - **Price** 32 gp - **Usage** affixed to a creature - **Activate** envision -- **Category** Consumable Duration 1 hour This fulu depicts the five-spoke wheel of [Qi Zhong](compendium/setting/deities/qi-zhong-logm.md), god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects that occur in your dreams, such as the [nightmare](compendium/spells/nightmare.md) spell. + +--- *Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/restful-tent-som.md b/compendium/equipment/items/restful-tent-som.md index c630cb7f2..5fdedb11d 100644 --- a/compendium/equipment/items/restful-tent-som.md +++ b/compendium/equipment/items/restful-tent-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/structure +- item/category/structure/ - trait/enchantment - trait/magical aliases: ["Restful Tent"] @@ -13,8 +13,9 @@ aliases: ["Restful Tent"] - **Price** 320 gp - **Bulk** 1 -- **Category** Structure This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater can still damage or destroy the tent. Mundane pests such as solitary ordinary insects avoid the tent, though swarms and giant insects can attack the tent as normal. Once you pitch the tent, only you can easily move it; any other creatures must succeed at a DC 20 [Athletics](compendium/skills.md#Athletics) check to do so. Finally, the tent automatically camouflages with its surroundings, requiring a [Searching](rules/actions/search.md) creature to succeed at a DC 22 [Perception](compendium/skills.md#Perception) check to notice it. + +--- *Source: Secrets of Magic p. 188* \ No newline at end of file diff --git a/compendium/equipment/items/retaliation-tv.md b/compendium/equipment/items/retaliation-tv.md index 3b4d0cbde..3010d713e 100644 --- a/compendium/equipment/items/retaliation-tv.md +++ b/compendium/equipment/items/retaliation-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Retaliation"] @@ -12,16 +12,42 @@ aliases: ["Retaliation"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** applied to shield -- **Category** Rune Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per hour - **Trigger**: You Shield Block a melee [Strike](rules/actions/strike.md) **Effect** You unleash force damage against the creature that made the triggering attack. This attack deals `4d4` force damage (DC 20 basic Reflex save). ``` +--- +### Variants + +#### lesser retaliation *Item 6* + +- **Price**: 250 gp + +#### moderate retaliation *Item 10* + +- **Price**: 1000 gp + +The damage is `8d4` force damage and the save DC is 27. + +#### greater retaliation *Item 14* + +- **Price**: 4500 gp + +The damage is `12d4` force damage and the save DC is 31. + +#### major retaliation *Item 19* + +- **Price**: 40000 gp + +The damage is `16d4` force damage and the save DC is 41. + +--- *Source: Treasure Vault p. 144* \ No newline at end of file diff --git a/compendium/equipment/items/retribution-axe.md b/compendium/equipment/items/retribution-axe.md index 7de2a5509..bcc823d9f 100644 --- a/compendium/equipment/items/retribution-axe.md +++ b/compendium/equipment/items/retribution-axe.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/enchantment - trait/magical aliases: ["Retribution Axe"] @@ -12,11 +12,12 @@ aliases: ["Retribution Axe"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Weapon +- **Bulk** 2; **Usage** held in 2 hands The blade of this greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn. Because the face reshapes each time you're damaged, you get the additional damage only if you attack the creature that damaged you most recently. + +--- *Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/retrieval-prism-som.md b/compendium/equipment/items/retrieval-prism-som.md index e119f4552..5d65b4062 100644 --- a/compendium/equipment/items/retrieval-prism-som.md +++ b/compendium/equipment/items/retrieval-prism-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/magical @@ -16,10 +16,23 @@ aliases: ["Retrieval Prism"] - **Usage** affixed to armor - **Activate** command; **Requirements** You have a free hand. -- **Category** Talisman This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of [Affixing the Talisman](rules/actions/affix-a-talisman.md), you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand. The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by [Affixing the Talisman](rules/actions/affix-a-talisman.md) again. +--- +### Variants + +#### retrieval prism *Item 3* + +- **Price**: 12 gp + +#### greater retrieval prism *Item 10* + +- **Price**: 200 gp + +You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism. + +--- *Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/returning.md b/compendium/equipment/items/returning.md index e35312da7..861c70783 100644 --- a/compendium/equipment/items/returning.md +++ b/compendium/equipment/items/returning.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Returning"] @@ -13,8 +13,9 @@ aliases: ["Returning"] - **Price** 55 gp - **Usage** etched onto a thrown weapon -- **Category** Rune When you make a thrown [Strike](rules/actions/strike.md) with this weapon, it flies back to your hand after the [Strike](rules/actions/strike.md) is complete. If your hands are full when the weapon returns, it falls to the ground in your space. + +--- *Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/revealing-mist-tv.md b/compendium/equipment/items/revealing-mist-tv.md index a73b80062..2e91f2481 100644 --- a/compendium/equipment/items/revealing-mist-tv.md +++ b/compendium/equipment/items/revealing-mist-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Revealing Mist"] @@ -11,10 +11,23 @@ aliases: ["Revealing Mist"] # Revealing Mist *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes [invisible](rules/conditions.md#Invisible) creatures in the area to be [concealed](rules/conditions.md#Concealed) rather than [undetected](rules/conditions.md#Undetected). Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 9 gp + +#### greater *Item 7* + +- **Price**: 60 gp + +The mist spreads in a 30-foot cone instead of a 15-foot cone. + +--- *Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/reverberating-stone-tv.md b/compendium/equipment/items/reverberating-stone-tv.md index 82378a02e..a0e9b0815 100644 --- a/compendium/equipment/items/reverberating-stone-tv.md +++ b/compendium/equipment/items/reverberating-stone-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -13,10 +13,23 @@ aliases: ["Reverberating Stone"] # Reverberating Stone *Item 11+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") -- **Usage** affixed to a shield; **Bulk** — +- **Bulk** —; **Usage** affixed to a shield - **Activate** envision; **Trigger** You use the affixed shield to Shield Block a melee attack; **Requirements** You're a master in [Athletics](compendium/skills.md#Athletics), and you have the affixed shield raised. -- **Category** Talisman This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes `2d6` sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure). +--- +### Variants + +#### reverberating stone *Item 11* + +- **Price**: 275 gp + +#### greater reverberating stone *Item 15* + +- **Price**: 1200 gp + +The cone is 30 feet, the damage is `3d6`, and the DC is 34. + +--- *Source: Treasure Vault p. 94* \ No newline at end of file diff --git a/compendium/equipment/items/rhino-hide-brooch-sot2.md b/compendium/equipment/items/rhino-hide-brooch-sot2.md index 8f2763fc7..b041418d4 100644 --- a/compendium/equipment/items/rhino-hide-brooch-sot2.md +++ b/compendium/equipment/items/rhino-hide-brooch-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Rhino Hide Brooch"] - **Price** 28 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You would take physical damage. -- **Category** Talisman This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the talisman grants you resistance 5 to physical damage until the end of the current creature's turn. This resistance applies to the triggering attack. + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/rhino-hide.md b/compendium/equipment/items/rhino-hide.md index 00d963858..eca84e202 100644 --- a/compendium/equipment/items/rhino-hide.md +++ b/compendium/equipment/items/rhino-hide.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/transmutation @@ -13,9 +13,11 @@ aliases: ["Rhino Hide"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 700 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include 320 gp of rhinoceros hide (a common material). +- **Bulk** 2; **Usage** worn armor This +1 resilient hide armor is made from rhinoceros hide. It has an armor check penalty of –1 instead of –3. When you use the Sudden Charge class feat while wearing this armor, your [Strike](rules/actions/strike.md) deals an additional `1d8` damage. + +--- *Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/rhino-shot-lotgb.md b/compendium/equipment/items/rhino-shot-lotgb.md index 1343467ce..cafacdc4c 100644 --- a/compendium/equipment/items/rhino-shot-lotgb.md +++ b/compendium/equipment/items/rhino-shot-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -16,10 +16,11 @@ aliases: ["Rhino Shot"] - **Price** 22 gp - **Ammunition** Any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead. When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful [Strike](rules/actions/strike.md), the attack deals an additional `2d6` force damage, and the target must succeed at a DC 19 Fortitude save or be knocked [prone](rules/conditions.md#Prone). If the hit with the rhino shot was a critical success, the target is knocked [prone](rules/conditions.md#Prone) unless it critically succeeds at its save. + +--- *Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/rhinoceros-mask-sot1.md b/compendium/equipment/items/rhinoceros-mask-sot1.md index abc5da574..5b6d3915f 100644 --- a/compendium/equipment/items/rhinoceros-mask-sot1.md +++ b/compendium/equipment/items/rhinoceros-mask-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -14,8 +14,21 @@ aliases: ["Rhinoceros Mask"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn mask -- **Category** Worn Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you [Stride](rules/actions/stride.md) at least 10 feet, your next melee [Strike](rules/actions/strike.md) before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. +--- +### Variants + +#### rhinoceros mask *Item 4* + +- **Price**: 90 gp + +#### greater rhinoceros mask *Item 8* + +- **Price**: 425 gp + +Your melee [Strikes](rules/actions/strike.md) ignore the Hardness of objects with a Hardness of 10 or less. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/rhinoceros-mask-tv.md b/compendium/equipment/items/rhinoceros-mask-tv.md index f20199624..f62a4c751 100644 --- a/compendium/equipment/items/rhinoceros-mask-tv.md +++ b/compendium/equipment/items/rhinoceros-mask-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,9 +13,22 @@ aliases: ["Rhinoceros Mask"] # Rhinoceros Mask *Item 4+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn mask; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn mask Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you [Stride](rules/actions/stride.md) at least 10 feet, your next melee [Strike](rules/actions/strike.md) before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. +--- +### Variants + +#### rhinoceros mask *Item 4* + +- **Price**: 90 gp + +#### greater rhinoceros mask *Item 8* + +- **Price**: 425 gp + +Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less. + +--- *Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/rhoka-sword-av3.md b/compendium/equipment/items/rhoka-sword-av3.md index 7c445b118..5417b23a6 100644 --- a/compendium/equipment/items/rhoka-sword-av3.md +++ b/compendium/equipment/items/rhoka-sword-av3.md @@ -13,10 +13,12 @@ aliases: ["Rhoka Sword"] - **Price** 4 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Advanced; **Group** Sword These dual-bladed swords are commonly used by urdefhan warriors. + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/rhythm-bone-sot1.md b/compendium/equipment/items/rhythm-bone-sot1.md index 5bcd275c7..5eacc4db5 100644 --- a/compendium/equipment/items/rhythm-bone-sot1.md +++ b/compendium/equipment/items/rhythm-bone-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/held +- item/category/held/ - trait/auditory - trait/magical - trait/uncommon @@ -12,13 +12,13 @@ aliases: ["Rhythm Bone"] # Rhythm Bone *Item 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower [Perception](compendium/skills.md#Perception) check to hear. @@ -26,9 +26,25 @@ The bone's recording doesn't copy magical [auditory](rules/traits/auditory.md "A ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + The bone replays its recorded sounds. ``` +--- +### Variants + +#### rhythm bone *Item 1* + +- **Price**: 8 gp + +#### greater rhythm bone *Item 4* + +- **Price**: 64 gp +- **Craft Requirements**: Supply a casting of ghost sound. + +The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower [Perception](compendium/skills.md#Perception) check to hear. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/ridill-lomm.md b/compendium/equipment/items/ridill-lomm.md index c199003f4..66c0fda7c 100644 --- a/compendium/equipment/items/ridill-lomm.md +++ b/compendium/equipment/items/ridill-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/evocation - trait/magical @@ -14,11 +14,12 @@ aliases: ["Ridill"] # Ridill *Item 20* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 4 -- **Category** Artifact +- **Bulk** 4; **Usage** held in 2 hands This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Ridill is a greatsword. While wielding Ridill, you gain a +2 circumstance bonus to saves against [fear](rules/traits/fear.md "Fear Effect Trait"). This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Ridill. Ridill is always considered to have the appropriate material or damage type necessary to deactivate a dragon's [regeneration](rules/abilities/regeneration.md) or cause the dragon's weakness to apply. For example, Ridill is considered to be cold iron when attacking a linnorm, while it would be treated as having dealt cold damage when attacking a red dragon. If the dragon has more than one weakness, only the highest value applies. + +--- *Source: Lost Omens: Monsters of Myth p. 29* \ No newline at end of file diff --git a/compendium/equipment/items/right-of-retribution-av2.md b/compendium/equipment/items/right-of-retribution-av2.md index a3286c4b3..cecb49e63 100644 --- a/compendium/equipment/items/right-of-retribution-av2.md +++ b/compendium/equipment/items/right-of-retribution-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/contract +- item/category/contract/ - trait/contract - trait/enchantment - trait/invested @@ -14,8 +14,7 @@ aliases: ["Right Of Retribution"] # Right Of Retribution *Item 8* [contract](rules/traits/contract-lol.md "Contract Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Devil** erinys; **Decipher Writing** [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion) -- **Category** Contract +- **Decipher Writing** [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion); **Devil** erinys Profane powers of vengeance are yours to inflict. @@ -27,4 +26,6 @@ Profane powers of vengeance are yours to inflict. **Termination Clause** The contract demands that you enact bloody vengeance against anyone who has ever wronged you, but the nature of the vengeance is vague. You can end the contract by creating effigies of everyone you believe has ever wronged you, bleeding upon them all at once (at least 1 Hit Point per effigy), and destroying them. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/rime-crystal-tv.md b/compendium/equipment/items/rime-crystal-tv.md index 3c5b4306c..3878a46b8 100644 --- a/compendium/equipment/items/rime-crystal-tv.md +++ b/compendium/equipment/items/rime-crystal-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/cold - trait/evocation - trait/magical @@ -13,8 +13,7 @@ aliases: ["Rime Crystal"] # Rime Crystal *Item 3+* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17. @@ -22,9 +21,54 @@ Slowly spinning at the center of this crystalline orb is a single snowflake, and - Weapon After you cast a cold spell by activating the crystal, your Strikes with the weapon deal an additional `1d4` cold damage until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [ray of frost](compendium/spells/ray-of-frost.md). ``` +--- +### Variants + +#### rime crystal *Item 3* + +- **Price**: 55 gp + +#### greater rime crystal *Item 8* + +- **Price**: 425 gp + +Resistance when affixed to armor is 5, extra damage when affixed to a weapon is `1d6`, the spell attack roll is +14, and the spell DC is 24. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 3rd-level [chilling spray](compendium/spells/chilling-spray-logm.md) . +``` + +#### major rime crystal *Item 13* + +- **Price**: 2800 gp + +Resistance when affixed to armor is 10, extra damage when affixed to a weapon is `1d8`, the spell attack roll is +20, and the spell DC is 30. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [ice storm](compendium/spells/ice-storm-apg.md) . +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [cone of cold](compendium/spells/cone-of-cold.md). +``` + +--- *Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/rime-foil-tv.md b/compendium/equipment/items/rime-foil-tv.md index 847bdfbe6..9bdd3563c 100644 --- a/compendium/equipment/items/rime-foil-tv.md +++ b/compendium/equipment/items/rime-foil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,17 +13,19 @@ aliases: ["Rime Foil"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder's hand. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You hit a creature using the rime foil as your last action **Effect** You cast 5th-level [phantom prison](compendium/spells/phantom-prison-som.md)SoM on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24. Special The rime foil pairs with the shattered plan. ``` + +--- *Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/rime-jar-gw3.md b/compendium/equipment/items/rime-jar-gw3.md index 88a23a53a..8572ba1c9 100644 --- a/compendium/equipment/items/rime-jar-gw3.md +++ b/compendium/equipment/items/rime-jar-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,15 +13,17 @@ aliases: ["Rime Jar"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 175 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands Magical reagents slosh inside this rime-frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to the touch. Ilverani wizards create rime jars to sustain themselves during the coldest winter nights. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + The jar draws off the cold and warms your body. If you have the [fatigued](rules/conditions.md#Fatigued) condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold. ``` + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-climbing.md b/compendium/equipment/items/ring-of-climbing.md index dbc5873b5..34ff033bc 100644 --- a/compendium/equipment/items/ring-of-climbing.md +++ b/compendium/equipment/items/ring-of-climbing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,11 +13,12 @@ aliases: ["Ring of Climbing"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1750 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn Claw-like prongs on his thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed. Penalties to your Speed (including those from your armor) apply before halving. + +--- *Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-counterspells.md b/compendium/equipment/items/ring-of-counterspells.md index 79723ec7a..55df6c903 100644 --- a/compendium/equipment/items/ring-of-counterspells.md +++ b/compendium/equipment/items/ring-of-counterspells.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,15 +14,14 @@ aliases: ["Ring of Counterspells"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 925 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to [Cast the Spell](rules/actions/cast-a-spell.md). The spell's effect doesn't occur; the spell's power is instead stored within the ring. When you invest a ring of counterspells, you immediately know the name and level of the spell stored inside, if any. A ring of counterspells found as treasure has a 50% chance of having a spell stored in it. The GM determines that spell. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You are targeted by or within the area of the spell stored within the ring @@ -32,9 +31,12 @@ Once you do, the stored spell's energy is spent, and the ring is empty. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it. ``` + +--- *Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-discretion-aoe1.md b/compendium/equipment/items/ring-of-discretion-aoe1.md index 7f2ec8f1c..e62827766 100644 --- a/compendium/equipment/items/ring-of-discretion-aoe1.md +++ b/compendium/equipment/items/ring-of-discretion-aoe1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe1 -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -15,9 +15,10 @@ aliases: ["Ring Of Discretion"] [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 15 gp -- **Usage** worn ring; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn ring This ring magically conceals any armor and sheathed weapons you're wearing by either turning them [invisible](rules/conditions.md#Invisible) or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon, the weapon becomes obvious to onlookers and is no longer affected by the ring until you sheathe the weapon for at least 1 minute. A creature can 0 by Seeking or any time it hits you with an attack. + +--- *Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-discretion-tv.md b/compendium/equipment/items/ring-of-discretion-tv.md index a0bb8a0a3..1ec35b98f 100644 --- a/compendium/equipment/items/ring-of-discretion-tv.md +++ b/compendium/equipment/items/ring-of-discretion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Ring of Discretion"] [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 15 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn A ring of discretion magically conceals any armor and sheathed weapons you're wearing by either turning them [invisible](rules/conditions.md#Invisible) or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon affected by the ring, the weapon becomes obvious to onlookers and is no longer affected until you sheathe the weapon for at least 1 minute. A creature can use the [Seek](rules/actions/seek.md) action to examine you and disbelieve this illusion (DC 15), and it can attempt to do so without using an action each time it hits you with an attack. + +--- *Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-energy-resistance.md b/compendium/equipment/items/ring-of-energy-resistance.md index 1b70375fe..a7c0b3734 100644 --- a/compendium/equipment/items/ring-of-energy-resistance.md +++ b/compendium/equipment/items/ring-of-energy-resistance.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -12,9 +12,28 @@ aliases: ["Ring of Energy Resistance"] # Ring of Energy Resistance *Item 6+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead. +--- +### Variants + +#### ring of energy resistance *Item 6* + +- **Price**: 245 gp + +#### greater ring of energy resistance *Item 10* + +- **Price**: 975 gp + +The ring grants resistance 10. + +#### major ring of energy resistance *Item 14* + +- **Price**: 4400 gp + +The ring grants resistance 15. + +--- *Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-lies.md b/compendium/equipment/items/ring-of-lies.md index a6d43804f..e67092ad3 100644 --- a/compendium/equipment/items/ring-of-lies.md +++ b/compendium/equipment/items/ring-of-lies.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Ring of Lies"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 850 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to [Deception](compendium/skills.md#Deception) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -Snapping your fingers on the hand that wears the ring causes the ring to cast [glibness](compendium/spells/glibness.md) on you with no visual manifestations of a spell being cast. +- **Frequency**: once per day + +**Effect** Snapping your fingers on the hand that wears the ring causes the ring to cast [glibness](compendium/spells/glibness.md) on you with no visual manifestations of a spell being cast. ``` + +--- *Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-maniacal-devices.md b/compendium/equipment/items/ring-of-maniacal-devices.md index c8a7cf3a7..23a3bcc39 100644 --- a/compendium/equipment/items/ring-of-maniacal-devices.md +++ b/compendium/equipment/items/ring-of-maniacal-devices.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -12,15 +12,30 @@ aliases: ["Ring of Maniacal Devices"] # Ring of Maniacal Devices *Item 11+* [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an [Interact](rules/actions/interact.md) action to pull a set of [thieves' tools](compendium/equipment/items/thieves-tools.md) from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks to [Disable a Device](rules/actions/disable-a-device.md) and to [Pick a Lock](rules/actions/pick-a-lock.md), and the ring's insights grant you the same bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) and [Repair](rules/actions/repair.md) snares and traps. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute [Interact](rules/actions/interact.md) -You create a 4th-level [glyph of warding](compendium/spells/glyph-of-warding.md) containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring. +- **Frequency**: once per day + +**Effect** You create a 4th-level [glyph of warding](compendium/spells/glyph-of-warding.md) containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring. ``` +--- +### Variants + +#### ring of maniacal devices *Item 11* + +- **Price**: 1175 gp + +#### greater ring of maniacal devices *Item 18* + +- **Price**: 21000 gp + +The ring grants a +3 bonus. [Activating](rules/actions/activate-an-item.md) it creates an 8th-level [glyph of warding](compendium/spells/glyph-of-warding.md) containing your choice of either prismatic spray or 7th-level [fireball](compendium/spells/fireball.md). + +--- *Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-minor-arcana-fop.md b/compendium/equipment/items/ring-of-minor-arcana-fop.md index 6ea506306..943bc9a64 100644 --- a/compendium/equipment/items/ring-of-minor-arcana-fop.md +++ b/compendium/equipment/items/ring-of-minor-arcana-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/worn +- item/category/worn/ - trait/arcane - trait/evocation - trait/invested @@ -15,7 +15,6 @@ aliases: ["Ring Of Minor Arcana"] - **Price** 160 gp - **Usage** worn -- **Category** Worn This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. @@ -23,4 +22,6 @@ This ring gives you the power to cast the following innate arcane cantrips any n If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips. + +--- *Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-ravenousness-tv.md b/compendium/equipment/items/ring-of-ravenousness-tv.md index cd57e8f37..ef8b15477 100644 --- a/compendium/equipment/items/ring-of-ravenousness-tv.md +++ b/compendium/equipment/items/ring-of-ravenousness-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/cursed - trait/invested @@ -14,9 +14,10 @@ aliases: ["Ring of Ravenousness"] # Ring of Ravenousness *Item 7* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance. Once you invest it, though, it fuses to you, its effects activating immediately. While wearing the ring, you require twice the normal amount of food and drink for a creature your size to avoid starvation and thirst. + +--- *Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md b/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md index 32b380a17..6908797a6 100644 --- a/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md +++ b/compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe6 -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -15,16 +15,18 @@ aliases: ["Ring Of Recalcitrant Wishes"] - **Price** 10000 gp - **Usage** worn -- **Category** Worn This band of interwoven gold and copper, traced with Aklo symbols, is topped with a gleaming, luminescent opal gently bleeding wisps of shadowstuff. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command + You attempt to make the ring cast an arcane [wish](compendium/spells/wish.md) spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't cast and the ring can't be activated for 24 hours. You are [drained](rules/conditions.md#Drained), whether or not the ring refuses the wish. Once the wish is cast, the Ring of Recalcitrant Wishes has no powers, though it is rumored that the wearer's death in an act of profound self-sacrifice restores the wish to the ring. ``` + +--- *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-sneering-charity-da.md b/compendium/equipment/items/ring-of-sneering-charity-da.md index 2f4beb814..cb0ceaebd 100644 --- a/compendium/equipment/items/ring-of-sneering-charity-da.md +++ b/compendium/equipment/items/ring-of-sneering-charity-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/worn +- item/category/worn/ - trait/cursed - trait/enchantment - trait/invested @@ -13,8 +13,7 @@ aliases: ["Ring of Sneering Charity"] # Ring of Sneering Charity *Item 7* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn ring; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn ring This gold ring seems to offer good fortune to the wearer when they are charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity. @@ -22,4 +21,6 @@ Upon donning the ring, you must attempt a secret DC 25 Will save to avoid activa You are compelled to spend 10% of your wealth—and 10% of any future wealth you obtain—on charity. However, your acts of charity are insensitive and so insulting that they earn the recipients' enmity. For example, upon learning someone lost a child, you might toss money at them "to buy a new one. " You can't understand why your gifts aren't met with gratitude and resent the unappreciative recipients, and you firmly believe you should be able to call upon them for favors. You consider yourself an ideal philanthropist, and you constantly try to ingratiate yourself with other charitable organizations and individuals by offering to guide their donations to be more like your own. + +--- *Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-spell-turning.md b/compendium/equipment/items/ring-of-spell-turning.md index 8df703c6e..541d7fb43 100644 --- a/compendium/equipment/items/ring-of-spell-turning.md +++ b/compendium/equipment/items/ring-of-spell-turning.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,17 +14,18 @@ aliases: ["Ring of Spell Turning"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 67000 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This golden ring has three diamonds set into its face. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You are targeted by a spell **Effect** The ring replicates the effects of an 8th-level [spell turning](compendium/spells/spell-turning.md) with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit. ``` + +--- *Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-stoneshifting-ec3.md b/compendium/equipment/items/ring-of-stoneshifting-ec3.md index 3cf2ef205..98c1bab43 100644 --- a/compendium/equipment/items/ring-of-stoneshifting-ec3.md +++ b/compendium/equipment/items/ring-of-stoneshifting-ec3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec3 -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/earth - trait/invested @@ -16,17 +16,19 @@ aliases: ["Ring Of Stoneshifting"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1800 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This simple iron ring is faceted with a bulbous geode lined with bright purple crystals. A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute +- **Frequency**: three per day - **Requirements**: You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand) **Effect** You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can't carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails. ``` + +--- *Source: Extinction Curse #3: Life's Long Shadows p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-sustenance.md b/compendium/equipment/items/ring-of-sustenance.md index e2224334e..5082afcdd 100644 --- a/compendium/equipment/items/ring-of-sustenance.md +++ b/compendium/equipment/items/ring-of-sustenance.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Ring of Sustenance"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This polished wooden ring constantly refreshes your body and mind. You don't need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn't function until it's been worn and invested continuously for a week. Removing it resets this interval. + +--- *Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-swimming.md b/compendium/equipment/items/ring-of-swimming.md index 009b5979e..8aa4d39ae 100644 --- a/compendium/equipment/items/ring-of-swimming.md +++ b/compendium/equipment/items/ring-of-swimming.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,9 +13,10 @@ aliases: ["Ring of Swimming"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1750 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving. + +--- *Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-the-ram.md b/compendium/equipment/items/ring-of-the-ram.md index 913b5275d..531436b22 100644 --- a/compendium/equipment/items/ring-of-the-ram.md +++ b/compendium/equipment/items/ring-of-the-ram.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/force - trait/invested @@ -13,15 +13,16 @@ aliases: ["Ring of the Ram"] # Ring of the Ram *Item 6+* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This heavy iron ring is shaped to look like the head of a ram, with curling horns. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or more) [Interact](rules/actions/interact.md) -A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to [Activate this Item](rules/actions/activate-an-item.md) (from 1 to 3) determines the intensity of the force. The blow deals `2d6` force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. +- **Frequency**: once per minute + +**Effect** A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to [Activate this Item](rules/actions/activate-an-item.md) (from 1 to 3) determines the intensity of the force. The blow deals `2d6` force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. > [!success-degree] > - **Critical Success** The target is unaffected. @@ -30,4 +31,18 @@ A ram-shaped blast of force slams into one foe that you can see within 60 feet. > - **Critical Failure** The target takes double damage and is pushed twice the distance. ``` +--- +### Variants + +#### ring of the ram *Item 6* + +- **Price**: 220 gp + +#### greater ring of the ram *Item 13* + +- **Price**: 2700 gp + +The ring deals `3d6` force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet. + +--- *Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-the-weary-traveler-fop.md b/compendium/equipment/items/ring-of-the-weary-traveler-fop.md index 0b3e1b0b6..8f3fee6b1 100644 --- a/compendium/equipment/items/ring-of-the-weary-traveler-fop.md +++ b/compendium/equipment/items/ring-of-the-weary-traveler-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/worn +- item/category/worn/ - trait/invested - trait/transmutation - trait/uncommon @@ -14,14 +14,16 @@ aliases: ["Ring Of The Weary Traveler"] - **Price** 160 gp - **Usage** worn -- **Category** Worn This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) + You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the [fatigued](rules/conditions.md#Fatigued) condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become [fatigued](rules/conditions.md#Fatigued) again while the ring's power is in effect, the suppression ends, and you immediately take the penalties again. ``` + +--- *Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-truth-gmg.md b/compendium/equipment/items/ring-of-truth-gmg.md index 6831d726f..894167baa 100644 --- a/compendium/equipment/items/ring-of-truth-gmg.md +++ b/compendium/equipment/items/ring-of-truth-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/worn +- item/category/worn/ - trait/cursed - trait/enchantment - trait/invested @@ -15,10 +15,11 @@ aliases: ["Ring Of Truth"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn -- **Category** Worn This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures [hidden](rules/conditions.md#Hidden) on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring's curse. Once the curse has activated for the first time, the ring fuses to you. + +--- *Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-wizardry.md b/compendium/equipment/items/ring-of-wizardry.md index decea248f..ba5921cc6 100644 --- a/compendium/equipment/items/ring-of-wizardry.md +++ b/compendium/equipment/items/ring-of-wizardry.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/arcane - trait/divination - trait/invested @@ -13,8 +13,7 @@ aliases: ["Ring of Wizardry"] # Ring of Wizardry *Item 7+* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to [Arcana](compendium/skills.md#Arcana) checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. @@ -22,4 +21,31 @@ If you take off the ring for any reason, you lose the additional spell slots. Yo If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. +--- +### Variants + +#### I *Item 7* + +- **Price**: 360 gp + +#### II *Item 10* + +- **Price**: 1000 gp + +The bonus is +2, and the ring grants two 2nd-level spell slots and one 1st-level spell slot. + +#### III *Item 12* + +- **Price**: 2000 gp + +The bonus is +2, and the ring grants two 3rd-level spell slots and one 2nd-level spell slot. + +#### IV *Item 14* + +- **Price**: 4500 gp +- **Craft Requirements**: You have a spellcasting class feature with the arcane tradition. + +The bonus is +2, and the ring grants two 4th-level spell slots and one 3rd-level spell slot. + +--- *Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/ringmasters-staff-ec2.md b/compendium/equipment/items/ringmasters-staff-ec2.md index ceb87c449..019c69b94 100644 --- a/compendium/equipment/items/ringmasters-staff-ec2.md +++ b/compendium/equipment/items/ringmasters-staff-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/staff +- item/category/staff/ - trait/illusion - trait/magical - trait/staff @@ -13,15 +13,36 @@ aliases: ["Ringmaster's Staff"] # Ringmaster's Staff *Item 6+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") effect through barriers that would otherwise block it. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### ringmaster's staff *Item 6* + +- **Price**: 230 gp + +- Cantrips dancing lights +- **1st** feather fall, floating disk +- **2nd** glitterdust, illusory creature, obscuring mist + +#### greater ringmaster's staff *Item 12* + +- **Price**: 1800 gp + +- **3rd** enthrall, pyrotechnics (page 77) +- **4th** freedom of movement, summon animal +- **5th** cloak of colors, command + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/roaring-potion-tv.md b/compendium/equipment/items/roaring-potion-tv.md index c7606e251..f3c200e73 100644 --- a/compendium/equipment/items/roaring-potion-tv.md +++ b/compendium/equipment/items/roaring-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/evocation - trait/magical @@ -14,22 +14,24 @@ aliases: ["Roaring Potion"] # Roaring Potion *Item 8+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You gain the effects of a [bullhorn](compendium/spells/bullhorn-som.md) spell. You can [Dismiss](rules/actions/dismiss.md) the activation. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + +- **Frequency**: once every `1d4` rounds -You emit a scream in a 15-foot cone that deals `4d4` sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. +**Effect** You emit a scream in a 15-foot cone that deals `4d4` sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw. > [!success-degree] > - **Critical Success** The creature is unaffected. @@ -38,4 +40,24 @@ You emit a scream in a 15-foot cone that deals `4d4` sonic damage. Each creature > - **Critical Failure** The creature takes double damage and is [frightened](rules/conditions.md#Frightened). ``` +--- +### Variants + +#### lesser *Item 8* + +- **Price**: 90 gp + +#### moderate *Item 13* + +- **Price**: 550 gp + +You gain the effects of a 5th-level [bullhorn](compendium/spells/bullhorn-som.md) spell. The damage is `6d4` and the save DC is 30. + +#### greater *Item 18* + +- **Price**: 3600 gp + +You gain the effects of a 7th-level [bullhorn](compendium/spells/bullhorn-som.md) spell. The damage is `10d4` and the save DC is 38. + +--- *Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/robe-of-eyes.md b/compendium/equipment/items/robe-of-eyes.md index e2c88b789..ad6077450 100644 --- a/compendium/equipment/items/robe-of-eyes.md +++ b/compendium/equipment/items/robe-of-eyes.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Robe of Eyes"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 13000 gp -- **Usage** worn garment; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn garment This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to [Perception](compendium/skills.md#Perception) checks, and you constantly benefit from the effects of a 2nd-level [see invisibility](compendium/spells/see-invisibility.md) spell. @@ -24,11 +23,14 @@ You can also see powerful magic auras. The highest-level [magic aura](compendium The robe of eyes is not without its dangers. If any spell with the [light](rules/traits/light.md "Light Effect Trait") trait is cast on you or your square while you are wearing the robe, you are [blinded](rules/conditions.md#Blinded) for a number of rounds equal to the spell's level unless you succeed at a Fortitude save against the spell's DC. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You pluck an eye from the robe and toss it into the air, where it turns [invisible](rules/conditions.md#Invisible) and floats to a destination you choose, with the same effect as a 5th-level [prying eye](compendium/spells/prying-eye.md) spell. You can Sustain the Activation just as you would be able to [Sustain the Spell](rules/actions/sustain-a-spell.md). ``` + +--- *Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/robe-of-the-archmagi.md b/compendium/equipment/items/robe-of-the-archmagi.md index 01ac7a319..5f4091d53 100644 --- a/compendium/equipment/items/robe-of-the-archmagi.md +++ b/compendium/equipment/items/robe-of-the-archmagi.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/arcane - trait/invested @@ -13,19 +13,35 @@ aliases: ["Robe of the Archmagi"] # Robe of the Archmagi *Item 15+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn garment; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn garment Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An [evil](rules/traits/evil.md "Evil Alignment Trait") or [good](rules/traits/good.md "Good Alignment Trait") robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead [stupefied](rules/conditions.md#Stupefied) while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe. The robes are explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: You attempt a saving throw against an arcane spell, but you haven't rolled yet **Effect** You automatically succeed at your save against the triggering arcane spell. ``` +--- +### Variants + +#### robe of the archmagi *Item 15* + +- **Price**: 6500 gp + +#### greater robe of the archmagi *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: You are an arcane spellcaster. + +The resistance against arcane spells is 10. + +You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day. + +--- *Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/rock-braced-aoa4.md b/compendium/equipment/items/rock-braced-aoa4.md index 09a1b29e5..e0ddcd9c6 100644 --- a/compendium/equipment/items/rock-braced-aoa4.md +++ b/compendium/equipment/items/rock-braced-aoa4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa4 -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/dwarf - trait/magical @@ -16,8 +16,9 @@ aliases: ["Rock-braced"] - **Price** 3000 gp - **Usage** etched onto medium or heavy armor -- **Category** Rune _Rock-braced_ armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 item bonus to your Fortitude DC against the check to move you. If the creature would not normally need to attempt a check to move you, then the creature must succeed at an [Athletics](compendium/skills.md#Athletics) check against your Fortitude DC (including the +4 item bonus) or you are unmoved. + +--- *Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/rock-ripper-snare-lotgb.md b/compendium/equipment/items/rock-ripper-snare-lotgb.md index ddf4ca413..4045441c5 100644 --- a/compendium/equipment/items/rock-ripper-snare-lotgb.md +++ b/compendium/equipment/items/rock-ripper-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Rock Ripper Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 gp -- **Category** Snare You weave plant matter among loose stones in an area with trees or a ceiling overhead. When a creature enters the square, the snare's square and each adjacent square becomes difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw. @@ -24,4 +23,6 @@ You weave plant matter among loose stones in an area with trees or a ceiling ove > - **Failure** The target takes `1d6` bludgeoning damage. > - **Critical Failure** The target takes `2d6` bludgeoning damage. + +--- *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/rod-of-cancellation-apg.md b/compendium/equipment/items/rod-of-cancellation-apg.md index 7b1228f97..d9563f35a 100644 --- a/compendium/equipment/items/rod-of-cancellation-apg.md +++ b/compendium/equipment/items/rod-of-cancellation-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/rare @@ -13,13 +13,13 @@ aliases: ["Rod Of Cancellation"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 75000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This powerful magic rod is inimical to all magic. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You touch the rod to a [magical](rules/traits/magical.md "Magical Item Trait") effect or magic item and attempt to counteract the effect or item. @@ -30,4 +30,6 @@ On a success, the effect or item is deactivated for the same amount of time, and The rod of cancellation automatically fails to counteract most artifacts and similarly powerful items, but it reacts explosively when activated against a sphere of annihilation without a counteract check (Gamemastery Guide 113). ``` + +--- *Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/rod-of-negation.md b/compendium/equipment/items/rod-of-negation.md index 820d9e65c..d935f627c 100644 --- a/compendium/equipment/items/rod-of-negation.md +++ b/compendium/equipment/items/rod-of-negation.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical aliases: ["Rod of Negation"] @@ -12,15 +12,17 @@ aliases: ["Rod of Negation"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 4300 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This long, plain, leaden rod can disrupt magic. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level [dispel magic](compendium/spells/dispel-magic.md) spell with a counteract modifier of +23. Once activated, the rod can't be activated again for `2d6` hours. ``` + +--- *Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/rod-of-wonder.md b/compendium/equipment/items/rod-of-wonder.md index bdfc023fa..05c7f8ab8 100644 --- a/compendium/equipment/items/rod-of-wonder.md +++ b/compendium/equipment/items/rod-of-wonder.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/chaotic - trait/evocation - trait/magical @@ -14,13 +14,13 @@ aliases: ["Rod of Wonder"] [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 465 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This peculiar rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + Choose a creature within 60 feet and roll d% on the table below to determine the rod's effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet. @@ -61,4 +61,6 @@ Once activated, the rod can't be activated again for `1d4` hours. | 98–100 | The rod casts [shrink](compendium/spells/shrink.md) on you, lasting 1 day | + +--- *Source: Core Rulebook p. 575* \ No newline at end of file diff --git a/compendium/equipment/items/rope-50-feet.md b/compendium/equipment/items/rope-50-feet.md index 665b4170e..b3f778043 100644 --- a/compendium/equipment/items/rope-50-feet.md +++ b/compendium/equipment/items/rope-50-feet.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Rope (50 feet)"] --- # Rope (50 feet) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Rope (50 feet)"] - **Price** 5 sp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/rope-dart-tv.md b/compendium/equipment/items/rope-dart-tv.md index a2a78786e..43384d138 100644 --- a/compendium/equipment/items/rope-dart-tv.md +++ b/compendium/equipment/items/rope-dart-tv.md @@ -18,10 +18,12 @@ aliases: ["Rope Dart"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 2 - **Category** Martial; **Group** Dart A deceptively simple weapon made from a length of cord attached to a weighted, conical metal spike. A rope dart can be whirled and manipulated at great speeds to attack in unexpected ways and from unexpected angles. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/rope-of-climbing-apg.md b/compendium/equipment/items/rope-of-climbing-apg.md index 07eeb6174..11ff91957 100644 --- a/compendium/equipment/items/rope-of-climbing-apg.md +++ b/compendium/equipment/items/rope-of-climbing-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Rope Of Climbing"] @@ -11,17 +11,38 @@ aliases: ["Rope Of Climbing"] # Rope Of Climbing *Item 3+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You hold one end of the rope and point to a destination. +- **Frequency**: once per day + +**Effect** You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an [Interact](rules/actions/interact.md) action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. ``` +--- +### Variants + +#### lesser rope of climbing *Item 3* + +- **Price**: 45 gp + +#### moderate rope of climbing *Item 5* + +- **Price**: 125 gp + +You can activate the moderate rope of climbing once per hour instead of once per day. + +#### greater rope of climbing *Item 7* + +- **Price**: 300 gp + +You can activate the greater rope of climbing without any frequency limit. + +--- *Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/rose-of-loves-lost-da.md b/compendium/equipment/items/rose-of-loves-lost-da.md index 788c1ed67..27b9783f0 100644 --- a/compendium/equipment/items/rose-of-loves-lost-da.md +++ b/compendium/equipment/items/rose-of-loves-lost-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/cursed - trait/enchantment @@ -14,12 +14,13 @@ aliases: ["Rose of Loves Lost"] # Rose of Loves Lost *Item 10* [consumable](rules/traits/consumable.md "Consumable Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere—even buried innocently in a treasure hoard. You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn't function if you know the item's curse. If the target accepts the gift, they must succeed at a DC 27 Will save with the effects of charm, except the duration is unlimited. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become [doomed](rules/conditions.md#Doomed), as the rose inflicts a lethal wasting disease upon the recipient. This value can't decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose's spell, until the victim either dies or shakes off the enchantment. A successful saving throw or remove curse ends the charm and enables the victim to begin decreasing their [doomed](rules/conditions.md#Doomed) value. + +--- *Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/rotary-bow-tv.md b/compendium/equipment/items/rotary-bow-tv.md index ecc75b492..8f10ddc0d 100644 --- a/compendium/equipment/items/rotary-bow-tv.md +++ b/compendium/equipment/items/rotary-bow-tv.md @@ -12,11 +12,13 @@ aliases: ["Rotary Bow"] - **Price** 8 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** Bolt (10); **Range** 80 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** Bolt (10); **Range** 80 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Bow This one-handed crossbow has four arms instead of two, and four rotating chambers that can be pre-loaded with bolts for more efficient firing. The chamber can be swapped and the arms redrawn with a simple crank device built into the crossbow. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/round-g-g.md b/compendium/equipment/items/round-g-g.md index b79f462d9..0861d0d26 100644 --- a/compendium/equipment/items/round-g-g.md +++ b/compendium/equipment/items/round-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/ammunition +- item/category/ammunition/ - trait/alchemical aliases: ["Round"] --- @@ -11,11 +11,22 @@ aliases: ["Round"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Bulk** L -- **Category** Ammunition Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items. > [!pf2-note] > Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. +--- +### Variants + +#### 5-pack *Item 0* + +- **Price**: 1 sp + +#### 10-pack *Item 0* + +- **Price**: 1 sp + +--- *Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/compendium/equipment/items/rovagugs-mud-tv.md b/compendium/equipment/items/rovagugs-mud-tv.md index 8f793114e..39439d646 100644 --- a/compendium/equipment/items/rovagugs-mud-tv.md +++ b/compendium/equipment/items/rovagugs-mud-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/evocation - trait/magical @@ -13,12 +13,25 @@ aliases: ["Rovagug's Mud"] # Rovagug's Mud *Item 13+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion [Rovagug](compendium/setting/deities/rovagug.md)'s mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take `5d6` damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for `1d4` rounds, and you can't use this breath again for the same amount of time. +--- +### Variants + +#### [Rovagug](compendium/setting/deities/rovagug.md)'s mud *Item 13* + +- **Price**: 600 gp + +#### greater [Rovagug](compendium/setting/deities/rovagug.md)'s mud *Item 18* + +- **Price**: 4800 gp + +The damage is `8d6`, the save DC is 38, and Hardness decreases by 10. + +--- *Source: Treasure Vault p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/rowan-rifle-g-g.md b/compendium/equipment/items/rowan-rifle-g-g.md index bc33b0067..f10173b21 100644 --- a/compendium/equipment/items/rowan-rifle-g-g.md +++ b/compendium/equipment/items/rowan-rifle-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/primal @@ -13,8 +13,7 @@ aliases: ["Rowan Rifle"] # Rowan Rifle *Item 16* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in two hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in two hands In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the plant life growing nearby, one stubborn rowan tree refused to die, its roots slowly absorbing djezet in small particles from the ground until the entire plant was suffused with it. Fey bowyers discovered the remarkable plant and coaxed it into growing into a very particular shape, its branching trunks woven together into a tightly twisted and naturally rifled barrel. @@ -23,21 +22,27 @@ One of the legendary star guns, Arcadia's greatest treasures, the Rowan Rifle is As a star gun, the Rowan Rifle runs on magic, and doesn't use ammunition or black powder. As a weapon forged to protect the fey peoples of Arcadia, the Rowan Rifle's enchantments prevent it from ever causing harm to a creature with the [fey](rules/traits/fey.md "Fey Creature Type Trait") trait; any attempt to shoot a fey with it results in an automatic misfire. This legendary star gun is as much a badge of office as a weapon, as it denotes dominion over all Briarbough. If the Rowan Rifle's wielder is fey, or if they were specifically given the Rowan Rifle by a fey creature who recognized them as a worthy champion, they can use the following activations. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle's damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a –15-foot circumstance penalty to their Speeds, and a creature who critically fails is [immobilized](rules/conditions.md#Immobilized). A creature who succeeds at a DC 35 [Escape](rules/actions/escape.md) check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away. ``` ```ad-embed-ability -title: Activate +title: **Activate** command, envision, [Interact](rules/actions/interact.md) (1 minute) + +- **Frequency**: ten per minute -You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough. +**Effect** You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough. ``` + +--- *Source: Guns & Gears p. 166* \ No newline at end of file diff --git a/compendium/equipment/items/rubbing-set-lopsg.md b/compendium/equipment/items/rubbing-set-lopsg.md index 10a5cbc52..caacc218e 100644 --- a/compendium/equipment/items/rubbing-set-lopsg.md +++ b/compendium/equipment/items/rubbing-set-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Rubbing Set"] --- @@ -13,8 +13,9 @@ aliases: ["Rubbing Set"] - **Price** 1 gp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/ruby-capacitor-tv.md b/compendium/equipment/items/ruby-capacitor-tv.md index da0356331..7c8d7e2fe 100644 --- a/compendium/equipment/items/ruby-capacitor-tv.md +++ b/compendium/equipment/items/ruby-capacitor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -13,10 +13,29 @@ aliases: ["Ruby Capacitor"] # Ruby Capacitor *Item 10+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") -- **Usage** affixed to a magical staff; **Bulk** — +- **Bulk** —; **Usage** affixed to a magical staff - **Activate** [Interact](rules/actions/interact.md); **Requirements** You prepared the staff. -- **Category** Talisman This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn. +--- +### Variants + +#### ruby capacitor *Item 10* + +- **Price**: 180 gp + +#### greater ruby capacitor *Item 14* + +- **Price**: 800 gp + +The number of temporary charges increases to 3. + +#### major ruby capacitor *Item 18* + +- **Price**: 4500 gp + +The number of temporary charges increases to 5. + +--- *Source: Treasure Vault p. 95* \ No newline at end of file diff --git a/compendium/equipment/items/ruby-string-lol.md b/compendium/equipment/items/ruby-string-lol.md index 187f85339..229e67394 100644 --- a/compendium/equipment/items/ruby-string-lol.md +++ b/compendium/equipment/items/ruby-string-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/rare @@ -14,14 +14,16 @@ aliases: ["Ruby String"] - **Price** 900 gp - **Usage** held in 1 hand -- **Category** Consumable The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of these loose strings, but others occasionally find these potent silk strands in unexpected places. A ruby string can fulfill the cost requirement for an 8th-level create demiplane ritual (Advanced Player's Guide 241). When used in this way, the ruby string negates the need for secondary casters, and you get a success for all secondary checks. Alternatively, you can activate it to create a smaller demiplane without requiring the ritual. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 8 hour envision, [Interact](rules/actions/interact.md) + You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane, but the space is a single 10-foot cube. ``` + +--- *Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/ruler-lopsg.md b/compendium/equipment/items/ruler-lopsg.md index 7033a432a..cd2559d88 100644 --- a/compendium/equipment/items/ruler-lopsg.md +++ b/compendium/equipment/items/ruler-lopsg.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/held +- item/category/held/ aliases: ["Ruler"] --- # Ruler *Item 0* - **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** – -- **Category** Held +- **Bulk** –; **Usage** held in 1 hand A ruler is a straight-edged object used for measuring small distances accurately and drawing straight lines. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/rune-of-sin-som.md b/compendium/equipment/items/rune-of-sin-som.md index 85d3d3f79..34daa7629 100644 --- a/compendium/equipment/items/rune-of-sin-som.md +++ b/compendium/equipment/items/rune-of-sin-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/tattoo +- item/category/tattoo/ - trait/arcane - trait/invested - trait/tattoo @@ -15,10 +15,11 @@ aliases: ["Rune Of Sin"] - **Price** 1700 gp - **Usage** tattooed on the body -- **Category** Tattoo This jagged glyph, one of the Thassilonian runes of sin, reacts to magic of a particular school (there's no rune for divination, as it was considered lesser within sin magic) When you [Cast a Spell](rules/actions/cast-a-spell.md) of the school matching the sin, you gain resistance 5 to damage from spells until the start of your next turn. This resistance is increased to 7 against spells of the matching school. This tattoo has the school trait matching the rune: abjuration for envy, necromancy for gluttony, transmutation for greed, enchantment for lust, illusion for pride, conjuration for sloth, and evocation for wrath. + +--- *Source: Secrets of Magic p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/runestone.md b/compendium/equipment/items/runestone.md index 311debbc7..dac6889d2 100644 --- a/compendium/equipment/items/runestone.md +++ b/compendium/equipment/items/runestone.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical aliases: ["Runestone"] @@ -12,9 +12,10 @@ aliases: ["Runestone"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. Once the stone is etched, it gains the magic school trait of the rune etched upon it. When a rune is transferred from the runestone to another object, the runestone cracks and is destroyed. The Price listed is for an empty stone; a stone holding a rune adds the Price of the rune. + +--- *Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/compendium/equipment/items/rungu-loag.md b/compendium/equipment/items/rungu-loag.md index 289ea637a..6581f1c69 100644 --- a/compendium/equipment/items/rungu-loag.md +++ b/compendium/equipment/items/rungu-loag.md @@ -14,10 +14,12 @@ aliases: ["Rungu"] - **Price** 4 sp - **Bulk** L -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club This specialized club is designed for throwing and is useful for both combat and hunting. Rungus were invented by Zenj humans of the Mwangi Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/rusting-ammunition-tv.md b/compendium/equipment/items/rusting-ammunition-tv.md index 51b85997c..c8f746e0b 100644 --- a/compendium/equipment/items/rusting-ammunition-tv.md +++ b/compendium/equipment/items/rusting-ammunition-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/force @@ -12,10 +12,26 @@ aliases: ["Rusting Ammunition"] # Rusting Ammunition *Item 13+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") +- **Craft Requirements** Supply the saliva of a rust monster (Bestiary 283). - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Rusting ammunition is made using a rust monster's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes [persistent damage](rules/conditions.md#Persistent%20Damage) for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this [persistent damage](rules/conditions.md#Persistent%20Damage) crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed. +--- +### Variants + +#### moderate *Item 13* + +- **Price**: 600 gp + +The ammunition deals `3d8` [persistent damage](rules/conditions.md#Persistent%20Damage) for up to 5 rounds. For an object, the ammunition destroys a 5-foot cube. + +#### greater *Item 18* + +- **Price**: 3600 gp + +The ammunition deals `4d8` [persistent damage](rules/conditions.md#Persistent%20Damage) for up to 6 rounds. For an object, the ammunition destroys a 10-foot cube. + +--- *Source: Treasure Vault p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/rusting-carapace-tv.md b/compendium/equipment/items/rusting-carapace-tv.md index be888403f..cc38ec5ef 100644 --- a/compendium/equipment/items/rusting-carapace-tv.md +++ b/compendium/equipment/items/rusting-carapace-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/evocation - trait/invested - trait/magical @@ -14,15 +14,19 @@ aliases: ["Rusting Carapace"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 476 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include the hide of a rust monster (Bestiary 283). +- **Bulk** 1; **Usage** worn armor This +1 leather lamellar armor incorporates the plates of a rust monster's hide, woven together with the creature's own antennae and sinew into a functional set of armor. While wearing the rusting carapace, you gain a +2 item bonus to your Reflex save to prevent an object you're holding from being affected by rust; this also increases your Reflex DC to avoid being Disarmed by a rust monster's Antenna Disarm ability. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -Feathery antennae extend from between the segments of the rusting hide and brush against a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk, with the effects of rusting grasp. The DC is 24. +- **Frequency**: once per day + +**Effect** Feathery antennae extend from between the segments of the rusting hide and brush against a nearby metal creature, non-magical metal hazard, or non-magical metal item of up to 1 Bulk, with the effects of rusting grasp. The DC is 24. ``` + +--- *Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/s-ring-som.md b/compendium/equipment/items/s-ring-som.md index 57861a00a..ae6d66a57 100644 --- a/compendium/equipment/items/s-ring-som.md +++ b/compendium/equipment/items/s-ring-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/focused - trait/invested - trait/magical @@ -14,14 +14,17 @@ aliases: ["S Ring"] - **Price** 1000 gp - **Usage** worn -- **Category** Worn Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to [Arcana](compendium/skills.md#Arcana) checks, and a +1 circumstance bonus to recognize [magical](rules/traits/magical.md "Magical Item Trait") effects and items of the specific school of magic. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this Focus Point is lost. ``` + +--- *Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/saboteurs-friend-tv.md b/compendium/equipment/items/saboteurs-friend-tv.md index 613701da2..e715bf390 100644 --- a/compendium/equipment/items/saboteurs-friend-tv.md +++ b/compendium/equipment/items/saboteurs-friend-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -16,7 +16,6 @@ aliases: ["Saboteur's Friend"] - **Price** 14 gp - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison The euphemistically named saboteur's friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that induce a strong laxative effect. @@ -37,4 +36,6 @@ title: Saving Throw: DC 20 Fortitude **Stage 3** [enfeebled](rules/conditions.md#Enfeebled), [fatigued](rules/conditions.md#Fatigued), and [sickened](rules/conditions.md#Sickened) (10 minutes) ``` + +--- *Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/sack-5.md b/compendium/equipment/items/sack-5.md index 04aee857f..caf01b993 100644 --- a/compendium/equipment/items/sack-5.md +++ b/compendium/equipment/items/sack-5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Sack (5)"] --- # Sack (5) *Item 0* @@ -11,8 +11,9 @@ aliases: ["Sack (5)"] - **Price** 1 cp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/sack-of-rotten-fruit-afof.md b/compendium/equipment/items/sack-of-rotten-fruit-afof.md index a468f5d8c..e1835c9f5 100644 --- a/compendium/equipment/items/sack-of-rotten-fruit-afof.md +++ b/compendium/equipment/items/sack-of-rotten-fruit-afof.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/afof -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/uncommon aliases: ["Sack of Rotten Fruit"] @@ -12,10 +12,11 @@ aliases: ["Sack of Rotten Fruit"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3 gp -- **Usage** Held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** Held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Consumable Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. When you [Strike](rules/actions/strike.md) a creature with a sack of rotten fruit, the sack is consumed while the creature takes `1d4` bludgeoning damage and must attempt a DC 15 Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened). The range increment of a thrown sack of rotten fruit is 20 feet. + +--- *Source: A Fistful of Flowers p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/saddlebags.md b/compendium/equipment/items/saddlebags.md index b0f98f47c..71a1d7304 100644 --- a/compendium/equipment/items/saddlebags.md +++ b/compendium/equipment/items/saddlebags.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Saddlebags"] --- # Saddlebags *Item 0* @@ -11,8 +11,9 @@ aliases: ["Saddlebags"] - **Price** 2 sp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/sages-lash-som.md b/compendium/equipment/items/sages-lash-som.md index 9cc454090..c52baf1ef 100644 --- a/compendium/equipment/items/sages-lash-som.md +++ b/compendium/equipment/items/sages-lash-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -15,7 +15,6 @@ aliases: ["Sage's Lash"] - **Price** 24000 gp - **Usage** worn belt -- **Category** Apex The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of four multicolored, perfectly spherical beads: jade, turquoise, quartz, and amethyst. @@ -24,7 +23,8 @@ While wearing the lash, you gain a +3 item bonus to [Religion](compendium/skills When you invest the belt, you either increase your Wisdom score by 2 or to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn. @@ -34,4 +34,6 @@ You touch one of the jewels affixed to the sage's lash and speak a command word. - **Amethyst** (divination, light, revelation) Speak "verity" to emit a magical trail of light from the lash that reveals the location of each creature in the emanation. For 1 round, if they would be [invisible](rules/conditions.md#Invisible), they become [concealed](rules/conditions.md#Concealed) instead, and if they would be [undetected](rules/conditions.md#Undetected) or [unnoticed](rules/conditions.md#Unnoticed) by a creature, they're [hidden](rules/conditions.md#Hidden) instead. A creature can attempt a DC 43 [Stealth](compendium/skills.md#Stealth) check to avoid the lash's detection. ``` + +--- *Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/sai.md b/compendium/equipment/items/sai.md index 87cc4fded..b565ebe53 100644 --- a/compendium/equipment/items/sai.md +++ b/compendium/equipment/items/sai.md @@ -17,10 +17,12 @@ aliases: ["Sai"] - **Price** 6 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Knife This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy's weapon. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/saints-balm-ec2.md b/compendium/equipment/items/saints-balm-ec2.md index 4e5981718..4b93243a7 100644 --- a/compendium/equipment/items/saints-balm-ec2.md +++ b/compendium/equipment/items/saints-balm-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/oil +- item/category/oil/ - trait/consumable - trait/healing - trait/magical @@ -18,8 +18,9 @@ aliases: ["Saints' Balm"] - **Price** 70 gp - **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a tightly sealed, palmsized dish etched with holy symbols. Applying saints' balm to yourself or a creature within reach restores `3d8+10` Hit Points to the creature to which it's applied. + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/salamander-elixir.md b/compendium/equipment/items/salamander-elixir.md index 99986a23f..fe84b283a 100644 --- a/compendium/equipment/items/salamander-elixir.md +++ b/compendium/equipment/items/salamander-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,29 @@ aliases: ["Salamander Elixir"] # Salamander Elixir *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 15 gp + +#### moderate *Item 12* + +- **Price**: 320 gp + +You're also protected from extreme heat. + +#### greater *Item 16* + +- **Price**: 1400 gp + +You're also protected from extreme and incredible heat. + +--- *Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/salve-of-antiparalysis.md b/compendium/equipment/items/salve-of-antiparalysis.md index d01e79905..2ea7a367e 100644 --- a/compendium/equipment/items/salve-of-antiparalysis.md +++ b/compendium/equipment/items/salve-of-antiparalysis.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/healing - trait/magical @@ -14,10 +14,23 @@ aliases: ["Salve of Antiparalysis"] # Salve of Antiparalysis *Item 6+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level [remove paralysis](compendium/spells/remove-paralysis.md) spell. +--- +### Variants + +#### salve of antiparalysis *Item 6* + +- **Price**: 40 gp + +#### greater salve of antiparalysis *Item 12* + +- **Price**: 325 gp + +A greater salve of antiparalysis can potentially remove [petrification](rules/conditions.md#Petrified). The creature recovers as if it were the target of both a 6th-level [remove paralysis](compendium/spells/remove-paralysis.md) spell and a [stone to flesh](compendium/spells/stone-to-flesh.md) spell. + +--- *Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/salve-of-slipperiness.md b/compendium/equipment/items/salve-of-slipperiness.md index 1127f8470..23c0ff7fd 100644 --- a/compendium/equipment/items/salve-of-slipperiness.md +++ b/compendium/equipment/items/salve-of-slipperiness.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -16,8 +16,9 @@ aliases: ["Salve of Slipperiness"] - **Price** 25 gp - **Bulk** L - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Escape](rules/actions/escape.md) or to [Squeeze](rules/actions/squeeze.md). + +--- *Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/salvo-shield-tv.md b/compendium/equipment/items/salvo-shield-tv.md index 1e0635ec0..ed3a2aedd 100644 --- a/compendium/equipment/items/salvo-shield-tv.md +++ b/compendium/equipment/items/salvo-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/deflecting-physical-ranged aliases: ["Salvo Shield"] --- @@ -12,9 +12,11 @@ aliases: ["Salvo Shield"] - **Price** 6 gp - **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 20 (BT 10) -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 4, **HP** 20 (BT 10); **Speed Penalty** — +- **Group** Shield This specialized steel shield features an outer layer of angled wooden or steel plates, which help deflect or redirect incoming ranged projectiles but don't offer any additional protection against melee weapons. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/sambuca-g-g.md b/compendium/equipment/items/sambuca-g-g.md index 0d7b61e69..044982b41 100644 --- a/compendium/equipment/items/sambuca-g-g.md +++ b/compendium/equipment/items/sambuca-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/rare aliases: ["Sambuca"] --- @@ -11,10 +11,11 @@ aliases: ["Sambuca"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 120 gp -- **Category** Siege Weapon A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys or other ships of similar size. The sambuca is then mounted across the ships on one end with its length suspended upward, and attached to pulleys fastened to the tops of the ships' masts. Once the ships are moved into position, the sambuca can be lowered to rest on a battlement or other surface, allowing troops to rush from the ships onto their intended destination. The sambuca has AC 17, Fort +11, Ref +5, Hardness 8, HP 32 (BT 16), and object immunities. It's covered on all sides to protect those who cross, granting them greater cover. The end of the sambuca can be lowered by teams operating the pulleys in concert. This requires three crew members on each ship, and they can lower the far end of the sambuca by 15 feet each round they work. + +--- *Source: Guns & Gears p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/sampling-ammunition-da.md b/compendium/equipment/items/sampling-ammunition-da.md index facca74fa..9ab41403e 100644 --- a/compendium/equipment/items/sampling-ammunition-da.md +++ b/compendium/equipment/items/sampling-ammunition-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/necromancy @@ -14,8 +14,9 @@ aliases: ["Sampling Ammunition"] - **Price** 22 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) -- **Category** Consumable The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target's skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can't collect samples from creatures made entirely of metal, stone, or other hard substances. + +--- *Source: Dark Archive p. 63* \ No newline at end of file diff --git a/compendium/equipment/items/sandals-of-the-stag-tv.md b/compendium/equipment/items/sandals-of-the-stag-tv.md index 3b52d1e49..afdaae218 100644 --- a/compendium/equipment/items/sandals-of-the-stag-tv.md +++ b/compendium/equipment/items/sandals-of-the-stag-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Sandals of the Stag"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 24000 gp -- **Usage** worn sandals; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn sandals These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the forest. You gain a +5-foot item bonus to your land Speed and a +3 item bonus on [Athletics](compendium/skills.md#Athletics) checks when attempting to [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). When you invest the sandals, you either increase your Strength score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per minute - **Trigger**: You attempt a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) but you didn't [Stride](rules/actions/stride.md) at least 10 feet **Effect** You can attempt the jump normally. It doesn't automatically fail. ``` + +--- *Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/sandstorm-top-lomm.md b/compendium/equipment/items/sandstorm-top-lomm.md index b9303c487..293421b12 100644 --- a/compendium/equipment/items/sandstorm-top-lomm.md +++ b/compendium/equipment/items/sandstorm-top-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/rare @@ -13,15 +13,18 @@ aliases: ["Sandstorm Top"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 3000 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in one hand On Tekritanin holidays, children reenacted legendary battles of deities by playing with magical tops. Though the paint on this wooden top has long since faded, its magical runes once gleamed yellow-gold and fiery orange, evoking the color of the sky during a sandstorm. To set the top in motion, wind a string around its bottom and upward along its body, and then throw it while gripping the string. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes `4d6` slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating. +- **Frequency**: once per day + +**Effect** You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes `4d6` slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating. ``` + +--- *Source: Lost Omens: Monsters of Myth p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/sanguine-fang-tv.md b/compendium/equipment/items/sanguine-fang-tv.md index 8f4137c4d..60ee38b91 100644 --- a/compendium/equipment/items/sanguine-fang-tv.md +++ b/compendium/equipment/items/sanguine-fang-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/magical - trait/necromancy - trait/negative @@ -13,8 +13,7 @@ aliases: ["Sanguine Fang"] # Sanguine Fang *Item 9+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25. @@ -22,15 +21,66 @@ A pointed vampire fang hovers within this smoked-glass vial, its tip crimson wit - Weapon After you cast a necromancy spell by activating the fang, your Strikes with the weapon deal `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [chill touch](compendium/spells/chill-touch.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [vampiric touch](compendium/spells/vampiric-touch.md). +``` + +--- +### Variants + +#### greater sanguine fang *Item 12* + +- **Price**: 1750 gp + +The resistance is 5 when affixed to armor, the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is `1d6` when affixed to a weapon, and the spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [vampiric touch](compendium/spells/vampiric-touch.md). +**Effect** You cast [sanguine mist](compendium/spells/sanguine-mist-som.md) . ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [vampiric touch](compendium/spells/vampiric-touch.md). +``` + +#### major sanguine fang *Item 15* + +- **Price**: 5750 gp + +The resistance is 10 and the item bonus is +3 when affixed to armor, the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) is `2d6` when affixed to a weapon, and the spell DC is 34. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 5th-level [vampiric touch](compendium/spells/vampiric-touch.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [vampiric exsanguination](compendium/spells/vampiric-exsanguination.md). +``` + +--- *Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/sanguine-klar-tv.md b/compendium/equipment/items/sanguine-klar-tv.md index c81447102..52b023655 100644 --- a/compendium/equipment/items/sanguine-klar-tv.md +++ b/compendium/equipment/items/sanguine-klar-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Sanguine Klar"] @@ -11,17 +11,31 @@ aliases: ["Sanguine Klar"] # Sanguine Klar *Item 9+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +1 striking wounding klar (Hardness 8, HP 64, BT 32) is built with spikes made of beasts' fangs. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per round - **Trigger**: You or a creature within 5 feet of you suffers bleed damage **Effect** The sanguine klar regains a number of Hit Points equal to the bleed damage, up to an amount equal to its Hardness. ``` +--- +### Variants + +#### sanguine klar *Item 9* + +- **Price**: 650 gp + +#### greater *Item 14* + +- **Price**: 3700 gp + +A greater sanguine klar (Hardness 13, HP 100, and BT 50) is a +2 greater striking wounding klar, and its activation can be triggered by bleed damage at a range of 30 feet. + +--- *Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/sanguine-mutagen-tv.md b/compendium/equipment/items/sanguine-mutagen-tv.md index 321e2fcd7..7be6de224 100644 --- a/compendium/equipment/items/sanguine-mutagen-tv.md +++ b/compendium/equipment/items/sanguine-mutagen-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Sanguine Mutagen"] # Sanguine Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood. @@ -24,4 +23,32 @@ Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improve Drawback Whenever you take piercing or slashing damage, you take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bonus is +1 (or +2 against disease, poison, or [fatigued](rules/conditions.md#Fatigued)), and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus is +2 (or +3 against disease, poison, or [fatigued](rules/conditions.md#Fatigued)), and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3 (or +4 against disease, poison, or [fatigued](rules/conditions.md#Fatigued)), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the [fatigued](rules/conditions.md#Fatigued) condition, you get a critical success instead. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the [fatigued](rules/conditions.md#Fatigued) condition, you get a critical success instead and your critical failures on such saves become failures instead. + +--- *Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/sankeit-tv.md b/compendium/equipment/items/sankeit-tv.md index c9a7caf99..10cf5ae5a 100644 --- a/compendium/equipment/items/sankeit-tv.md +++ b/compendium/equipment/items/sankeit-tv.md @@ -13,9 +13,11 @@ aliases: ["Sankeit"] - **Price** 5 gp - **Bulk** 1 - **AC Bonus** +2; **Dex Cap** +3 -- **Strength** 12; **Check Penalty** --1; **Speed Penalty** — +- **Strength** 12; **Check Penalty** -1; **Speed Penalty** — - **Category** Light; **Group** Wood Sankeit is common armor among Varki in the northern Land of the Linnorm Kings, made of small wooden plates or longer slats, typically vertical, joined with sinew or cord and painted with decorations. Varki warriors traditionally wear sankeit with a fearsome wooden helm carved in the shape of a mighty creature. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/sansetsukon-tv.md b/compendium/equipment/items/sansetsukon-tv.md index aac232a60..776c662f1 100644 --- a/compendium/equipment/items/sansetsukon-tv.md +++ b/compendium/equipment/items/sansetsukon-tv.md @@ -16,10 +16,12 @@ aliases: ["Sansetsukon"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d8` B + - **Damage**: `1d8` B - **Hands** 2 - **Category** Martial; **Group** Flail The sansetsukon, also known as a sanjiegun or three-section staff, is made up of three wooden staff segments, each about 14 inches in length. The staff sections are connected by short lengths of cord or chain, similar to nunchaku. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/sap.md b/compendium/equipment/items/sap.md index bf7e047ca..ad30ec009 100644 --- a/compendium/equipment/items/sap.md +++ b/compendium/equipment/items/sap.md @@ -13,10 +13,12 @@ aliases: ["Sap"] - **Price** 1 sp - **Bulk** L -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Club A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon's purpose is to knock out its victim rather than to draw blood. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/sapling-shield-tv.md b/compendium/equipment/items/sapling-shield-tv.md index 6a3cb7edc..12b5ea8a0 100644 --- a/compendium/equipment/items/sapling-shield-tv.md +++ b/compendium/equipment/items/sapling-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Sapling Shield"] @@ -11,15 +11,55 @@ aliases: ["Sapling Shield"] # Sapling Shield *Item 3+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 1 hand This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to [Take Cover](rules/actions/take-cover.md). It keeps the same Hit Points and [Broken](rules/conditions.md#Broken) Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler. ``` +--- +### Variants + +#### minor *Item 3* + +- **Price**: 57 gp + +The buckler has Hardness 3, HP 24, and BT 12. + +#### lesser *Item 6* + +- **Price**: 240 gp + +The buckler has Hardness 6, HP 48, and BT 24. + +#### moderate *Item 9* + +- **Price**: 680 gp + +The buckler has Hardness 8, HP 64, and BT 32. + +#### greater *Item 12* + +- **Price**: 1820 gp + +The buckler has Hardness 11, HP 88, and BT 44. + +#### major *Item 15* + +- **Price**: 5860 gp + +The buckler has Hardness 13, HP 104, and BT 52. + +#### true *Item 18* + +- **Price**: 20220 gp + +The buckler has Hardness 15, HP 120, and BT 60. + +--- *Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md b/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md index 675b33960..f07ef281e 100644 --- a/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md +++ b/compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/armor +- item/category/armor/ - trait/conjuration - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Sarkorian God-caller Garb"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp -- **Usage** worn armor; **Bulk** L -- **Category** Armor +- **Bulk** L; **Usage** worn armor Each Sarkorian god-caller garb is emblazoned with a unique sigil of a particular Sarkorian deity and adorned with symbols sacred to Sarkorian god callers, the summoners and religious leaders of Sarkoris. These +1 explorer's clothing outfits look as if they were stitched together from multiple types of animals, featuring feathers, fur, leather, and scales. @@ -23,4 +22,6 @@ Relics & Remembrance Wares When you cast a 3-action summoning spell while wearin If it ever moves farther than 30 feet from you, the sigil fades and the creature loses the status bonus to AC, even if it later comes within 30 feet of you again. + +--- *Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/saurian-spike-tv.md b/compendium/equipment/items/saurian-spike-tv.md index a8d3bac52..ce0058614 100644 --- a/compendium/equipment/items/saurian-spike-tv.md +++ b/compendium/equipment/items/saurian-spike-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/magical - trait/spellheart - trait/transmutation @@ -12,8 +12,7 @@ aliases: ["Saurian Spike"] # Saurian Spike *Item 9+* [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. @@ -21,15 +20,50 @@ This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some - Weapon (auditory, emotion, fear, visual) When you cast a polymorph spell by activating the spike, your battle form is exceptionally fearsome. Each enemy in a 30-foot emanation must succeed at a DC 27 Will saving throw or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [gouging claw](compendium/spells/gouging-claw-som.md) . ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [dinosaur form](compendium/spells/dinosaur-form.md). +**Effect** You cast [dinosaur form](compendium/spells/dinosaur-form.md). ``` +--- +### Variants + +#### greater saurian spike *Item 11* + +- **Price**: 1400 gp + +The range of the scent and fear emanation are both 60 feet. The save DC is 28. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 5th-level [dinosaur form](compendium/spells/dinosaur-form.md). +``` + +#### major saurian spike *Item 15* + +- **Price**: 6500 gp + +The range of the scent and fear emanation are both 60 feet. The scent is precise instead of imprecise, and creatures that fail their saves are [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure) with a DC 34 save. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 7th-level [dinosaur form](compendium/spells/dinosaur-form.md). +``` + +--- *Source: Treasure Vault p. 128* \ No newline at end of file diff --git a/compendium/equipment/items/savior-spike.md b/compendium/equipment/items/savior-spike.md index 1843968b0..389a74a42 100644 --- a/compendium/equipment/items/savior-spike.md +++ b/compendium/equipment/items/savior-spike.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/force @@ -15,10 +15,11 @@ aliases: ["Savior Spike"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 7 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** command; **Trigger** You attempt to [Grab an Edge](rules/actions/grab-an-edge.md) but haven't rolled; **Requirements** You're an expert in Reflex. -- **Category** Talisman This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. If you roll a success on the triggering attempt, you get a critical success instead (if you roll a critical failure, you get a failure instead). + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/sawtooth-saber.md b/compendium/equipment/items/sawtooth-saber.md index 880a906b8..bc755a33f 100644 --- a/compendium/equipment/items/sawtooth-saber.md +++ b/compendium/equipment/items/sawtooth-saber.md @@ -15,10 +15,12 @@ aliases: ["Sawtooth Saber"] - **Price** 5 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Advanced; **Group** Sword The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/scale-mail.md b/compendium/equipment/items/scale-mail.md index e041571c4..7655cb8c9 100644 --- a/compendium/equipment/items/scale-mail.md +++ b/compendium/equipment/items/scale-mail.md @@ -16,4 +16,6 @@ aliases: ["Scale Mail"] Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/scale-of-igroon-tv.md b/compendium/equipment/items/scale-of-igroon-tv.md index aa0d7bdab..828626878 100644 --- a/compendium/equipment/items/scale-of-igroon-tv.md +++ b/compendium/equipment/items/scale-of-igroon-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/abjuration - trait/artifact - trait/primal @@ -13,13 +13,12 @@ aliases: ["Scale of Igroon"] # Scale of Igroon *Item 21* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** held in 1 hand Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon (Hardness 20, HP 160, BT 80) recovers 4 Hit Points at the start of its wielder's turn. When you [Raise a Shield](rules/actions/raise-a-shield.md), you can use the Shield Block reaction with the scale of Igroon to block an attack or effect that deals acid, cold, electricity, fire, force, or sonic damage as well as physical damage. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: You're in an area of bright or dim light @@ -29,7 +28,7 @@ Until the start of your next turn, you gain a +4 item bonus to [Stealth](compend ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: You're in an area of bright light @@ -43,7 +42,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) - **Trigger**: You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a [magic missile](compendium/spells/magic-missile.md) spell @@ -52,4 +51,6 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F Destruction If a deity, kaiju, spawn of a deity, titan, or being of similar power stomps on a scale of Igroon while in absolute darkness, the shield is destroyed permanently. ``` + +--- *Source: Treasure Vault p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/scarab-cuirass-lotgb.md b/compendium/equipment/items/scarab-cuirass-lotgb.md index 30d378d95..908cea1c7 100644 --- a/compendium/equipment/items/scarab-cuirass-lotgb.md +++ b/compendium/equipment/items/scarab-cuirass-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Scarab Cuirass"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** Supply one casting of pest form. +- **Bulk** 1; **Usage** worn armor The cuirass of this +1 deathless (see above) resilient leather armor, stitched to resemble an Osiriani scarab beetle, feels strangely chitinous. You gain resistance 5 to negative damage. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You cast a 1st-level [pest form](compendium/spells/pest-form.md). You can only become a scarab beetle. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/scarlet-mist-tv.md b/compendium/equipment/items/scarlet-mist-tv.md index 56f1989c2..548e02b55 100644 --- a/compendium/equipment/items/scarlet-mist-tv.md +++ b/compendium/equipment/items/scarlet-mist-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Scarlet Mist"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 80 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the effects of scarlet mist takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from the toxin, creatures within 5 feet take the splash damage. The [persistent damage](rules/conditions.md#Persistent%20Damage) can't be staunched until the poison's effects end. A creature that can't bleed doesn't take the bleed damage or cause the splash damage but can still take the poison damage. @@ -34,4 +33,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** `3d6` poison damage, `3d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage), and 3 poison splash damage (1 round) ``` + +--- *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/scholarly-journal.md b/compendium/equipment/items/scholarly-journal.md index 7a3dbba03..e07c3317c 100644 --- a/compendium/equipment/items/scholarly-journal.md +++ b/compendium/equipment/items/scholarly-journal.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Scholarly Journal"] --- @@ -12,8 +12,21 @@ aliases: ["Scholarly Journal"] - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location. +--- +### Variants + +#### Scholarly Journal *Item 0* + +- **Price**: 6 gp + +#### Scholarly Journal Compendium *Item 3* + +- **Price**: 30 gp + +A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/scholars-drop-tv.md b/compendium/equipment/items/scholars-drop-tv.md index 9095f01da..f0e2cae25 100644 --- a/compendium/equipment/items/scholars-drop-tv.md +++ b/compendium/equipment/items/scholars-drop-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/lozenge @@ -13,17 +13,18 @@ aliases: ["Scholar's Drop"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") - **Price** 40 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** held in 1 hand University students in Katapesh first used the scholar's drop to gain an edge over their academic rivals, but the candy has since spread across Golarion. The flavor of this hard, sugar-coated candy is highly refreshing and based on lemon and green tea. For 1 hour, you gain a +1 item bonus to saving throws against effects that could render you [fatigued](rules/conditions.md#Fatigued). ```ad-embed-ability -title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Secondary Effect** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**: You're [fatigued](rules/conditions.md#Fatigued) **Effect** Ignore the effects of the [fatigued](rules/conditions.md#Fatigued) condition for 10 minutes. The drop's other effects end for you, and when the 10 minutes are up, you're temporarily immune to scholar's drops for 1 hour. If you use this effect three times in a single day, you become temporarily immune to scholar's drops entirely until you get a full night's rest. ``` + +--- *Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/scimitar.md b/compendium/equipment/items/scimitar.md index 20ebbc30a..faf3b60a9 100644 --- a/compendium/equipment/items/scimitar.md +++ b/compendium/equipment/items/scimitar.md @@ -13,10 +13,12 @@ aliases: ["Scimitar"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword This one-handed curved blade is sharp on one side. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/scizore-of-the-crab-tv.md b/compendium/equipment/items/scizore-of-the-crab-tv.md index d294f6d2e..b8e9e898d 100644 --- a/compendium/equipment/items/scizore-of-the-crab-tv.md +++ b/compendium/equipment/items/scizore-of-the-crab-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/magical - trait/transmutation aliases: ["Scizore of the Crab"] @@ -12,13 +12,13 @@ aliases: ["Scizore of the Crab"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 150 gp -- **Usage** worn on 1 hand; **Bulk** 1 -- **Category** Worn +- **Craft Requirements** The initial raw materials must include a claw from a giant crab (Bestiary 2 55) or similar creature. +- **Bulk** 1; **Usage** worn on 1 hand A scizore of the crab is a +1 scizore (page 25) that has the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait in addition to its normal weapon traits. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md) with this weapon, or you have a creature [grabbed](rules/conditions.md#Grabbed) with this weapon @@ -26,11 +26,14 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per round - **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) with this weapon **Effect** The crab claw animates and pinches open and shut, dealing slashing damage equal to the scizore of the crab's number of damage dice. ``` + +--- *Source: Treasure Vault p. 36* \ No newline at end of file diff --git a/compendium/equipment/items/scizore-tv.md b/compendium/equipment/items/scizore-tv.md index 8e0c13eea..6fb1abbf0 100644 --- a/compendium/equipment/items/scizore-tv.md +++ b/compendium/equipment/items/scizore-tv.md @@ -13,10 +13,12 @@ aliases: ["Scizore"] - **Price** 9 sp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Knife A scizore is a gauntlet or protective leather tube worn over the forearm and featuring a half-moon blade mounted to the end of the cap on a short pole. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/scope-of-limning-g-g.md b/compendium/equipment/items/scope-of-limning-g-g.md index 0cbb5651f..1b22084d5 100644 --- a/compendium/equipment/items/scope-of-limning-g-g.md +++ b/compendium/equipment/items/scope-of-limning-g-g.md @@ -12,15 +12,21 @@ aliases: ["Scope Of Limning"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 900 gp -- **Usage** attached ; **Bulk** L +- **Bulk** L; **Usage** attached - **Category** Scope The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the sound that echoes off a creature hit by the firearm and transforms it into light, illuminating the target for all to see. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([auditory](rules/traits/auditory.md), [light](rules/traits/light.md), [transmutation](rules/traits/transmutation.md)) -If your next [Strike](rules/actions/strike.md) from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be [concealed](rules/conditions.md#Concealed) while they glow. If a creature is [invisible](rules/conditions.md#Invisible), they're [concealed](rules/conditions.md#Concealed) while glowing, rather than being [undetected](rules/conditions.md#Undetected). Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +If your next [Strike](rules/actions/strike.md) from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be [concealed](rules/conditions.md#Concealed) while they glow. If a creature is [invisible](rules/conditions.md#Invisible), they're [concealed](rules/conditions.md#Concealed) while glowing, rather than being [undetected](rules/conditions.md#Undetected). Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. +%% + #trait/auditory #trait/light #trait/transmutation +%% ``` + +--- *Source: Guns & Gears p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/scope-of-truth-g-g.md b/compendium/equipment/items/scope-of-truth-g-g.md index cd02ef641..e37c42efc 100644 --- a/compendium/equipment/items/scope-of-truth-g-g.md +++ b/compendium/equipment/items/scope-of-truth-g-g.md @@ -12,15 +12,19 @@ aliases: ["Scope Of Truth"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 3000 gp -- **Usage** attached ; **Bulk** L +- **Bulk** L; **Usage** attached - **Category** Scope The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls to reveal the truth. The scope grants you a +2 item bonus to [Perception](compendium/skills.md#Perception) checks made to [Seek](rules/actions/seek.md) in areas you can see through the scope. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell. +- **Frequency**: once per day + +**Effect** For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell. ``` + +--- *Source: Guns & Gears p. 182* \ No newline at end of file diff --git a/compendium/equipment/items/scorpion-whip-ec1.md b/compendium/equipment/items/scorpion-whip-ec1.md index cc202419e..cddd9e133 100644 --- a/compendium/equipment/items/scorpion-whip-ec1.md +++ b/compendium/equipment/items/scorpion-whip-ec1.md @@ -16,10 +16,12 @@ aliases: ["Scorpion Whip"] - **Price** 5 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Flail A scorpion whip has a series of razor-sharp blades set along its tip. Unlike ordinary whips, a scorpion whip doesn't have the nonlethal trait, making it deadlier in combat but less effective when the wielder seeks to bring in foes alive. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/scour-gmg.md b/compendium/equipment/items/scour-gmg.md index 110f72f21..cad3938f5 100644 --- a/compendium/equipment/items/scour-gmg.md +++ b/compendium/equipment/items/scour-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -17,9 +17,8 @@ aliases: ["Scour"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the addiction is virulent. @@ -38,4 +37,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** [drained](rules/conditions.md#Drained) and [fatigued](rules/conditions.md#Fatigued) (1 hour) ``` + +--- *Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/scourge-locg.md b/compendium/equipment/items/scourge-locg.md index 084db2b9a..eb3954fce 100644 --- a/compendium/equipment/items/scourge-locg.md +++ b/compendium/equipment/items/scourge-locg.md @@ -16,10 +16,12 @@ aliases: ["Scourge"] - **Price** 1 sp - **Bulk** 1 -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Flail A scourge—also known as a cat-o'-nine-tails—is a set of several knotted cords made from cotton or leather and attached to a handle. While most scourges are more suitable for torture than combat, the weapons used by the Order of the Scourge have metal barbs woven in to pierce clothing and armor. The scourge is a martial melee weapon. + +--- *Source: Lost Omens: Character Guide p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/screech-shooter-g-g.md b/compendium/equipment/items/screech-shooter-g-g.md index d3c4e1c42..07f8dde29 100644 --- a/compendium/equipment/items/screech-shooter-g-g.md +++ b/compendium/equipment/items/screech-shooter-g-g.md @@ -12,23 +12,47 @@ aliases: ["Screech Shooter"] # Screech Shooter *Item 9+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 +- **Bulk** 2; **Usage** held in 2 hands - **Category** Beast Gun Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [magical](rules/traits/magical.md), [mental](rules/traits/mental.md)) -The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. +- **Frequency**: once per hour + +**Effect** The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature is [frightened](rules/conditions.md#Frightened). > - **Failure** The creature is [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round. -%% #trait/emotion #trait/enchantment #trait/fear #trait/magical #trait/mental %% +%% + #trait/emotion #trait/enchantment #trait/fear #trait/magical #trait/mental +%% ``` +--- +### Variants + +#### screech shooter *Item 9* + +- **Price**: 700 gp + +#### greater screech shooter *Item 13* + +- **Price**: 3000 gp + +A greater screech shooter is a +2 greater striking harmona gun. The DC for the activation is 30 and it affects creatures in a 40-foot emanation. + +#### major screech shooter *Item 17* + +- **Price**: 15000 gp +- **Craft Requirements**: The initial raw materials must include the larynx of a creature with a frightening screech. + +The DC for the activation is 37 and it affects creatures in a 50-foot emanation. + +--- *Source: Guns & Gears p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/scroll-case-of-simplicity-locg.md b/compendium/equipment/items/scroll-case-of-simplicity-locg.md index ce58dbcea..ceefc413e 100644 --- a/compendium/equipment/items/scroll-case-of-simplicity-locg.md +++ b/compendium/equipment/items/scroll-case-of-simplicity-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/held +- item/category/held/ - trait/invested - trait/magical - trait/transmutation @@ -14,16 +14,17 @@ aliases: ["Scroll Case Of Simplicity"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** held in 1 hand -- **Category** Held The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: The scroll case contains a single scroll of a 1st-level spell **Effect** You transfer the scroll's energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case's spells. If you use any action other than to [Cast a Spell](rules/actions/cast-a-spell.md) from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost. ``` + +--- *Source: Lost Omens: Character Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/scroll-robes-tv.md b/compendium/equipment/items/scroll-robes-tv.md index 1095955dc..e6bbe9156 100644 --- a/compendium/equipment/items/scroll-robes-tv.md +++ b/compendium/equipment/items/scroll-robes-tv.md @@ -13,9 +13,11 @@ aliases: ["Scroll Robes"] - **Price** 15 sp - **Bulk** L - **AC Bonus** +0; **Dex Cap** +5 -- **Strength** —; **Check Penalty** -0; **Speed Penalty** — +- **Strength** —; **Check Penalty** —; **Speed Penalty** — - **Category** Unarmored; **Group** Cloth Scroll robes are composed of paper alchemically treated for strength and flexibility. A layered structure prevents cutting and tearing, and for the purpose of calculating damage, the robes are considered to be cloth. The paper accepts all sorts of decoration, including magical writing, as detailed in the inscribed trait. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/scroll.md b/compendium/equipment/items/scroll.md index 38035c8a4..e499dfaa4 100644 --- a/compendium/equipment/items/scroll.md +++ b/compendium/equipment/items/scroll.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/scroll +- item/category/scroll/ - trait/consumable - trait/magical - trait/scroll @@ -12,9 +12,9 @@ aliases: ["Scroll"] # Scroll *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply a listed-level casting of the spell. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Scroll A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be [Crafted](rules/actions/craft.md) to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of [magic missile](compendium/spells/magic-missile.md) (1st level) can be used to cast the 1st-level version of [magic missile](compendium/spells/magic-missile.md), but not a [magic missile](compendium/spells/magic-missile.md) heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level. @@ -32,4 +32,58 @@ Any physical material components and costs are provided when a scroll is created > [!pf2-note] > See the following for more details on the rules for Scrolls. +--- +### Variants + +#### 1st-level spell *Item 1* + +- **Price**: 4 gp +- **Craft Requirements**: Supply a 1st-level casting of the spell. + +#### 2nd-level spell *Item 3* + +- **Price**: 12 gp +- **Craft Requirements**: Supply a 2nd-level casting of the spell. + +#### 3rd-level spell *Item 5* + +- **Price**: 30 gp +- **Craft Requirements**: Supply a 3rd-level casting of the spell. + +#### 4th-level spell *Item 7* + +- **Price**: 70 gp +- **Craft Requirements**: Supply a 4th-level casting of the spell. + +#### 5th-level spell *Item 9* + +- **Price**: 150 gp +- **Craft Requirements**: Supply a 5th-level casting of the spell. + +#### 6th-level spell *Item 11* + +- **Price**: 300 gp +- **Craft Requirements**: Supply a 6th-level casting of the spell. + +#### 7th-level spell *Item 13* + +- **Price**: 600 gp +- **Craft Requirements**: Supply a 7th-level casting of the spell. + +#### 8th-level spell *Item 15* + +- **Price**: 1300 gp +- **Craft Requirements**: Supply a 8th-level casting of the spell. + +#### 9th-level spell *Item 17* + +- **Price**: 3000 gp +- **Craft Requirements**: Supply a 9th-level casting of the spell. + +#### 10th-level spell *Item 19* + +- **Price**: 8000 gp +- **Craft Requirements**: Supply a 10th-level casting of the spell. + +--- *Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/scrollstaff-locg.md b/compendium/equipment/items/scrollstaff-locg.md index 9f7c2d9a7..afcc67e45 100644 --- a/compendium/equipment/items/scrollstaff-locg.md +++ b/compendium/equipment/items/scrollstaff-locg.md @@ -13,7 +13,7 @@ aliases: ["Scrollstaff"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp -- **Usage** held, 1 hand; **Bulk** 1 +- **Bulk** 1; **Usage** held, 1 hand - **Category** Simple A band of pliant wood encircles the head of this slender mahogany staff. @@ -30,4 +30,6 @@ Once you cast the inscribed spell, any material focus remains embedded in the st The staff can hold only a single scroll (generic) at a time. If you inscribe a new scroll (generic) before casting the previous spell, you replace the existing spell and remove any previous material focus as part of the [Craft](rules/actions/craft.md) activity to write the new scroll (generic). + +--- *Source: Lost Omens: Character Guide p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/scythe.md b/compendium/equipment/items/scythe.md index baadedfcc..26e39b20b 100644 --- a/compendium/equipment/items/scythe.md +++ b/compendium/equipment/items/scythe.md @@ -13,10 +13,12 @@ aliases: ["Scythe"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d10` S + - **Damage**: `1d10` S - **Hands** 2 - **Category** Martial; **Group** Polearm Derived from a farming tool used to mow down long grains and cereals, this weapon has a long wooden shaft with protruding handles, capped with a curved blade set at a right angle. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/scything-blade-snare.md b/compendium/equipment/items/scything-blade-snare.md index 794ea5e45..650bc2e90 100644 --- a/compendium/equipment/items/scything-blade-snare.md +++ b/compendium/equipment/items/scything-blade-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Scything Blade Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 320 gp -- **Category** Snare This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing `14d8` slashing damage (DC 31 basic Reflex). + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/sea-touch-elixir.md b/compendium/equipment/items/sea-touch-elixir.md index aadcc9b95..fda596bf8 100644 --- a/compendium/equipment/items/sea-touch-elixir.md +++ b/compendium/equipment/items/sea-touch-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,33 @@ aliases: ["Sea Touch Elixir"] # Sea Touch Elixir *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 22 gp + +The duration is 10 minutes. + +#### moderate *Item 12* + +- **Price**: 300 gp + +The duration is 1 hour, and you can breathe underwater. + +#### greater *Item 15* + +- **Price**: 920 gp + +The duration is 24 hours, and you can breathe underwater. + +--- *Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/sealing-chest-lopsg.md b/compendium/equipment/items/sealing-chest-lopsg.md index 842086c92..0a4b07bf1 100644 --- a/compendium/equipment/items/sealing-chest-lopsg.md +++ b/compendium/equipment/items/sealing-chest-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -12,11 +12,30 @@ aliases: ["Sealing Chest"] # Sealing Chest *Item 4+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands Vigilant Seal members use these containers when transporting samples and relics. The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 75 gp + +#### moderate *Item 7* + +- **Price**: 300 gp + +#### greater *Item 11* + +- **Price**: 1250 gp + +#### major *Item 14* + +- **Price**: 3750 gp + +--- *Source: Lost Omens: Pathfinder Society Guide p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/searing-suture-ooa1.md b/compendium/equipment/items/searing-suture-ooa1.md index 25307e91a..10a9d1298 100644 --- a/compendium/equipment/items/searing-suture-ooa1.md +++ b/compendium/equipment/items/searing-suture-ooa1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa1 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/fire @@ -13,10 +13,25 @@ aliases: ["Searing Suture"] # Searing Suture *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes `1d6` fire damage and can immediately attempt a flat check to remove the [persistent bleed damage](rules/conditions.md#Persistent%20Damage)—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The flat check DC is 15. + +#### greater *Item 9* + +- **Price**: 120 gp + +The flat check DC is 5. + +--- *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/seeking-bracelets-tok.md b/compendium/equipment/items/seeking-bracelets-tok.md index 18a635bba..a63934a2d 100644 --- a/compendium/equipment/items/seeking-bracelets-tok.md +++ b/compendium/equipment/items/seeking-bracelets-tok.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tok -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Seeking Bracelets"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp -- **Usage** worn bracelet; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** —; **Usage** worn bracelet +- **Activate** envision, [Interact](rules/actions/interact.md) Both beaded bracelets in this pair have an even larger bead in their center. The bracelets are magically linked and only interact with their counterpart from the same pair. When you crush the largest bead to activate the bracelet, it creates a mental alert in the mind of the wearer of the paired bracelet. This alert works at any distance as long as both bracelets are on the same plane. + +--- *Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/seers-flute-tv.md b/compendium/equipment/items/seers-flute-tv.md index 8be6980d3..38a9f932d 100644 --- a/compendium/equipment/items/seers-flute-tv.md +++ b/compendium/equipment/items/seers-flute-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/coda +- item/category/coda/ - trait/coda - trait/divination - trait/occult @@ -14,15 +14,43 @@ aliases: ["Seer's Flute"] # Seer's Flute *Item 4+* [coda](rules/traits/coda-tv.md "Coda Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Coda +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** L; **Usage** held in 2 hands This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks and [Performance](compendium/skills.md#Performance) checks. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from this instrument to cast a spell from its list. ``` +--- +### Variants + +#### seer's flute *Item 4* + +- **Price**: 90 gp + +- Cantrip guidance, read aura +- 1st detect alignment + +#### greater seer's flute *Item 8* + +- **Price**: 460 gp + +- 2nd augury, see invisibility +- 3rd clairaudience, hypercognition, wanderer's guide + +#### major seer's flute *Item 12* + +- **Price**: 1900 gp + +The item bonuses are +2. + +- 4th clairvoyance, read omens +- 5th inevitable disaster , prying eye, tongues + +--- *Source: Treasure Vault p. 137* \ No newline at end of file diff --git a/compendium/equipment/items/self-emptying-pocket-da.md b/compendium/equipment/items/self-emptying-pocket-da.md index 69218b8fb..565ffcb33 100644 --- a/compendium/equipment/items/self-emptying-pocket-da.md +++ b/compendium/equipment/items/self-emptying-pocket-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,16 +13,19 @@ aliases: ["Self-Emptying Pocket"] # Self-Emptying Pocket *Item 9* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting with the attendees at your events, you can use [Performance](compendium/skills.md#Performance) instead of [Diplomacy](compendium/skills.md#Diplomacy) to [Gather Information](rules/actions/gather-information.md). When you would use [Performance](compendium/skills.md#Performance) to [Earn Income](rules/actions/earn-income.md), you don't earn any gold pieces, as the money disappears before you can even count it. The entity that holds your bargained contract can influence your reception any time you perform for a crowd or Activate the pocket. If they influence your performance favorably, you gain a +2 item bonus to your [Performance](compendium/skills.md#Performance) check. If they influence your performance unfavorably, you gain a -2 item penalty to your [Performance](compendium/skills.md#Performance) check. If you've failed to earn the entity money in quite a while, it typically influences your performance unfavorably. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single [Performance](compendium/skills.md#Performance) check against the [Perception](compendium/skills.md#Perception) DC of the creature. On a success, the creature is affected as though by a successful [Deception](compendium/skills.md#Deception) check to [Create a Diversion](rules/actions/create-a-diversion.md). The entity that holds your contract can influence this performance as well. +- **Frequency**: once per day + +**Effect** You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single [Performance](compendium/skills.md#Performance) check against the [Perception](compendium/skills.md#Perception) DC of the creature. On a success, the creature is affected as though by a successful [Deception](compendium/skills.md#Deception) check to [Create a Diversion](rules/actions/create-a-diversion.md). The entity that holds your contract can influence this performance as well. ``` + +--- *Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/self-immolating-note-da.md b/compendium/equipment/items/self-immolating-note-da.md index a75b90bf5..52ebb6040 100644 --- a/compendium/equipment/items/self-immolating-note-da.md +++ b/compendium/equipment/items/self-immolating-note-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/fire @@ -15,12 +15,13 @@ aliases: ["Self-Immolating Note"] - **Access** Member of a secret society - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. The item activates automatically when the envelope is opened, which typically takes an [Interact](rules/actions/interact.md) action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming meetings or any other relevant news. These letters must be written in haste and require the use of their accompanying envelopes, which prevent air from interacting with the paper until the envelope's seal is [broken](rules/conditions.md#Broken). + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/sense-dulling-hood-tv.md b/compendium/equipment/items/sense-dulling-hood-tv.md index ea4e734a9..67cd3e796 100644 --- a/compendium/equipment/items/sense-dulling-hood-tv.md +++ b/compendium/equipment/items/sense-dulling-hood-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Sense-Dulling Hood"] @@ -11,10 +11,25 @@ aliases: ["Sense-Dulling Hood"] # Sense-Dulling Hood *Item 6+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using [Perception](compendium/skills.md#Perception) for the same duration. +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 40 gp + +The bonus is +2, and the duration is 10 minutes. + +#### greater *Item 12* + +- **Price**: 350 gp + +The bonus is +4, and the duration is 1 hour. + +--- *Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/sentry-fulu-tv.md b/compendium/equipment/items/sentry-fulu-tv.md index 5bda2421a..800c76c53 100644 --- a/compendium/equipment/items/sentry-fulu-tv.md +++ b/compendium/equipment/items/sentry-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -14,12 +14,13 @@ aliases: ["Sentry Fulu"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15 gp -- **Usage** affixed to the ground; **Bulk** — -- **Activate** command, , envision, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** —; **Usage** affixed to the ground +- **Activate** command, envision, [Interact](rules/actions/interact.md) A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20‑foot burst. The guard has a [Perception](compendium/skills.md#Perception) DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, allowing each creature that can hear it to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu, you can set up several that function as a unit, provided their areas touch or overlap. When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu‑created guard in a unit sets off the alarm in others in connected areas. + +--- *Source: Treasure Vault p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/serene-mutagen.md b/compendium/equipment/items/serene-mutagen.md index 0d06278ca..f120cd191 100644 --- a/compendium/equipment/items/serene-mutagen.md +++ b/compendium/equipment/items/serene-mutagen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Serene Mutagen"] # Serene Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting. @@ -24,4 +23,34 @@ You gain inner serenity, focused on fine details and steeled against mental assa **Drawback** You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bonus is +1, or +2 vs. mental, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus is +2, or +3 vs. mental, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3, or +4 vs. mental, and the duration is 1 hour. + +When you roll a success on a Will save against a [mental](rules/traits/mental.md "Mental Effect Trait") effect, you get a critical success instead. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a [mental](rules/traits/mental.md "Mental Effect Trait") effect, you get a critical success instead, and your critical failures on Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects become failures instead. + +--- *Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/serithtial-gmg.md b/compendium/equipment/items/serithtial-gmg.md index 997f98298..c9e23c1d4 100644 --- a/compendium/equipment/items/serithtial-gmg.md +++ b/compendium/equipment/items/serithtial-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/abjuration - trait/artifact - trait/divine @@ -15,8 +15,7 @@ aliases: ["Serithtial"] # Serithtial *Item 23* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [lg](rules/traits/lg-b1.md "Lawful Good Alignment Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact +- **Bulk** 1; **Usage** held in 1 hand The legendary blade Serithtial is said to have been forged by [Iomedae](compendium/setting/deities/iomedae.md), goddess of honor, justice, and valor. She is an [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") bastard sword. Although the sword is made of steel, Serithtial is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Serithtial can suppress or resume this glow as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. In addition, [Strikes](rules/actions/strike.md) with Serithtial deal an additional `2d6` damage against creatures that are worshippers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md), and while wielding Serithtial, you constantly benefit from [death ward](compendium/spells/death-ward.md) and [freedom of movement](compendium/spells/freedom-of-movement.md) spells that function only against effects created by followers of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md). @@ -25,9 +24,13 @@ Serithtial was forged as a [bastard sword](compendium/equipment/items/bastard-sw Serithtial is willing to work with a partner of almost any alignment as long as they are dedicated to defeating the great wyrm Kazavon and the forces of [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md). If you ignore those threats and pursue your own agenda instead, before long Serithtial attempts to seize control of your body (DC 45 Will save to resist her control), though she typically remains in control for only long enough to find a more worthy partner. You can attempt a new Will save each day to retake control of your body. ```ad-embed-ability -title: Activate +title: **Activate** envision -Serithtial spends the appropriate number of actions and casts a 9th level [heal](compendium/spells/heal.md) or [zone of truth](compendium/spells/zone-of-truth.md) spell (DC 45 for either of the two spells). +- **Frequency**: once per hour + +**Effect** Serithtial spends the appropriate number of actions and casts a 9th level [heal](compendium/spells/heal.md) or [zone of truth](compendium/spells/zone-of-truth.md) spell (DC 45 for either of the two spells). ``` + +--- *Source: Gamemastery Guide p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/serpent-oil-tv.md b/compendium/equipment/items/serpent-oil-tv.md index 0d62e8260..373915135 100644 --- a/compendium/equipment/items/serpent-oil-tv.md +++ b/compendium/equipment/items/serpent-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -13,10 +13,41 @@ aliases: ["Serpent Oil"] # Serpent Oil *Item 3+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 8 gp + +#### moderate *Item 5* + +- **Price**: 24 gp + +The oil can be applied to a Small object, producing a sea snake (Pathfinder Bestiary 2 245), or a Medium object, producing a ball python. + +#### greater *Item 7* + +- **Price**: 56 gp + +The oil can be applied to a Medium object, producing a giant viper. + +#### major *Item 11* + +- **Price**: 225 gp + +The oil can be applied to a Large object, producing an emperor cobra (Pathfinder Bestiary 2 245). + +#### true *Item 15* + +- **Price**: 1100 gp + +The oil can be applied to a Huge object, producing a giant anaconda. + +--- *Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/serrating-locg.md b/compendium/equipment/items/serrating-locg.md index 14505cbc1..d2d9561e5 100644 --- a/compendium/equipment/items/serrating-locg.md +++ b/compendium/equipment/items/serrating-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical - trait/uncommon @@ -14,14 +14,16 @@ aliases: ["Serrating"] - **Price** 1000 gp - **Usage** etched onto a slashing melee weapon -- **Category** Rune A serrating weapon's bladed edge separates into jagged, swirling shards that spin along the blade. When dealing slashing damage, the weapon deals an additional `1d4` damage. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional `1d12` damage instead of the additional `1d4` damage, and then the shards return to their usual speed. ``` + +--- *Source: Lost Omens: Character Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/serum-of-sex-shift.md b/compendium/equipment/items/serum-of-sex-shift.md index 1b94668a9..6dd9d7ef5 100644 --- a/compendium/equipment/items/serum-of-sex-shift.md +++ b/compendium/equipment/items/serum-of-sex-shift.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,12 +14,13 @@ aliases: ["Serum of Sex Shift"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong "family resemblance" to your former appearance. The magic functions instantaneously and can't be counteracted. Your new anatomy is as healthy and functional as your previous body's, potentially allowing you to procreate (depending on your ancestry's biology). Drinking a subsequent serum of sex shift allows you to either revert back to your original form or adopt other sexual characteristics, as you choose. The elixir has no effect if you are pregnant or from an ancestry with no sexual differentiation. Most ancestries have a wide spectrum of sexual differentiation, some common, others more rare. + +--- *Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/servers-stew-lotgb.md b/compendium/equipment/items/servers-stew-lotgb.md index f9f99ed3d..e889da8a9 100644 --- a/compendium/equipment/items/servers-stew-lotgb.md +++ b/compendium/equipment/items/servers-stew-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -14,10 +14,11 @@ aliases: ["Server's Stew"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with refined pesh. Eating this restaurant-staff favorite empowers you to speak and understand a single language for 1 hour. This must be a language the stew's cook could speak and understand, chosen at the time of the stew's creation. It also helps your words land smoothly, granting you a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks made in that language for the same duration. It doesn't allow you to read the newly acquired language in its written form. + +--- *Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/seventh-prism-tv.md b/compendium/equipment/items/seventh-prism-tv.md index 6ad4049da..e2f6e8ff3 100644 --- a/compendium/equipment/items/seventh-prism-tv.md +++ b/compendium/equipment/items/seventh-prism-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,12 +12,25 @@ aliases: ["Seventh Prism"] # Seventh Prism *Item 3+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast [color spray](compendium/spells/color-spray.md), targets are [dazzled](rules/conditions.md#Dazzled) for twice as long as their saving throw indicates. On a critical failure, the target is [dazzled](rules/conditions.md#Dazzled) for 1 minute after its [blinded](rules/conditions.md#Blinded) condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details. +--- +### Variants + +#### triangular seventh prism *Item 3* + +- **Price**: 10 gp + +#### pentagonal seventh prism *Item 7* + +- **Price**: 52 gp + +The area increases to a 20‑foot cone, and the DC for the flat check against the target being [concealed](rules/conditions.md#Concealed) increases to 7. + +--- *Source: Treasure Vault p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/sextant-of-the-night-tv.md b/compendium/equipment/items/sextant-of-the-night-tv.md index 9227ef7a4..50cff331d 100644 --- a/compendium/equipment/items/sextant-of-the-night-tv.md +++ b/compendium/equipment/items/sextant-of-the-night-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divination - trait/magical aliases: ["Sextant of the Night"] @@ -12,11 +12,12 @@ aliases: ["Sextant of the Night"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 95 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of silver is affixed to the frame; removing the spyglass destroys the sextant. By all appearances, the sextant shouldn't function, as the shades and mirrors are swapped, but when you look through the spyglass, you see a night sky during the day and the sun during the night, as if day and night were inverted. When you use the sextant, you gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks, which increases to a +2 item bonus when you [Sense Direction](rules/actions/sense-direction.md). + +--- *Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/shade-hat-lotgb.md b/compendium/equipment/items/shade-hat-lotgb.md index 85915ca10..8968715bf 100644 --- a/compendium/equipment/items/shade-hat-lotgb.md +++ b/compendium/equipment/items/shade-hat-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Shade Hat"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from the sun. While wearing the shade hat, you are protected from mild and severe heat (but not extreme heat). + +--- *Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/shadewither-key-gw1.md b/compendium/equipment/items/shadewither-key-gw1.md new file mode 100644 index 000000000..f542b0ad6 --- /dev/null +++ b/compendium/equipment/items/shadewither-key-gw1.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw1 +- item/category/artifact/ +- trait/artifact +- trait/cursed +- trait/illusion +- trait/invested +- trait/primal +- trait/shadow +- trait/unique +aliases: ["Shadewither Key"] +--- +# Shadewither Key *Item 22* +[artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") + +- **Bulk** —; **Usage** worn + +This palm-sized talisman hangs on a string of braided bark fibers. It resembles a leaf from some unknown tree similar to oak, carved from jade and then dipped halfway into black ink that looks wet despite feeling completely dry. The gate key was originally created to open the aiudara known as the Seventh Arch. In recent years, corrupting magic has given it additional, stranger powers. + +When you wear and invest the Shadewither Key, shadows gather around you. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks. However, this boon comes with great risk: + +any elf who touches the Shadewither Key is immediately afflicted with the obnubilate curse (see below). + +```ad-embed-ability +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + + +You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in every way except for its fiery red eyes and the expression of wicked delight on its face. The double occupies the same space as you and attempts to intercept any attacks aimed at you. A creature must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; on a failure, they hit the shadowy double instead of you. The effect lasts for 1 minute or until the double is hit, whichever comes first. Once the double is hit, it's destroyed. As long as the double exists, you don't gain the Shadewither Key's item bonus to [Stealth](compendium/skills.md#Stealth) checks. + +Destruction The Shadewither Key's magic can be destroyed by exposing the artifact to uncontained teleportation energies. If touched to an unlinked or malfunctioning aiudara, the Shadewither Key causes the gate to connect to a new counterpart. If this happens, the key's magic leaves it, rendering the item useless (as described on page 65). +``` + + +--- +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/shadow-essence.md b/compendium/equipment/items/shadow-essence.md index 9c7a4591e..98585532e 100644 --- a/compendium/equipment/items/shadow-essence.md +++ b/compendium/equipment/items/shadow-essence.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Shadow Essence"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 160 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The [enfeebled](rules/conditions.md#Enfeebled) condition from shadow essence lasts for 24 hours. @@ -35,4 +34,6 @@ title: Saving Throw: DC 29 Fortitude **Stage 3** `3d6` negative damage, `2d6` poison damage, and [enfeebled](rules/conditions.md#Enfeebled) (1 round) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/shadow-signet-som.md b/compendium/equipment/items/shadow-signet-som.md index eac72cf74..a5fcf5d01 100644 --- a/compendium/equipment/items/shadow-signet-som.md +++ b/compendium/equipment/items/shadow-signet-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -14,16 +14,19 @@ aliases: ["Shadow Signet"] - **Price** 1000 gp - **Usage** worn -- **Category** Worn This obsidian ring allows you to partially warp your spells through the Shadow Plane, allowing them to strike directly at a target's body. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command ([metamagic](rules/traits/metamagic.md)) + If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them. -%% #trait/metamagic %% +%% + #trait/metamagic +%% ``` + +--- *Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/shadow.md b/compendium/equipment/items/shadow.md index 0db8871af..9d0e69266 100644 --- a/compendium/equipment/items/shadow.md +++ b/compendium/equipment/items/shadow.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Shadow"] @@ -12,8 +12,27 @@ aliases: ["Shadow"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto light or medium nonmetallic armor -- **Category** Rune Armor with this rune becomes hazy black. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks while wearing the armor. +--- +### Variants + +#### shadow *Item 5* + +- **Price**: 55 gp + +#### greater shadow *Item 9* + +- **Price**: 650 gp + +The item bonus is +2. + +#### major shadow *Item 17* + +- **Price**: 14000 gp + +The item bonus is +3. + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md b/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md index 63ec2fe8a..88937e736 100644 --- a/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md +++ b/compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot6 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/conjuration - trait/invested @@ -15,15 +15,14 @@ aliases: ["Shadowed Scale, the Jungle Secret"] # Shadowed Scale, the Jungle Secret *Item 22* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** worn mask; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** worn mask This gold-inlaid wooden mask depicts the reptilian visage of a mokele-mbembe, a jungle predator seen by the Mwangi as embodiments of nature's strength and majesty. If you're a Magaambyan who already has a mask, you can use Shadowed Scale, the Jungle Secret in lieu of your own mask for the purposes of mask-related abilities, such as Magic Warrior Dedication (Lost Omens World Guide 95). When you wear the mask, you are always [concealed](rules/conditions.md#Concealed) while in a jungle. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision - **Requirements**: Your last action was a melee [Strike](rules/actions/strike.md) that killed a living creature or destroyed an undead creature @@ -31,8 +30,9 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Requirements**: You are adjacent to the body of a creature you killed that has decomposed into soil **Effect** You pull a seed from the mask and throw it into the soil, where it sprouts. You cast [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md); the spell is heightened to a level equal to one-half of the slain creature's level, rounded up. When the spell's duration ends, the plant creature returns to the soil, where it roots itself and becomes a non-creature piece of flora. @@ -40,4 +40,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S Destruction If the progenitor of all mokele-mbembes stomps on the mask, it is crushed to splinters. ``` + +--- *Source: Strength of Thousands #6: Shadows of the Ancients p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/shadowmist-cape-tv.md b/compendium/equipment/items/shadowmist-cape-tv.md index d1048d766..71f487612 100644 --- a/compendium/equipment/items/shadowmist-cape-tv.md +++ b/compendium/equipment/items/shadowmist-cape-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/illusion - trait/invested @@ -14,23 +14,27 @@ aliases: ["Shadowmist Cape"] [apex](rules/traits/apex.md "Apex Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 40000 gp -- **Usage** worn cape; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn cape This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to [Stealth](compendium/skills.md#Stealth) checks. When you invest the cape, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Trigger**: A creature misses you with an attack **Effect** Attempt a [Stealth](compendium/skills.md#Stealth) check against the triggering creature's [Perception](compendium/skills.md#Perception) DC. If you roll a success, you're [hidden](rules/conditions.md#Hidden) from that creature until the end of your next turn or until right after you use a [hostile](rules/conditions.md#Hostile) action against that creature. If you roll a critical success, you're [hidden](rules/conditions.md#Hidden) from that creature until the end of your next turn, even if you use [hostile](rules/conditions.md#Hostile) actions against that creature. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast [gaseous form](compendium/spells/gaseous-form.md) on yourself. +- **Frequency**: once per day + +**Effect** With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast [gaseous form](compendium/spells/gaseous-form.md) on yourself. ``` + +--- *Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/shapespeak-mask-sot1.md b/compendium/equipment/items/shapespeak-mask-sot1.md index 929a2f9b1..11b1cc4e7 100644 --- a/compendium/equipment/items/shapespeak-mask-sot1.md +++ b/compendium/equipment/items/shapespeak-mask-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -15,8 +15,9 @@ aliases: ["Shapespeak Mask"] - **Price** 80 gp - **Usage** worn mask -- **Category** Worn This simple wooden mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak even when polymorphed into an animal. The shapespeak mask does not otherwise remove any limitations, such as the inability to cast spells when transformed. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/shapespeak-mask-tv.md b/compendium/equipment/items/shapespeak-mask-tv.md index 9b5894720..f7049db1f 100644 --- a/compendium/equipment/items/shapespeak-mask-tv.md +++ b/compendium/equipment/items/shapespeak-mask-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,9 +13,10 @@ aliases: ["Shapespeak Mask"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 80 gp -- **Usage** worn mask; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn mask A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak when polymorphed into an animal. The mask removes no other limitations, such as the inability to cast spells while transformed. + +--- *Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/shared-pain-sankeit-tv.md b/compendium/equipment/items/shared-pain-sankeit-tv.md index 230d67b3c..f69b17e99 100644 --- a/compendium/equipment/items/shared-pain-sankeit-tv.md +++ b/compendium/equipment/items/shared-pain-sankeit-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/cursed - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Shared-Pain Sankeit"] # Shared-Pain Sankeit *Item 14* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor +- **Bulk** 3; **Usage** worn armor A shared‑pain sankeit seems to be an impressive suit of +2 resilient fortification darkwood sankeit (page 9) shaped to resemble a mighty linnorm. However, it protects you by drawing on the health of your nearby allies. When you roll the flat check for the armor's fortification rune, it protects you normally when you roll a 20. When you roll a 17, 18, or 19, though, the GM determines damage for the critical hit normally, then distributes half to you and the other half evenly among allies within 30 feet of you. If no ally is within range to take the distributed damage, the fortification rune fails to function. This effect manifests the first time an attacker scores a critical hit on you, after which the armor fuses with you. + +--- *Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/shark-tooth-charm.md b/compendium/equipment/items/shark-tooth-charm.md index f6d79fdd4..a9f9c6f6b 100644 --- a/compendium/equipment/items/shark-tooth-charm.md +++ b/compendium/equipment/items/shark-tooth-charm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Shark Tooth Charm"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 23 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** command; **Trigger** You attempt to [Escape](rules/actions/escape.md) using [Acrobatics](compendium/skills.md#Acrobatics) for your roll, but you haven't rolled yet; **Requirements** You are an expert in [Acrobatics](compendium/skills.md#Acrobatics). -- **Category** Talisman This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the triggering check, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the [Acrobatics](compendium/skills.md#Acrobatics) check against a grabbing creature, the creature must either release you as a free action or take `2d8` piercing damage as shark's teeth momentarily emerge from your skin. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/shattered-plan-tv.md b/compendium/equipment/items/shattered-plan-tv.md index f38642dd3..64ba8e52d 100644 --- a/compendium/equipment/items/shattered-plan-tv.md +++ b/compendium/equipment/items/shattered-plan-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/uncommon @@ -13,11 +13,12 @@ aliases: ["Shattered Plan"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand -Though the body of this +2 striking impactfulSoM boomerang (page 30) is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a –5-foot penalty to all its Speeds, or a –10-foot penalty on a critical hit. +Though the body of this +2 striking [impactful](compendium/equipment/items/impactful-som.md) [boomerang](compendium/equipment/items/boomerang-tv.md) is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a –5-foot penalty to all its Speeds, or a –10-foot penalty on a critical hit. Special The shattered plan pairs with the rime foil. + +--- *Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/shatterstone-tv.md b/compendium/equipment/items/shatterstone-tv.md index 2a8057444..d8fed5429 100644 --- a/compendium/equipment/items/shatterstone-tv.md +++ b/compendium/equipment/items/shatterstone-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,12 +14,27 @@ aliases: ["Shatterstone"] # Shatterstone *Item 12+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb A shatterstone is a small ceramic orb, much like a thunderstone. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be [deafened](rules/conditions.md#Deafened) until the end of their next turn. +--- +### Variants + +#### shatterstone *Item 12* + +- **Price**: 380 gp + +You gain a +2 item bonus to attack rolls, and the bomb deals `3d6` sonic damage and 3 sonic splash damage. The Fortitude DC is 30. + +#### greater shatterstone *Item 18* + +- **Price**: 3800 gp + +You gain a +3 item bonus to attack rolls, and the bomb deals `4d6` sonic damage and 4 sonic splash damage. The Fortitude DC is 40. + +--- *Source: Treasure Vault p. 44* \ No newline at end of file diff --git a/compendium/equipment/items/shauth-blade-av3.md b/compendium/equipment/items/shauth-blade-av3.md index 7aa95cd96..e4c3c81b3 100644 --- a/compendium/equipment/items/shauth-blade-av3.md +++ b/compendium/equipment/items/shauth-blade-av3.md @@ -15,10 +15,12 @@ aliases: ["Shauth Blade"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Knife These strange curved blades are jagged and deadly weapons made from the alchemically strengthened teeth of dead urdefhans. Each weapon is typically named for the urdefhan whose teeth were forged into the weapon, which are often carried (and revered) by that urdefhan's descendants. Magical shauth blades allow an urdefhan wielder to channel their Wicked Bite ability through shauth blade [Strikes](rules/actions/strike.md). + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shauth-lash-av3.md b/compendium/equipment/items/shauth-lash-av3.md index 3a91fab2f..48da2fdb9 100644 --- a/compendium/equipment/items/shauth-lash-av3.md +++ b/compendium/equipment/items/shauth-lash-av3.md @@ -14,10 +14,12 @@ aliases: ["Shauth Lash"] - **Price** 8 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 2 - **Category** Advanced; **Group** Flail This metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. Magical shauth lashes have the same ability to channel an urdefhan wielder's Wicked Bite as magical shauth blades, and urdefhans hold these weapons with the same reverence as they do shauth blades. + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shears-b2.md b/compendium/equipment/items/shears-b2.md index df297b6dc..0fc37529f 100644 --- a/compendium/equipment/items/shears-b2.md +++ b/compendium/equipment/items/shears-b2.md @@ -15,10 +15,12 @@ aliases: ["Shears"] - **Price** 5 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Simple; **Group** Knife + +--- *Source: Bestiary 2 p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/shield-augmentation-lotgb.md b/compendium/equipment/items/shield-augmentation-lotgb.md index 09a4b971f..a92d5ef8c 100644 --- a/compendium/equipment/items/shield-augmentation-lotgb.md +++ b/compendium/equipment/items/shield-augmentation-lotgb.md @@ -19,4 +19,6 @@ There are numerous methods to modify shields—snarling rods to catch weapons, b A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the [backswing](rules/traits/backswing.md "Backswing Weapon Trait") or [forceful](rules/traits/forceful.md "Forceful Weapon Trait") trait, or you can choose two of the following weapon traits: [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), [thrown <10 feet>](rules/traits/thrown-10-feet.md "Thrown Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), or versatile S. + +--- *Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/shield-boss.md b/compendium/equipment/items/shield-boss.md index 7e4a56c78..777a500d0 100644 --- a/compendium/equipment/items/shield-boss.md +++ b/compendium/equipment/items/shield-boss.md @@ -12,10 +12,12 @@ aliases: ["Shield Boss"] - **Price** 5 sp - **Bulk** — -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 1 - **Category** Martial; **Group** Shield Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/shield-bow-tv.md b/compendium/equipment/items/shield-bow-tv.md index 1a213296a..ea192f2ac 100644 --- a/compendium/equipment/items/shield-bow-tv.md +++ b/compendium/equipment/items/shield-bow-tv.md @@ -13,11 +13,13 @@ aliases: ["Shield Bow"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** Arrow (10); **Range** 50 ft.; **Reload** 0 + - **Damage**: `1d6` P + - **Ammunution** Arrow (10); **Range** 50 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow As the name implies, a shield bow is a bow with an integrated shielding surface. While versatile and effective, a shield bow's architecture limits its flexibility somewhat, decreasing its total draw strength and penetrating power. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/shield-of-the-unified-legion-ec6.md b/compendium/equipment/items/shield-of-the-unified-legion-ec6.md index 01a9be2d6..73ee13ffb 100644 --- a/compendium/equipment/items/shield-of-the-unified-legion-ec6.md +++ b/compendium/equipment/items/shield-of-the-unified-legion-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/shield +- item/category/shield/ - trait/evocation - trait/magical - trait/shield @@ -14,15 +14,22 @@ aliases: ["Shield Of The Unified Legion"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") shield - **Price** 70000 gp -- **Usage** strapped to 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield +- **Bulk** L; **Usage** strapped to 1 hand +- **Group** Shield This high-grade orichalcum shield (Hardness 16, HP 64, and BT 32) bears a +3 major striking shield boss that cannot be removed. It gleams brightly in any light, drawing attention at all times. When you Raise this Shield, ephemeral reflections of it appear in front of each of your allies within 30 feet, granting them its +2 circumstance bonus to AC for as long as they are within 30 feet of you and your shield is raised. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([force](rules/traits/force.md)) -You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash [Strike](rules/actions/strike.md) against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked [prone](rules/conditions.md#Prone)). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks. +- **Frequency**: once per minute + +**Effect** You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash [Strike](rules/actions/strike.md) against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked [prone](rules/conditions.md#Prone)). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks. +%% + #trait/force +%% ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/shield-sconce-lopsg.md b/compendium/equipment/items/shield-sconce-lopsg.md index 8c5e5c72c..98764f800 100644 --- a/compendium/equipment/items/shield-sconce-lopsg.md +++ b/compendium/equipment/items/shield-sconce-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Shield Sconce"] --- @@ -11,8 +11,9 @@ aliases: ["Shield Sconce"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 sp -- **Category** Adventuring Gear This carefully balanced metal bracket can be attached to the front or top of a shield or [tower shield](compendium/equipment/items/tower-shield.md) (but not a [buckler](compendium/equipment/items/buckler.md)), allowing you to carry a [torch](compendium/equipment/items/torch.md) without giving up your shield or holding it in your other hand. While carrying a [torch](compendium/equipment/items/torch.md) in this way, you must attempt a DC 11 flat check every time you use the [Shield Block](compendium/feats/shield-block.md) reaction; on a failure, the [torch](compendium/equipment/items/torch.md) is extinguished. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/shield-spikes.md b/compendium/equipment/items/shield-spikes.md index bedb0be39..cda6497f2 100644 --- a/compendium/equipment/items/shield-spikes.md +++ b/compendium/equipment/items/shield-spikes.md @@ -12,10 +12,12 @@ aliases: ["Shield Spikes"] - **Price** 5 sp - **Bulk** — -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Shield These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/shielding-salve-apg.md b/compendium/equipment/items/shielding-salve-apg.md index 9861ad968..639bf1808 100644 --- a/compendium/equipment/items/shielding-salve-apg.md +++ b/compendium/equipment/items/shielding-salve-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/oil +- item/category/oil/ - trait/abjuration - trait/consumable - trait/magical @@ -14,12 +14,13 @@ aliases: ["Shielding Salve"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") - **Price** 4 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This shimmering paste has many properties of a [shield](compendium/spells/shield.md) spell. When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a magic missile hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends. + +--- *Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/shifter-prosthesis-lotgb.md b/compendium/equipment/items/shifter-prosthesis-lotgb.md index d03f4668c..a1a27631b 100644 --- a/compendium/equipment/items/shifter-prosthesis-lotgb.md +++ b/compendium/equipment/items/shifter-prosthesis-lotgb.md @@ -13,13 +13,13 @@ aliases: ["Shifter Prosthesis"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 210 gp -- **Usage** worn; **Bulk** 1 +- **Bulk** 1; **Usage** worn - **Category** Prosthesis This prosthetic arm is imbued with transmutation magic that can transform it into a weapon. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, [Interact](rules/actions/interact.md) - **Requirements**: You are holding a one-handed weapon @@ -27,9 +27,13 @@ title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis. +- **Frequency**: once per minute + +**Effect** The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shifting.md b/compendium/equipment/items/shifting.md index c9487133a..4d711afd4 100644 --- a/compendium/equipment/items/shifting.md +++ b/compendium/equipment/items/shifting.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Shifting"] @@ -13,14 +13,16 @@ aliases: ["Shifting"] - **Price** 225 gp - **Usage** etched onto a melee weapon -- **Category** Rune With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply. ``` + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/shimmering-dust-som.md b/compendium/equipment/items/shimmering-dust-som.md index f007cecce..cd4cf3b02 100644 --- a/compendium/equipment/items/shimmering-dust-som.md +++ b/compendium/equipment/items/shimmering-dust-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,9 +13,10 @@ aliases: ["Shimmering Dust"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save against a cloud of glitterdust created using this catalyst, glowing grains stick to them, causing them to shed dim light in a 20-foot radius for as long as their invisibility is negated by the spell as well as causing them to take a –2 circumstance penalty to [Stealth](compendium/skills.md#Stealth) for that duration. + +--- *Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/shining-ammunition.md b/compendium/equipment/items/shining-ammunition.md index 299478479..c41d8e095 100644 --- a/compendium/equipment/items/shining-ammunition.md +++ b/compendium/equipment/items/shining-ammunition.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/evocation - trait/light @@ -15,8 +15,9 @@ aliases: ["Shining Ammunition"] - **Price** 3 gp - **Ammunition** any -- **Category** Ammunition A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an [Interact](rules/actions/interact.md) action, but the ammunition itself continues to glow for the rest of the duration or until destroyed. + +--- *Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/shining-shield-lokl.md b/compendium/equipment/items/shining-shield-lokl.md index 8e3a59efc..ab9272418 100644 --- a/compendium/equipment/items/shining-shield-lokl.md +++ b/compendium/equipment/items/shining-shield-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -14,15 +14,16 @@ aliases: ["Shining Shield"] - **Access** Knights of Lastwall have access to this item. - **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand Kalabrynne Iomedar commissioned the first of these shields, which have become some of the Shining Sentinels' most valued equipment, replicated among these knights. A shining shield is a seemingly simple wooden shield (Hardness 6, HP 24, BT 12) with the Shining Oath engraved on the inside. While raised, a shining shield moves itself to provide cover for your allies. If you have this shield raised and would provide cover to an ally against a foe by standing between them, the cover you provide increases one step. Thus, if you were to grant lesser cover, you grant standard cover instead; if you were to grant standard cover, you instead grant greater cover. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, [Interact](rules/actions/interact.md) -You shout an oath to protect the innocent and weak, and the shield gives off bright light. All enemies in a 30- foot radius around you must attempt a DC 27 Will save, with the following effects. +- **Frequency**: once per day + +**Effect** You shout an oath to protect the innocent and weak, and the shield gives off bright light. All enemies in a 30- foot radius around you must attempt a DC 27 Will save, with the following effects. > [!success-degree] > - **Success** The creature is unaffected. @@ -30,4 +31,6 @@ You shout an oath to protect the innocent and weak, and the shield gives off bri > - **Critical Failure** As failure, but the duration is 1 minute. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/compendium/equipment/items/shining-wayfinder-locg.md b/compendium/equipment/items/shining-wayfinder-locg.md index 2918723c0..dfdcb7cb7 100644 --- a/compendium/equipment/items/shining-wayfinder-locg.md +++ b/compendium/equipment/items/shining-wayfinder-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/divination - trait/evocation @@ -17,20 +17,24 @@ aliases: ["Shining Wayfinder"] - **Price** 100 gp - **Usage** worn -- **Category** Worn A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder, except instead of an activation to cast [light](compendium/spells/light.md), the shining wayfinder has the following two activations. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet. +**Effect** You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet. ``` + +--- *Source: Lost Omens: Character Guide p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/shiver-gmg.md b/compendium/equipment/items/shiver-gmg.md index bc01827b4..0d129b208 100644 --- a/compendium/equipment/items/shiver-gmg.md +++ b/compendium/equipment/items/shiver-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -15,9 +15,8 @@ aliases: ["Shiver"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets. @@ -37,4 +36,6 @@ title: Saving Throw: DC 19 Fortitude **Stage 3** asleep (1 hour) ``` + +--- *Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/shobhad-longrifle-sot5.md b/compendium/equipment/items/shobhad-longrifle-sot5.md index 338fcfd7a..ac2ece314 100644 --- a/compendium/equipment/items/shobhad-longrifle-sot5.md +++ b/compendium/equipment/items/shobhad-longrifle-sot5.md @@ -17,12 +17,14 @@ aliases: ["Shobhad Longrifle"] - **Price** 20 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** [Round](compendium/equipment/items/round-g-g.md); **Range** 120 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** [Round](compendium/equipment/items/round-g-g.md); **Range** 120 ft.; **Reload** 1 - **Category** Martial; **Group** Firearm The shobhad longrifle is a firearm with a long, rifled barrel. Often mounted with a multi-lensed scope for targeting at an array of ranges and a chambering mechanism that can adjust the speed and penetrating power of each shot, it's the preferred weapon of many shobhad warriors. Shobhad longrifles are equipped with a built-in [silencer](compendium/equipment/items/silencer-g-g.md) so they make no more noise than a crossbow when fired. For more information on firearms, see Pathfinder Guns & Gears. If you don't wish to include firearms in your Strength of Thousands campaign, simply substitute the longrifles wielded by shobhads in this adventure with [composite longbows](compendium/equipment/items/composite-longbow.md). + +--- *Source: Strength of Thousands #5: Doorway to the Red Star p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/shock.md b/compendium/equipment/items/shock.md index 3e82f5d32..12a840850 100644 --- a/compendium/equipment/items/shock.md +++ b/compendium/equipment/items/shock.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/electricity - trait/evocation - trait/magical @@ -13,8 +13,21 @@ aliases: ["Shock"] [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune Electric arcs crisscross this weapon, dealing an extra `1d6` electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target. +--- +### Variants + +#### shock *Item 8* + +- **Price**: 500 gp + +#### greater shock *Item 15* + +- **Price**: 6500 gp + +Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit). + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/shockguard-coil-g-g.md b/compendium/equipment/items/shockguard-coil-g-g.md index fd975fbaa..c8140a15b 100644 --- a/compendium/equipment/items/shockguard-coil-g-g.md +++ b/compendium/equipment/items/shockguard-coil-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -17,10 +17,11 @@ aliases: ["Shockguard Coil"] - **Price** 175 gp - **Usage** affixed to a shield - **Activate** [Interact](rules/actions/interact.md); **Trigger** You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield. -- **Category** Talisman This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in electricity when discharged. When you activate the coil, the foe takes `2d12` electricity damage (DC 27 basic Reflex save). On a failed save, the foe is [flat-footed](rules/conditions.md#Flat-footed) until the start of its next turn. + +--- *Source: Guns & Gears p. 83* \ No newline at end of file diff --git a/compendium/equipment/items/shoony-shovel-ec3.md b/compendium/equipment/items/shoony-shovel-ec3.md index 0e49fe4d1..a6d1f1fc1 100644 --- a/compendium/equipment/items/shoony-shovel-ec3.md +++ b/compendium/equipment/items/shoony-shovel-ec3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec3 -- item/category/held +- item/category/held/ - trait/earth - trait/magical - trait/rare @@ -13,15 +13,18 @@ aliases: ["Shoony Shovel"] [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 600 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter how much you use it. Its true magic, however, is in its ability to dig on its own. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You place the shovel in a starting position and specify the dimensions and direction to dig (such as "Dig down 8 feet in a rectangle sized 30 feet by 40 feet" or "Dig straight ahead for 30 feet"). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging. +- **Frequency**: once per day + +**Effect** You place the shovel in a starting position and specify the dimensions and direction to dig (such as "Dig down 8 feet in a rectangle sized 30 feet by 40 feet" or "Dig straight ahead for 30 feet"). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging. ``` + +--- *Source: Extinction Curse #3: Life's Long Shadows p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/shootist-bandolier-av3.md b/compendium/equipment/items/shootist-bandolier-av3.md index 63709992e..3abea8cf4 100644 --- a/compendium/equipment/items/shootist-bandolier-av3.md +++ b/compendium/equipment/items/shootist-bandolier-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Shootist Bandolier"] --- @@ -11,8 +11,9 @@ aliases: ["Shootist Bandolier"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1 gp -- **Category** Adventuring Gear This leather bandolier holds up to three repeating hand crossbow magazines in leather pockets that pop open with the quick flick of a thumb. You reduce the reload time for a repeating hand crossbow magazine from the bandolier by 1, to a total of 2 actions. You can wear only one shootist bandolier at a time. + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/shortbow.md b/compendium/equipment/items/shortbow.md index b788ad19a..a8e21ff7d 100644 --- a/compendium/equipment/items/shortbow.md +++ b/compendium/equipment/items/shortbow.md @@ -12,11 +12,13 @@ aliases: ["Shortbow"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 60 ft.; **Reload** 0 + - **Damage**: `1d6` P + - **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 60 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry. + +--- *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/shortbread-spy-som.md b/compendium/equipment/items/shortbread-spy-som.md index f197b9892..f1d224a3c 100644 --- a/compendium/equipment/items/shortbread-spy-som.md +++ b/compendium/equipment/items/shortbread-spy-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -16,10 +16,11 @@ aliases: ["Shortbread Spy"] - **Price** 40 gp - **Usage** held in 2 hands -- **Category** Consumable Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The cookie then scrambles away at a Speed of 15 feet, returning to the same spot about 1 hour later, which gives it enough time to travel roughly a half-mile away and then return along the same path. The cookie spy is oblivious to your instructions and can't be given directions, instead following a path of its own choosing. Upon its return, it falls to the ground, never to move again. As long as you decorated the shortbread spy with eyes, it gains normal vision, which it uses to see and magically record the sights along its path. Any creature that eats the cookie once it returns can then see what the spy saw. The images are relatively clear, but the passage of time is a bit muddied, so it might be difficult to tell when the cookie witnessed a given sight. + +--- *Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/shortsword.md b/compendium/equipment/items/shortsword.md index 3c1693253..bf96ff08f 100644 --- a/compendium/equipment/items/shortsword.md +++ b/compendium/equipment/items/shortsword.md @@ -14,10 +14,12 @@ aliases: ["Shortsword"] - **Price** 9 sp - **Bulk** L -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Sword These blades come in a variety of shapes and styles, but they are typically 2 feet long. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/shot-of-the-first-vault-gmg.md b/compendium/equipment/items/shot-of-the-first-vault-gmg.md index f26a5dfcb..422e41b7a 100644 --- a/compendium/equipment/items/shot-of-the-first-vault-gmg.md +++ b/compendium/equipment/items/shot-of-the-first-vault-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divine - trait/evocation @@ -14,7 +14,6 @@ aliases: ["Shot Of The First Vault"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Ammunition** any -- **Category** Artifact Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar's repository. @@ -23,7 +22,8 @@ Since then, individual pieces have turned up throughout the multiverse. When you Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon's damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are [clumsy](rules/conditions.md#Clumsy) while the fragments remain in place. A total of 3 actions, which have the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 [Medicine](compendium/skills.md#Medicine) check can be used. A critical failure on this [Medicine](compendium/skills.md#Medicine) check deals 10 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the creature with the embedded fragment. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You recall the shot of the First Vault, which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to each creature in which they were embedded. @@ -31,7 +31,7 @@ The fragments then unite to re-form the shot of the First Vault, which automatic ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) - **Requirements**: The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0 @@ -44,4 +44,6 @@ title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions > - **Critical Failure** The creature is transported to the First Vault. Unless it is capable of eluding Abadar's precautions, it is likely unable to escape the Vault on its own. Destruction If 10 shots of the First Vault are all fired at the same group of keketar or izfiitar proteans within 1 minute of each other, each shot was a hit, and the shots are then recalled, the shots collide as they attempt to re-form and crumble to dust. ``` + +--- *Source: Gamemastery Guide p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/shrapnel-snare-g-g.md b/compendium/equipment/items/shrapnel-snare-g-g.md index ce1d7e8e5..44d67f7ce 100644 --- a/compendium/equipment/items/shrapnel-snare-g-g.md +++ b/compendium/equipment/items/shrapnel-snare-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Shrapnel Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Category** Snare This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare's square, the trap releases, dealing `12d6` piercing damage in a deafening explosion. Everyone in a 10-foot radius of the snare's square must attempt a DC 31 Reflex save. @@ -25,4 +24,6 @@ This snare uses tightly wound springs, clockwork, and shrapnel to cause devastat > - **Failure** The creature takes full damage, `2d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage), and is [deafened](rules/conditions.md#Deafened) for 1 minute. > - **Critical Failure** The creature takes double damage, `4d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage), and is [deafened](rules/conditions.md#Deafened) for 1 minute. + +--- *Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/shrieking-key-tv.md b/compendium/equipment/items/shrieking-key-tv.md index c24f723c5..28cde0975 100644 --- a/compendium/equipment/items/shrieking-key-tv.md +++ b/compendium/equipment/items/shrieking-key-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/cursed - trait/magical - trait/rare @@ -13,9 +13,10 @@ aliases: ["Shrieking Key"] # Shrieking Key *Item 5* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand A skull-topped metal shrieking key appears to be a skeleton key, useful in place of thieves' tools when attempting to [Pick a Lock](rules/actions/pick-a-lock.md). A shrieking key has no activation, however. When you use it to [Pick a Lock](rules/actions/pick-a-lock.md), the key emits a loud shriek audible for 500 feet despite ambient noise. Physical barriers still block or muffle the shriek as normal. You also take a –2 circumstance penalty to the [Thievery](compendium/skills.md#Thievery) check rather than enjoying a bonus. After you attempt such a check with the key the first time, it fuses to you, returning to your possession if discarded. To use another device to [Pick a Lock](rules/actions/pick-a-lock.md), you must first succeed at a DC 20 Will save. + +--- *Source: Treasure Vault p. 192* \ No newline at end of file diff --git a/compendium/equipment/items/shrieking-skull-g-g.md b/compendium/equipment/items/shrieking-skull-g-g.md index 6589a9861..27cd97736 100644 --- a/compendium/equipment/items/shrieking-skull-g-g.md +++ b/compendium/equipment/items/shrieking-skull-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/auditory - trait/consumable - trait/enchantment @@ -15,10 +15,11 @@ aliases: ["Shrieking Skull"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 400 gp -- **Usage** affixed to a firearm or crossbow; **Bulk** – +- **Bulk** –; **Usage** affixed to a firearm or crossbow - **Activate** envision; **Requirements** You're an expert in [Intimidation](compendium/skills.md#Intimidation) and the affixed weapon is loaded. -- **Category** Talisman This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you [Strike](rules/actions/strike.md) with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the [Strike](rules/actions/strike.md) is a success, the screaming skull allows you to attempt to [Demoralize](rules/actions/demoralize.md) the target as well as each enemy within 30 feet of the target. + +--- *Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/shrinking-potion.md b/compendium/equipment/items/shrinking-potion.md index 5ca0b7eed..56f84837e 100644 --- a/compendium/equipment/items/shrinking-potion.md +++ b/compendium/equipment/items/shrinking-potion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -13,11 +13,24 @@ aliases: ["Shrinking Potion"] # Shrinking Potion *Item 4+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) - **Onset** 1 minute -- **Category** Potion This fungus-flavored potion conveys the effects of the [shrink](compendium/spells/shrink.md) spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. +--- +### Variants + +#### standard *Item 4* + +- **Price**: 15 gp + +#### greater *Item 8* + +- **Price**: 90 gp + +This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-level [shrink](compendium/spells/shrink.md) spell. In addition, you gain a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks while shrunken. + +--- *Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/shuriken.md b/compendium/equipment/items/shuriken.md index cccca31f4..b81423c19 100644 --- a/compendium/equipment/items/shuriken.md +++ b/compendium/equipment/items/shuriken.md @@ -15,11 +15,13 @@ aliases: ["Shuriken"] - **Price** 1 cp - **Bulk** — -- **Damage** `1d4` P -- **Range** 20 ft.; **Reload** 0 + - **Damage**: `1d4` P + - **Range** 20 ft.; **Reload** 0 - **Hands** 1 - **Category** Martial; **Group** Dart This "throwing star" is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/siblings-coin-da.md b/compendium/equipment/items/siblings-coin-da.md index b1f82f458..bb58a5202 100644 --- a/compendium/equipment/items/siblings-coin-da.md +++ b/compendium/equipment/items/siblings-coin-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Sibling's Coin"] --- @@ -12,8 +12,7 @@ aliases: ["Sibling's Coin"] - **Access** Member of a secret society - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this would be obvious in the middle of a crowded street or busy tavern. Instead, societies tend to mark each other by carrying sibling's coins. The name was originally coined by a past secret society that has since fallen into obscurity, but its ingenious coins remain. The coins are innocuous, resembling common silver coins until the owner twists the outer edge clockwise. At this point, the face of the coin rotates to reveal the symbol of the secret society of the owner. @@ -21,4 +20,6 @@ Suspected compatriots often toy with their coins as a half-recognized fidget, be While it's possible to notice the coin's mechanism if you specifically check the coin (DC 20 [Perception](compendium/skills.md#Perception)), few people individually inspect coins unless they have a reason to be suspicious of them. + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-armor-lotgb.md b/compendium/equipment/items/siccatite-armor-lotgb.md index bca7be9a5..112a206b0 100644 --- a/compendium/equipment/items/siccatite-armor-lotgb.md +++ b/compendium/equipment/items/siccatite-armor-lotgb.md @@ -3,18 +3,31 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Siccatite Armor"] --- # Siccatite Armor *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor. +--- +### Variants + +#### standard-grade siccatite armor *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: The initial raw materials must include at least 200 gp of siccatite + 20 gp per Bulk. + +#### high-grade siccatite armor *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: The initial raw materials must include at least 16,000 gp of siccatite + 1,600 gp per Bulk. + +--- *Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-lotgb.md b/compendium/equipment/items/siccatite-lotgb.md index fd9d33a13..0dbf98151 100644 --- a/compendium/equipment/items/siccatite-lotgb.md +++ b/compendium/equipment/items/siccatite-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Siccatite"] @@ -11,7 +11,6 @@ aliases: ["Siccatite"] # Siccatite *Item 0+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). @@ -28,4 +27,24 @@ In its raw state, this silvery ore is either scalding hot or freezing cold. Meta | multiRow | | +--- +### Variants + +#### siccatite chunk *Item 0* + +- **Price**: 500 gp + +#### siccatite ingot *Item 0* + +- **Price**: 5000 gp + +#### standard-grade siccatite object *Item 8* + +- **Price**: 350 gp + +#### high-grade siccatite object *Item 16* + +- **Price**: 6000 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-shield-lotgb.md b/compendium/equipment/items/siccatite-shield-lotgb.md index 269a80a08..336b3f1dc 100644 --- a/compendium/equipment/items/siccatite-shield-lotgb.md +++ b/compendium/equipment/items/siccatite-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/shield +- item/category/shield/ - trait/rare aliases: ["Siccatite Shield"] --- @@ -11,10 +11,34 @@ aliases: ["Siccatite Shield"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Group** Shield Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. +--- +### Variants + +#### standard-grade siccatite buckler *Item 8* + +- **Price**: 400 gp +- **Craft Requirements**: siccatite worth at least 50 gp The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type. + +#### standard-grade siccatite shield *Item 8* + +- **Price**: 440 gp +- **Craft Requirements**: siccatite worth at least 55 gp The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type. + +#### high-grade siccatite buckler *Item 16* + +- **Price**: 8000 gp +- **Craft Requirements**: siccatite worth at least 4,000 gp The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type. + +#### high-grade siccatite shield *Item 16* + +- **Price**: 8800 gp +- **Craft Requirements**: siccatite worth at least 4,400 gp The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type. + +--- *Source: Lost Omens: The Grand Bazaar p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/siccatite-weapon-lotgb.md b/compendium/equipment/items/siccatite-weapon-lotgb.md index 5e9cff429..573b0b875 100644 --- a/compendium/equipment/items/siccatite-weapon-lotgb.md +++ b/compendium/equipment/items/siccatite-weapon-lotgb.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/material +- item/category/material/ - trait/rare aliases: ["Siccatite Weapon"] --- # Siccatite Weapon *Item 11+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon [Crafting](rules/actions/craft.md) weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals `1d8` damage instead of `1d6` damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead. +--- +### Variants + +#### standard-grade siccatite weapon *Item 11* + +- **Price**: 1400 gp +- **Craft Requirements**: at least 175 gp of siccatite + 17.5 gp per Bulk. + +#### high-grade siccatite weapon *Item 17* + +- **Price**: 15000 gp +- **Craft Requirements**: at least 7,500 gp of siccatite + 750 gp per Bulk "Sure, you could get it for cheaper down the way. Just remember that you get what you pay for." The Unscathed Blade is a large, sturdy shop with its own living quarters in an attached tower. Its chimney constantly billows plumes of dark smoke. [Small](rules/traits/small-b1.md "Small Size Trait") windows illuminate the shop's front room, allowing the sun to glint off the assorted fine weaponry. The wooden front door is propped open during business hours, and warm air billows out from the shop. The double doors in the back, leading to the narrow alley behind the building, are always thrown wide open whenever the smith, Abiah (N agender human ex-gladiator) is forging weapons. From the alley, one can feel the heated air emanating from the shop and hear the clanging sounds of Abiah hammering new weapons and armor. + +--- *Source: Lost Omens: The Grand Bazaar p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/sickle-saber-lotgb.md b/compendium/equipment/items/sickle-saber-lotgb.md index b71d85b7a..918464fc4 100644 --- a/compendium/equipment/items/sickle-saber-lotgb.md +++ b/compendium/equipment/items/sickle-saber-lotgb.md @@ -14,10 +14,12 @@ aliases: ["Sickle-Saber"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Advanced; **Group** Sword A classical weapon of Irrisenis who lacked magical talent, the sickle-saber has seen a resurgence since the coronation of Queen Anastasia. The queen was fascinated with the sickle-sabers in the palace treasury, and now the unusual blades are carried by her honor guard and Irriseni diplomats alike. The sickle-saber's blade curves multiple times along its 4-foot length, and its hilt is similarly curved. A small, secondary grip on the blade lets the wielder rapidly and unpredictably twist the cutting edges. Characters from Irrisen have access to the sickle-saber. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/sickle.md b/compendium/equipment/items/sickle.md index be128ffda..2b31df6f7 100644 --- a/compendium/equipment/items/sickle.md +++ b/compendium/equipment/items/sickle.md @@ -14,10 +14,12 @@ aliases: ["Sickle"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Simple; **Group** Knife Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/sight-theft-grit-aoe4.md b/compendium/equipment/items/sight-theft-grit-aoe4.md index 86948dc2a..f251c4502 100644 --- a/compendium/equipment/items/sight-theft-grit-aoe4.md +++ b/compendium/equipment/items/sight-theft-grit-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/divine - trait/ingested @@ -15,9 +15,9 @@ aliases: ["Sight-theft Grit"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 115 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of blindness. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the [blindness](compendium/spells/blindness.md) spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The [blinded](rules/conditions.md#Blinded) condition from this poison lasts for an additional 24 hours once the poison has run its course. @@ -36,4 +36,6 @@ title: Saving Throw: DC 28 Fortitude **Stage 3** [blinded](rules/conditions.md#Blinded) (`2d6` hours) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/sight-theft-grit-tv.md b/compendium/equipment/items/sight-theft-grit-tv.md index 1e8982092..af07c1193 100644 --- a/compendium/equipment/items/sight-theft-grit-tv.md +++ b/compendium/equipment/items/sight-theft-grit-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/divine @@ -17,9 +17,9 @@ aliases: ["Sight-Theft Grit"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 115 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of blindness. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the [blindness](compendium/spells/blindness.md) spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The [blinded](rules/conditions.md#Blinded) condition from this poison lasts for an additional 24 hours once the poison has run its course. @@ -38,4 +38,6 @@ title: Saving Throw: DC 28 Fortitude **Stage 3** [blinded](rules/conditions.md#Blinded) (2d6 hours) ``` + +--- *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/sighting-shot-tv.md b/compendium/equipment/items/sighting-shot-tv.md index d81abbd34..2e2c70688 100644 --- a/compendium/equipment/items/sighting-shot-tv.md +++ b/compendium/equipment/items/sighting-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/light @@ -15,9 +15,10 @@ aliases: ["Sighting Shot"] - **Price** 72 gp - **Ammunition** any -- **Activate** command, , envision -- **Category** Consumable +- **Activate** command, envision Eyes are carved onto a sighting shot. When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet beyond that. If you shot the activated ammunition, your mind swirls with images of what the sighting shot passed and hit as if you sprinted along the ammunition's course. You see this path as if with your normal visual senses. Once a sighting shot hits anything or reaches its maximum range, it stops transmitting images to you. A sighting shot's light is visible to creatures who didn't Activate the ammunition, but they receive no special information from it. + +--- *Source: Treasure Vault p. 82* \ No newline at end of file diff --git a/compendium/equipment/items/signal-whistle.md b/compendium/equipment/items/signal-whistle.md index bcfa43989..bbcfa0c8a 100644 --- a/compendium/equipment/items/signal-whistle.md +++ b/compendium/equipment/items/signal-whistle.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Signal Whistle"] --- # Signal Whistle *Item 0* @@ -11,8 +11,9 @@ aliases: ["Signal Whistle"] - **Price** 8 cp - **Bulk** — - **Hands** 2 -- **Category** Adventuring Gear When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/signaling-snare.md b/compendium/equipment/items/signaling-snare.md index 87a932a7a..e1b256049 100644 --- a/compendium/equipment/items/signaling-snare.md +++ b/compendium/equipment/items/signaling-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,10 +14,11 @@ aliases: ["Signaling Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp -- **Category** Snare A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth. When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare's creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square. + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/silencer-g-g.md b/compendium/equipment/items/silencer-g-g.md index 6ae68b803..a46156fa6 100644 --- a/compendium/equipment/items/silencer-g-g.md +++ b/compendium/equipment/items/silencer-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Silencer"] --- # Silencer *Item 0* @@ -11,8 +11,9 @@ aliases: ["Silencer"] - **Price** 1 sp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most of the weapons' explosive sound when fired. Without a silencer, a firearm's shot makes a loud and distinctive bang, which can easily be heard through doors and thin walls, but firearms equipped with silencers only make a quiet noise when fired. Due to engineering constraints, a silencer can't be attached to any firearm with the [scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") trait. Attaching a silencer to a firearm takes 1 minute, and the silencer is consumed the first time a shot is fired through it. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/silencing-ammunition-lotgb.md b/compendium/equipment/items/silencing-ammunition-lotgb.md index 114e7de03..a698cd116 100644 --- a/compendium/equipment/items/silencing-ammunition-lotgb.md +++ b/compendium/equipment/items/silencing-ammunition-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/illusion - trait/magical @@ -16,8 +16,9 @@ aliases: ["Silencing Ammunition"] - **Price** 125 gp - **Ammunition** arrow, bolt - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful [Strike](rules/actions/strike.md), an activated piece of silencing ammunition creates a 2nd-level [silence](compendium/spells/silence.md) effect on the target. The target can resist the effects of the ammunition with a successful DC 25 Will save, though it takes a –2 circumstance penalty if the [Strike](rules/actions/strike.md) was a critical hit. While the effect is active, the target can use an [Interact](rules/actions/interact.md) action to try to tug out the arrow or bolt and end the effect early; this requires a successful DC 25 Will save. + +--- *Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/silencing-shot-g-g.md b/compendium/equipment/items/silencing-shot-g-g.md index 520911dd6..9f2a52564 100644 --- a/compendium/equipment/items/silencing-shot-g-g.md +++ b/compendium/equipment/items/silencing-shot-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/illusion - trait/magical @@ -13,10 +13,12 @@ aliases: ["Silencing Shot"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 300 gp +- **Craft Requirements** Supply one casting of silence at 4th level. - **Ammunition** any - **Activate** envision -- **Category** Consumable This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-level [silence](compendium/spells/silence.md) spell (DC 25). + +--- *Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/silent-bell-da.md b/compendium/equipment/items/silent-bell-da.md index be470c3fc..2ab287252 100644 --- a/compendium/equipment/items/silent-bell-da.md +++ b/compendium/equipment/items/silent-bell-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/illusion - trait/magical - trait/uncommon @@ -14,15 +14,18 @@ aliases: ["Silent Bell"] - **Access** Member of a secret society - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied people sitting around a table with clouds obscuring anyone in the background. The clapper is curiously absent from this bell and, when idly rung, it produces no audible sound. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) -The silent bell creates an [invisible](rules/conditions.md#Invisible) wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is [invisible](rules/conditions.md#Invisible), creatures can still read lips and body language through the wall. +- **Frequency**: once per day + +**Effect** The silent bell creates an [invisible](rules/conditions.md#Invisible) wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is [invisible](rules/conditions.md#Invisible), creatures can still read lips and body language through the wall. ``` + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/silent-heart-loil.md b/compendium/equipment/items/silent-heart-loil.md index fe8cdf804..73359afcc 100644 --- a/compendium/equipment/items/silent-heart-loil.md +++ b/compendium/equipment/items/silent-heart-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -14,17 +14,19 @@ aliases: ["Silent Heart"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 130 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** worn [Abraxas](compendium/setting/deities/abraxas-logm.md) teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to [Occultism](compendium/skills.md#Occultism) checks. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per hour - **Trigger**: You're about to attempt a saving throw against an [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect or an effect that would make you [controlled](rules/conditions.md#Controlled) **Effect** [Abraxas](compendium/setting/deities/abraxas-logm.md) envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect. ``` + +--- *Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/silhouette-cloak-lotgb.md b/compendium/equipment/items/silhouette-cloak-lotgb.md index dc9a0667f..b8ee8bd8f 100644 --- a/compendium/equipment/items/silhouette-cloak-lotgb.md +++ b/compendium/equipment/items/silhouette-cloak-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -16,12 +16,12 @@ aliases: ["Silhouette Cloak"] - **Price** 70000 gp - **Usage** worn cloak -- **Category** Worn In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak seems to blend into your surroundings and grants you a +3 item bonus to [Stealth](compendium/skills.md#Stealth) checks. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([Interact](rules/actions/interact.md)) (1 minute) + You and objects you wear or carry fall into your shadow, becoming a twodimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the [light](rules/traits/light.md "Light Effect Trait") trait, and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. @@ -29,11 +29,14 @@ Your land and climb Speeds both become 40 feet. You can't use actions except [Cl ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Trigger**: You take damage **Effect** You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/silkspinners-shield-lotgb.md b/compendium/equipment/items/silkspinners-shield-lotgb.md index e25372adb..61b96e6ea 100644 --- a/compendium/equipment/items/silkspinners-shield-lotgb.md +++ b/compendium/equipment/items/silkspinners-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -13,17 +13,20 @@ aliases: ["Silkspinner's Shield"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6000 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in one hand This oddly fuzzy buckler (Hardness 10, HP 60, BT 30) resembles the abdomen of a spider. Its defensive side is covered in fine hairs, and two small spinnerets protrude from the bottom of its rim. The spinnerets serve as +2 greater striking shield spikes. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Command -You animate the silkspinner's shield. Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute. +- **Frequency**: once per day + +**Effect** You animate the silkspinner's shield. Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute. Successful shield bash [Strikes](rules/actions/strike.md) made with the silkspinner's shield during this time entangle the target in silk. The target takes a –10-foot circumstance penalty to its Speeds for 1 round. If your [Strike](rules/actions/strike.md) was a critical hit, the target becomes [immobilized](rules/conditions.md#Immobilized) for 1 round instead. Regardless, the target can attempt to [Escape](rules/actions/escape.md) (DC 30) to end the effect early. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/silver-armor.md b/compendium/equipment/items/silver-armor.md index ee66ec6ad..3509b4725 100644 --- a/compendium/equipment/items/silver-armor.md +++ b/compendium/equipment/items/silver-armor.md @@ -3,14 +3,32 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ aliases: ["Silver Armor"] --- # Silver Armor *Item 5+* -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Material +- **Bulk** varies by armor; **Usage** worn armor Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes [sickened](rules/conditions.md#Sickened). A creature with weakness to silver is [sickened](rules/conditions.md#Sickened) as long as it wears silver armor. +--- +### Variants + +#### low-grade silver armor *Item 5* + +- **Price**: 140 gp +- **Craft Requirements**: silver worth at least 70 sp + 7 sp per Bulk. + +#### standard-grade silver armor *Item 11* + +- **Price**: 1200 gp +- **Craft Requirements**: The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk. + +#### high-grade silver armor *Item 18* + +- **Price**: 20000 gp +- **Craft Requirements**: The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk. + +--- *Source: Core Rulebook p. 556* \ No newline at end of file diff --git a/compendium/equipment/items/silver-crescent-tv.md b/compendium/equipment/items/silver-crescent-tv.md index 10fdc2b12..ac6cd7a5f 100644 --- a/compendium/equipment/items/silver-crescent-tv.md +++ b/compendium/equipment/items/silver-crescent-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/light @@ -13,17 +13,39 @@ aliases: ["Silver Crescent"] # Silver Crescent *Item 6+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [light](rules/traits/light.md "Light Effect Trait") [lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** held in 1 hand A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") effects according to the crescent's type. While shedding this light, you can't be [concealed](rules/conditions.md#Concealed) if you're visible, and if you're [invisible](rules/conditions.md#Invisible), you're [concealed](rules/conditions.md#Concealed) instead rather than being [undetected](rules/conditions.md#Undetected). ```ad-embed-ability -title: Secondary Effect [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Secondary Effect** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is [dazzled](rules/conditions.md#Dazzled) until the end of its next turn on a failed save. This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert. ``` +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 35 gp + +The bonus is +1, the DC is 20, and the ray deals `4d6` damage. + +#### moderate *Item 11* + +- **Price**: 235 gp + +The bonus is +2, the DC is 28, and the ray deals `7d6` damage. + +#### greater *Item 16* + +- **Price**: 1400 gp + +The bonus is +3, the DC is 35, and the ray deals `9d6` damage. + +--- *Source: Treasure Vault p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/silver-shield.md b/compendium/equipment/items/silver-shield.md index ac9dab195..d8e7c3b9a 100644 --- a/compendium/equipment/items/silver-shield.md +++ b/compendium/equipment/items/silver-shield.md @@ -3,14 +3,47 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ aliases: ["Silver Shield"] --- # Silver Shield *Item 2+* - **Usage** varies by shield -- **Category** Material Silver shields don't typically have an additional effect, though when used for a shield bash, they are silver weapons. +--- +### Variants + +#### low-grade silver buckler *Item 2* + +- **Price**: 30 gp +- **Craft Requirements**: silver worth at least 15 sp The shield has Hardness 1, HP 4, and BT 2. + +#### low-grade silver shield *Item 2* + +- **Price**: 34 gp +- **Craft Requirements**: silver worth at least 17 sp The shield has Hardness 3, HP 12, and BT 6. + +#### standard-grade silver buckler *Item 7* + +- **Price**: 300 gp +- **Craft Requirements**: silver worth at least 375 sp The shield has Hardness 3, HP 12, BT 6. + +#### standard-grade silver shield *Item 7* + +- **Price**: 340 gp +- **Craft Requirements**: silver worth at least 425 sp The shield has Hardness 5, HP 20, and BT 10. + +#### high-grade silver buckler *Item 15* + +- **Price**: 5000 gp +- **Craft Requirements**: silver worth at least 2,500 gp The shield has Hardness 6, HP 24, and BT 12. + +#### high-grade silver shield *Item 15* + +- **Price**: 5500 gp +- **Craft Requirements**: silver worth at least 2,750 gp The shield has Hardness 8 HP 32, and BT 16. + +--- *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/silver-tripod-g-g.md b/compendium/equipment/items/silver-tripod-g-g.md index 730a64402..a95660bd8 100644 --- a/compendium/equipment/items/silver-tripod-g-g.md +++ b/compendium/equipment/items/silver-tripod-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/conjuration - trait/consumable - trait/force @@ -15,12 +15,13 @@ aliases: ["Silver Tripod"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 3 gp -- **Usage** affixed to a firearm with the kickback trait; **Bulk** – +- **Bulk** –; **Usage** affixed to a firearm with the kickback trait - **Activate** envision -- **Category** Talisman This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon's barrel. When activated, it creates an [invisible](rules/conditions.md#Invisible) construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you [Dismiss](rules/actions/dismiss.md) it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active. + +--- *Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/silver-weapon.md b/compendium/equipment/items/silver-weapon.md index 9f20e632e..48d86f321 100644 --- a/compendium/equipment/items/silver-weapon.md +++ b/compendium/equipment/items/silver-weapon.md @@ -3,14 +3,32 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ aliases: ["Silver Weapon"] --- # Silver Weapon *Item 2+* -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. +--- +### Variants + +#### low-grade silver weapon *Item 2* + +- **Price**: 40 gp +- **Craft Requirements**: at least 20 sp of silver + 2 sp per Bulk. + +#### standard-grade silver weapon *Item 10* + +- **Price**: 880 gp +- **Craft Requirements**: at least 110 gp of silver + 11 gp per Bulk. + +#### high-grade silver weapon *Item 16* + +- **Price**: 9000 gp +- **Craft Requirements**: at least 4,500 gp of silver + 450 gp per Bulk Basic Magic Weapon Many magic weapons are created by etching runes onto them, as described on page 580. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes. + +--- *Source: Core Rulebook p. 599* \ No newline at end of file diff --git a/compendium/equipment/items/silver.md b/compendium/equipment/items/silver.md index b495e76e7..c897f3d4e 100644 --- a/compendium/equipment/items/silver.md +++ b/compendium/equipment/items/silver.md @@ -3,14 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/material +- item/category/material/ - trait/precious aliases: ["Silver"] --- # Silver *Item 2+* [precious](rules/traits/precious.md "Precious Item Trait") -- **Category** Material Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. @@ -30,4 +29,28 @@ Silver weapons are a bane to creatures ranging from devils to werewolves. Silver | multiRow | | +--- +### Variants + +#### silver chunk *Item 0* + +- **Price**: 10 gp + +#### silver ingot *Item 0* + +- **Price**: 100 gp + +#### low-grade silver object *Item 2* + +- **Price**: 20 gp + +#### standard-grade silver object *Item 7* + +- **Price**: 250 gp + +#### high-grade silver object *Item 15* + +- **Price**: 4500 gp + +--- *Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/silversheen.md b/compendium/equipment/items/silversheen.md index 7410319cb..1b51beb23 100644 --- a/compendium/equipment/items/silversheen.md +++ b/compendium/equipment/items/silversheen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/tool +- item/category/tool/ - trait/alchemical - trait/consumable aliases: ["Silversheen"] @@ -12,10 +12,11 @@ aliases: ["Silversheen"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 6 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Tool You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals. + +--- *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/silvertongue-mutagen.md b/compendium/equipment/items/silvertongue-mutagen.md index ea4100328..797f9d29c 100644 --- a/compendium/equipment/items/silvertongue-mutagen.md +++ b/compendium/equipment/items/silvertongue-mutagen.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Silvertongue Mutagen"] # Silvertongue Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason. @@ -24,4 +23,32 @@ Your features become striking and your voice becomes musical and commanding, tho **Drawback** You take a –2 item penalty to [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Occultism](compendium/skills.md#Occultism), and [Society](compendium/skills.md#Society) checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to [Recall Knowledge](rules/actions/recall-knowledge.md) become critical failures. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bonus is +1, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus is +2, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3, and the duration is 1 hour. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus is +4, and the duration is 1 hour. + +--- *Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/sinew-shock-serum-apg.md b/compendium/equipment/items/sinew-shock-serum-apg.md index 207b9cbbd..75fb01e44 100644 --- a/compendium/equipment/items/sinew-shock-serum-apg.md +++ b/compendium/equipment/items/sinew-shock-serum-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,39 @@ aliases: ["Sinew-shock Serum"] # Sinew-shock Serum *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This serum jolts the body to help shake off physical debilitations. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled) condition from a single source, using the source of that condition to determine the counteract level and DC. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 5 gp + +The serum has a +6 modifier for the roll. + +#### moderate *Item 4* + +- **Price**: 15 gp + +The serum has a +8 modifier for the roll. + +#### greater *Item 12* + +- **Price**: 325 gp + +The serum has a +19 modifier for the roll. + +#### major *Item 18* + +- **Price**: 3250 gp + +The serum has a +28 modifier for the roll. + +--- *Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md b/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md index 270568fc2..2ffc57c38 100644 --- a/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md +++ b/compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -14,19 +14,24 @@ aliases: ["Singing Bowl Of The Versatile Stance"] - **Access** follower of [Irori](compendium/setting/deities/irori.md) - **Price** 1175 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands In true Iroran form, the simplicity of this small, inverted copper bell belies its flawlessness. When struck with a mallet (included with the singing bowl), it emits a harmonious tone that inspires bodily perfection in those who know how to hear it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([auditory](rules/traits/auditory.md)) + While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. -Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance. +Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance. +%% + #trait/auditory +%% ``` + +--- *Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/singing-muse-sot2.md b/compendium/equipment/items/singing-muse-sot2.md index 4c2176f1a..bde110b25 100644 --- a/compendium/equipment/items/singing-muse-sot2.md +++ b/compendium/equipment/items/singing-muse-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -17,8 +17,9 @@ aliases: ["Singing Muse"] - **Price** 250 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a [Performance](compendium/skills.md#Performance) check. -- **Category** Talisman This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you activate the muse, you are momentarily enlightened with inspiration that bolsters your performance. If you roll a success on your triggering check, you get a critical success instead. + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/singing-shortbow-som.md b/compendium/equipment/items/singing-shortbow-som.md index ba218523f..d5b3f19d6 100644 --- a/compendium/equipment/items/singing-shortbow-som.md +++ b/compendium/equipment/items/singing-shortbow-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical aliases: ["Singing Shortbow"] @@ -11,20 +11,36 @@ aliases: ["Singing Shortbow"] # Singing Shortbow *Item 14+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand Rather than a normal bowstring, this +2 greater striking [thundering](compendium/equipment/items/thundering.md) [composite shortbow](compendium/equipment/items/composite-shortbow.md) has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command ([abjuration](rules/traits/abjuration.md), [auditory](rules/traits/auditory.md)) -You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a [Strike](rules/actions/strike.md) with the bow. If it hits, the bow generates a [magical](rules/traits/magical.md "Magical Item Trait") effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. +- **Frequency**: once per hour + +**Effect** You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a [Strike](rules/actions/strike.md) with the bow. If it hits, the bow generates a [magical](rules/traits/magical.md "Magical Item Trait") effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. - **Song of Soothing** ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [healing](rules/traits/healing.md "Healing Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) Each creature regains `3d10` Hit Points and gains a +1 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for 1 minute. - **Song of Suffering** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait")) Each creature takes `3d10` sonic damage with a DC 31 basic Fortitude save. -%% #trait/abjuration #trait/auditory %% +%% + #trait/abjuration #trait/auditory +%% ``` +--- +### Variants + +#### singing shortbow *Item 14* + +- **Price**: 4500 gp + +#### greater singing shortbow *Item 18* + +- **Price**: 22500 gp + +The weapon is a +3 greater striking greater thundering [composite shortbow](compendium/equipment/items/composite-shortbow.md), the healing and damage are `5d10`, and the DC is 38. + +--- *Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/singing-sword-gmg.md b/compendium/equipment/items/singing-sword-gmg.md index 974727e56..30e56216b 100644 --- a/compendium/equipment/items/singing-sword-gmg.md +++ b/compendium/equipment/items/singing-sword-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/held +- item/category/held/ - trait/cg - trait/enchantment - trait/intelligent @@ -14,31 +14,37 @@ aliases: ["Singing Sword"] # Singing Sword *Item 5* [cg](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand A singing sword is a longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A singing sword can't stop singing and in fact communicates in no way other than by singing. A successful [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check against its Will DC can convince it to quiet its singing to a whisper for 10 minutes, or 20 minutes on a critical success, though it quickly grows displeased at anyone who attempts this repeatedly. The singing sword can spend its actions to attack on its own, with the effects of a [dancing](compendium/equipment/items/dancing.md) weapon's activation, except that its attack modifier is ++12. Additionally, it can perform the following activations; each casts a composition spell and follows all the usual rules for compositions. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The singing sword casts [inspire courage](compendium/spells/inspire-courage.md). +- **Frequency**: once per minute + +**Effect** The singing sword casts [inspire courage](compendium/spells/inspire-courage.md). ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + +- **Frequency**: once per minute -The singing sword casts [inspire defense](compendium/spells/inspire-defense.md). +**Effect** The singing sword casts [inspire defense](compendium/spells/inspire-defense.md). ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per hour - **Trigger**: You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md "Auditory Effect Trait") effect **Effect** The singing sword casts [counter performance](compendium/spells/counter-performance.md). ``` + +--- *Source: Gamemastery Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/singularity-ammunition-lotgb.md b/compendium/equipment/items/singularity-ammunition-lotgb.md index bba425a81..728086aa1 100644 --- a/compendium/equipment/items/singularity-ammunition-lotgb.md +++ b/compendium/equipment/items/singularity-ammunition-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -16,10 +16,11 @@ aliases: ["Singularity Ammunition"] - **Price** 550 gp - **Ammunition** Any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow creates a strong gravitational force, centered on the creature hit. All creatures in a 10-foot emanation from the target must succeed at a DC 30 Fortitude save or be pulled 5 feet closer to the target. The singularity then explodes, dealing `7d12` bludgeoning damage to the original target and all creatures in a 5-foot emanation (DC 28 basic Reflex save). + +--- *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/sinister-knight-locg.md b/compendium/equipment/items/sinister-knight-locg.md index c056033aa..45bf87ce4 100644 --- a/compendium/equipment/items/sinister-knight-locg.md +++ b/compendium/equipment/items/sinister-knight-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/illusion - trait/magical @@ -15,16 +15,18 @@ aliases: ["Sinister Knight"] - **Price** 500 gp - **Usage** etched onto heavy armor -- **Category** Rune Sinister knight armor shrouds the wearer's identity in secrecy, allowing Crimson Reclaimers to pass among foes without being immediately unmasked. The wearer gains a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + With a thought, the wearer activates a disguise. While the sinister knight armor's disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its [Perception](compendium/skills.md#Perception) check or the wearer critically fails a [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment) The wearer can [Dismiss](rules/actions/dismiss.md) the disguise, and if the wearer's armor is removed, the disguise deactivates automatically. ``` + +--- *Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/sixfingers-elixir-sli.md b/compendium/equipment/items/sixfingers-elixir-sli.md index ffaabd741..9d08f03b1 100644 --- a/compendium/equipment/items/sixfingers-elixir-sli.md +++ b/compendium/equipment/items/sixfingers-elixir-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,12 +14,33 @@ aliases: ["Sixfingers Elixir"] # Sixfingers Elixir *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 25 gp + +The duration is 10 minutes. + +#### moderate *Item 11* + +- **Price**: 250 gp + +The duration is 1 hour. + +#### greater *Item 17* + +- **Price**: 2500 gp + +The duration is 8 hours. + +--- *Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/skarjas-heartstone-ec3.md b/compendium/equipment/items/skarjas-heartstone-ec3.md index 580fdf8be..b1720620a 100644 --- a/compendium/equipment/items/skarjas-heartstone-ec3.md +++ b/compendium/equipment/items/skarjas-heartstone-ec3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec3 -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/occult @@ -14,19 +14,21 @@ aliases: ["Skarja's Heartstone"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2500 gp +- **Craft Requirements** You must be a night hag. - **Usage** worn -- **Category** Worn This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment, but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone. Like all hag heartstones, this gemstone is powered by Skarja's spirit. Skarja does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Skarja's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Skarja's heartstone allows her to use additional occult innate spells: [ethereal jaunt](compendium/spells/ethereal-jaunt.md) (9th level) and [bind soul](compendium/spells/bind-soul.md) at will, [shadow blast](compendium/spells/shadow-blast.md) (6th level) twice per day, and [spirit blast](compendium/spells/spirit-blast.md) once per day. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command - **Requirements**: You must be touching the heartstone **Effect** The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23). ``` + +--- *Source: Extinction Curse #3: Life's Long Shadows p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/skeleton-key-bb.md b/compendium/equipment/items/skeleton-key-bb.md index 70eec5f0c..e3664d97e 100644 --- a/compendium/equipment/items/skeleton-key-bb.md +++ b/compendium/equipment/items/skeleton-key-bb.md @@ -3,6 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb +- item/category// - trait/magical - trait/transmutation aliases: ["Skeleton Key"] @@ -16,4 +17,6 @@ A grinning skull tops the bow of this macabre key. This key can be used in place If the skeleton key becomes [broken](rules/conditions.md#Broken) due to a critical failure on the check, it works as normal [thieves' tools](compendium/equipment/items/thieves-tools.md) and loses its benefits until [Repaired](rules/actions/repair.md). Once per day, when you're using the key to Pick a Lock, you can activate the key to magically make the lock easier to overcome. You gain a +4 status bonus to your attempt to Pick the Lock, and for 1 minute, anyone who tries to Pick the Lock or break it with [Athletics](compendium/skills.md#Athletics) gains a +4 status bonus on their checks. + +--- *Source: Beginner Box p. 54* \ No newline at end of file diff --git a/compendium/equipment/items/skeleton-key.md b/compendium/equipment/items/skeleton-key.md index caa57a318..2e44bc4af 100644 --- a/compendium/equipment/items/skeleton-key.md +++ b/compendium/equipment/items/skeleton-key.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Skeleton Key"] @@ -11,19 +11,33 @@ aliases: ["Skeleton Key"] # Skeleton Key *Item 5+* [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand A grinning skull tops the bow of this macabre key. This key can be used in place of [thieves' tools](compendium/equipment/items/thieves-tools.md) when attempting to [Pick a Lock](rules/actions/pick-a-lock.md), and it grants a +1 item bonus to the [Thievery](compendium/skills.md#Thievery) check. If the skeleton key becomes [broken](rules/conditions.md#Broken) due to a critical failure on the check, it works as normal [thieves' tools](compendium/equipment/items/thieves-tools.md) and loses its benefits until repaired. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Trigger**: You attempt to [Pick a Lock](rules/actions/pick-a-lock.md) but haven't rolled yet **Effect** The key casts knock on the lock you're trying to pick. ``` +--- +### Variants + +#### standard *Item 5* + +- **Price**: 125 gp + +#### greater *Item 11* + +- **Price**: 1250 gp + +The key grants a +2 item bonus, and you can activate the key once per hour. + +--- *Source: Core Rulebook p. 575* \ No newline at end of file diff --git a/compendium/equipment/items/skeptics-elixir-av1.md b/compendium/equipment/items/skeptics-elixir-av1.md index 47b63cedd..bde7c2627 100644 --- a/compendium/equipment/items/skeptics-elixir-av1.md +++ b/compendium/equipment/items/skeptics-elixir-av1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av1 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,33 @@ aliases: ["Skeptic's Elixir"] # Skeptic's Elixir *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to [Perception](compendium/skills.md#Perception) checks and [Perception](compendium/skills.md#Perception) DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bonus is +1, and the duration is 1 minute. + +#### moderate *Item 6* + +- **Price**: 50 gp + +The bonus is +2, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus is +3, and the duration is 1 hour. + +--- *Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/skinsaw-mask-aoe2.md b/compendium/equipment/items/skinsaw-mask-aoe2.md index 953811f42..8e8c3725e 100644 --- a/compendium/equipment/items/skinsaw-mask-aoe2.md +++ b/compendium/equipment/items/skinsaw-mask-aoe2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe2 -- item/category/worn +- item/category/worn/ - trait/divination - trait/divine - trait/evil @@ -16,9 +16,10 @@ aliases: ["Skinsaw Mask"] [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** worn mask; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn mask A patchwork of humanoid flesh makes up this grotesque mask stitched together with black silk or wire. It is distinctive for its bulbous orange eye— crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You automatically know the value of the [frightened](rules/conditions.md#Frightened) condition of any [observed](rules/conditions.md#Observed) creature, and you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) [frightened](rules/conditions.md#Frightened) creatures. Whenever you deal precision damage to a [frightened](rules/conditions.md#Frightened) creature, you deal 1 additional precision damage. If you are not evil, you are [drained](rules/conditions.md#Drained) while wearing the Skinsaw mask. + +--- *Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/skinsaw-mask-tv.md b/compendium/equipment/items/skinsaw-mask-tv.md index 335fc1338..7869aaea8 100644 --- a/compendium/equipment/items/skinsaw-mask-tv.md +++ b/compendium/equipment/items/skinsaw-mask-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/divine - trait/evil @@ -15,9 +15,10 @@ aliases: ["Skinsaw Mask"] [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [invested](rules/traits/invested.md "Invested Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp -- **Usage** worn mask; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn mask A patchwork of humanoid flesh makes up a skinsaw mask, which is stitched together with black silk or wire. It is distinctive for its bulbous orange eye—crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You know the value of the [frightened](rules/conditions.md#Frightened) condition of any [observed](rules/conditions.md#Observed) creature, and you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) [frightened](rules/conditions.md#Frightened) creatures. Whenever you deal precision damage to a [frightened](rules/conditions.md#Frightened) creature, you deal 1 additional precision damage. If you aren't evil, you are [drained](rules/conditions.md#Drained) while wearing a skinsaw mask. + +--- *Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/skinstitch-salve-apg.md b/compendium/equipment/items/skinstitch-salve-apg.md index 7ff024a4a..25ceb36ea 100644 --- a/compendium/equipment/items/skinstitch-salve-apg.md +++ b/compendium/equipment/items/skinstitch-salve-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/healing @@ -13,23 +13,25 @@ aliases: ["Skinstitch Salve"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You [Administer First Aid](rules/actions/administer-first-aid.md) without requiring healer's tools. You either gain a +2 item bonus to the [Medicine](compendium/skills.md#Medicine) check, or you can use the skinstitch salve's [Medicine](compendium/skills.md#Medicine) modifier of +13 instead of your own. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) - **Trigger**: You [Treat Wounds](rules/actions/treat-wounds.md) or use Battle **Effect** You gain a +2 item bonus to the triggering [Medicine](compendium/skills.md#Medicine) check. If you roll a success on the [Medicine](compendium/skills.md#Medicine) check, you get a critical success instead. ``` + +--- *Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/skittering-mask-sot1.md b/compendium/equipment/items/skittering-mask-sot1.md index 37429e756..0f32bfe16 100644 --- a/compendium/equipment/items/skittering-mask-sot1.md +++ b/compendium/equipment/items/skittering-mask-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,9 +13,22 @@ aliases: ["Skittering Mask"] # Skittering Mask *Item 2+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn mask; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn mask This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn [unconscious](rules/conditions.md#Unconscious) and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and [Step](rules/actions/step.md) 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask [Steps](rules/actions/step.md) away from one of them at random. The mask possesses no special senses and does not react to [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) enemies, nor can it distinguish that a creature not acting openly [hostile](rules/conditions.md#Hostile) is an enemy. +--- +### Variants + +#### skittering mask *Item 2* + +- **Price**: 30 gp + +#### greater skittering mask *Item 8* + +- **Price**: 500 gp + +The mask [Steps](rules/actions/step.md) 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn [unconscious](rules/conditions.md#Unconscious) and within 25 feet of an enemy, the mask [Steps](rules/actions/step.md) 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. If the mask hears the signal, it attempts to move you towards that ally when it [Steps](rules/actions/step.md) away from the nearest enemy. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/skittering-mask-tv.md b/compendium/equipment/items/skittering-mask-tv.md index 4099f58cb..a93b05598 100644 --- a/compendium/equipment/items/skittering-mask-tv.md +++ b/compendium/equipment/items/skittering-mask-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -12,11 +12,24 @@ aliases: ["Skittering Mask"] # Skittering Mask *Item 2+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn mask; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn mask A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn [unconscious](rules/conditions.md#Unconscious) and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and [Step](rules/actions/step.md) 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) enemies, nor can it distinguish that a creature not acting openly [hostile](rules/conditions.md#Hostile) is an enemy. +--- +### Variants + +#### skittering mask *Item 2* + +- **Price**: 30 gp + +#### greater skittering mask *Item 8* + +- **Price**: 500 gp + +The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn [unconscious](rules/conditions.md#Unconscious) and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy. + +--- *Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/skull-bomb-ooa3.md b/compendium/equipment/items/skull-bomb-ooa3.md index f15f76d8a..0a7d7801c 100644 --- a/compendium/equipment/items/skull-bomb-ooa3.md +++ b/compendium/equipment/items/skull-bomb-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/fire @@ -16,11 +16,12 @@ aliases: ["Skull Bomb"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 80 gp -- **Usage** held in 1 hand (see text); **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand (see text) This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability. Throw Skull [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (manipulate) The creature detaches its skull bomb and hurls the volatile explosive at a point within 30 feet. The skull explodes, dealing `7d6` fire damage to creatures within a 15-foot burst (DC 24 basic Reflex save). The skull is permanently destroyed and can't be used again, and the throwing creature is permanently [blinded](rules/conditions.md#Blinded) and headless. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/skunk-bomb-tv.md b/compendium/equipment/items/skunk-bomb-tv.md index 754310f65..e3d828c09 100644 --- a/compendium/equipment/items/skunk-bomb-tv.md +++ b/compendium/equipment/items/skunk-bomb-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -15,9 +15,8 @@ aliases: ["Skunk Bomb"] # Skunk Bomb *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better. @@ -29,4 +28,32 @@ Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other > > Creatures [sickened](rules/conditions.md#Sickened) by the bomb emit an odor that lasts 10 minutes after the [sickened](rules/conditions.md#Sickened) condition ends (or 1 hour if they were also [blinded](rules/conditions.md#Blinded)). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to [Track](rules/actions/track.md) the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bomb deals `1d4` poison damage and 1 poison splash damage. The Fortitude DC is 15. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d4` poison damage and 2 poison splash damage. The Fortitude DC is 17. + +#### greater *Item 11* + +- **Price**: 240 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d4` poison damage and 3 poison splash damage. The Fortitude DC is 28. + +#### major *Item 17* + +- **Price**: 2400 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d4` poison damage and 4 poison splash damage. The Fortitude DC is 37. + +--- *Source: Treasure Vault p. 45* \ No newline at end of file diff --git a/compendium/equipment/items/sky-hammer.md b/compendium/equipment/items/sky-hammer.md index 9f36085f4..efe676019 100644 --- a/compendium/equipment/items/sky-hammer.md +++ b/compendium/equipment/items/sky-hammer.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/magical - trait/rare @@ -13,17 +13,19 @@ aliases: ["Sky Hammer"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 70000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon +- **Craft Requirements** Supply a casting of fireball (6th level), and the initial raw materials must include 12,375 gp of orichalcum. +- **Bulk** 1; **Usage** held in 1 hand The sturdy, steel head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: Your attack roll with the sky hammer is a critical success **Effect** A 6th-level arcane [fireball](compendium/spells/fireball.md) spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your allies are not. ``` + +--- *Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/sky-piercing-bow-frp2.md b/compendium/equipment/items/sky-piercing-bow-frp2.md index daa4a7b22..af7887a87 100644 --- a/compendium/equipment/items/sky-piercing-bow-frp2.md +++ b/compendium/equipment/items/sky-piercing-bow-frp2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp2 -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/rare @@ -14,31 +14,40 @@ aliases: ["Sky-piercing Bow"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 40000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands Large turquoise gems stud the outer edge of this sturdy composite shortbow. Arrows shot from the bow are unimpaired by wind and [air](rules/traits/air.md "Air Energy & Element Trait") effects. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) -You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location. -%% #trait/conjuration #trait/teleportation %% +- **Frequency**: once per day + +**Effect** You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location. +%% + #trait/conjuration #trait/teleportation +%% ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) ([electricity](rules/traits/electricity.md)) + +- **Frequency**: once per hour -You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you [Dismiss](rules/actions/dismiss.md) the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an [Interact](rules/actions/interact.md) action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes `5d12` lightning damage and must attempt a DC 41 basic Reflex save. -%% #trait/electricity %% +**Effect** You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you [Dismiss](rules/actions/dismiss.md) the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an [Interact](rules/actions/interact.md) action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes `5d12` lightning damage and must attempt a DC 41 basic Reflex save. +%% + #trait/electricity +%% ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per week -You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual. +**Effect** You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual. ``` + +--- *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/sky-serpent-bolt-lotgb.md b/compendium/equipment/items/sky-serpent-bolt-lotgb.md index 87fd6cd5f..b3f24b374 100644 --- a/compendium/equipment/items/sky-serpent-bolt-lotgb.md +++ b/compendium/equipment/items/sky-serpent-bolt-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/air - trait/consumable - trait/electricity @@ -18,10 +18,11 @@ aliases: ["Sky Serpent Bolt"] - **Price** 25 gp - **Ammunition** [bolt](compendium/equipment/items/bolt.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning, dealing `2d12` electricity damage to all creatures in a 30-foot line (DC 19 basic Reflex save) starting from the target. If you spent 2 actions to activate the sky serpent bolt, then the line is 60 feet long, and at a single point in the line, you can change the remainder of the line's path by up to a 90-degree angle. + +--- *Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/skyrider-sword-lotgb.md b/compendium/equipment/items/skyrider-sword-lotgb.md index a3d482b8b..1cd539c13 100644 --- a/compendium/equipment/items/skyrider-sword-lotgb.md +++ b/compendium/equipment/items/skyrider-sword-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/air - trait/magical - trait/transmutation @@ -13,23 +13,40 @@ aliases: ["Skyrider Sword"] # Skyrider Sword *Item 14+* [air](rules/traits/air.md "Air Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a [Medium](rules/traits/medium-b1.md "Medium Size Trait")-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't [Strike](rules/actions/strike.md) with your weapon except via the weapon's other activation (see below). You can [Dismiss](rules/actions/dismiss.md) the activation, and it ends automatically if you cease holding the weapon with at least one hand. +- **Frequency**: once per day + +**Effect** You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't [Strike](rules/actions/strike.md) with your weapon except via the weapon's other activation (see below). You can [Dismiss](rules/actions/dismiss.md) the activation, and it ends automatically if you cease holding the weapon with at least one hand. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) - **Requirements**: You are riding on your weapon **Effect** You ride your weapon into a foe, attacking it as you fly past. You [Fly](rules/actions/fly.md), making a melee [Strike](rules/actions/strike.md) with the weapon once at any point during your movement. ``` +--- +### Variants + +#### skyrider sword *Item 14* + +- **Price**: 4500 gp + +#### greater skyrider sword *Item 19* + +- **Price**: 32000 gp + +The sword is a +3 greater striking greater shock greatsword. + +You can activate the weapon's flight any number of times per day, and its duration is no longer limited to 10 minutes. + +--- *Source: Lost Omens: The Grand Bazaar p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/slates-of-distant-letters-apg.md b/compendium/equipment/items/slates-of-distant-letters-apg.md index 8d0618f75..2957dc97c 100644 --- a/compendium/equipment/items/slates-of-distant-letters-apg.md +++ b/compendium/equipment/items/slates-of-distant-letters-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/divination - trait/magical aliases: ["Slates Of Distant Letters"] @@ -12,8 +12,7 @@ aliases: ["Slates Of Distant Letters"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 2450 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. @@ -22,9 +21,12 @@ Slates are crafted in pairs, and each works with only the other of its pair. If one slate of a pair is ever [broken](rules/conditions.md#Broken), the other shatters into non-magical shards. The listed price is for a pair of slates. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour. ``` + +--- *Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/compendium/equipment/items/sleep-arrow.md b/compendium/equipment/items/sleep-arrow.md index 25bab6c13..69acbc018 100644 --- a/compendium/equipment/items/sleep-arrow.md +++ b/compendium/equipment/items/sleep-arrow.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/enchantment - trait/magical @@ -15,10 +15,12 @@ aliases: ["Sleep Arrow"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") - **Price** 11 gp +- **Craft Requirements** Supply one casting of sleep. - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a [sleep](compendium/spells/sleep.md) spell (DC 17). + +--- *Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/sleeves-of-storage-apg.md b/compendium/equipment/items/sleeves-of-storage-apg.md index 9ccedf766..4b43ff294 100644 --- a/compendium/equipment/items/sleeves-of-storage-apg.md +++ b/compendium/equipment/items/sleeves-of-storage-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/extradimensional - trait/invested @@ -13,11 +13,24 @@ aliases: ["Sleeves Of Storage"] # Sleeves Of Storage *Item 4+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn garment; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn garment This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an [Interact](rules/actions/interact.md) action. If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by [any](rules/traits/any-b1.md "Any Alignment Trait") effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") and [move](rules/traits/move.md "Move Combat Trait") traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. +--- +### Variants + +#### sleeves of storage *Item 4* + +- **Price**: 100 gp + +#### greater sleeves of storage *Item 9* + +- **Price**: 600 gp + +Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours. + +--- *Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/sleuths-pipe-tv.md b/compendium/equipment/items/sleuths-pipe-tv.md index ee0cc59e9..117fbfd36 100644 --- a/compendium/equipment/items/sleuths-pipe-tv.md +++ b/compendium/equipment/items/sleuths-pipe-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/abjuration - trait/magical - trait/relic @@ -13,9 +13,10 @@ aliases: ["Sleuth's Pipe"] # Sleuth's Pipe *Item 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Adventuring Gear +- **Bulk** L; **Usage** held in 1 hand A famed detective once owned the long, curved sleuth's pipe, taking it with them on investigations, keeping it in hand or mouth while cogitating. The pipe might have passed down through generations. Or, when an owner dies without heirs, it could go up for auction, be given to family friends, or remain at the scene of a crime to be found later. The sleuth's pipe has sapience that eventually awakens, allowing the relic to act as a helpful assistant in investigations. Even while this sapience sleeps within the pipe, it grants you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to [Sense Motive](rules/actions/sense-motive.md), and if you're an investigator, any checks you make to [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). + +--- *Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/slick.md b/compendium/equipment/items/slick.md index 81e8a1913..10bf5c710 100644 --- a/compendium/equipment/items/slick.md +++ b/compendium/equipment/items/slick.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Slick"] @@ -12,8 +12,27 @@ aliases: ["Slick"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto armor -- **Category** Rune This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Escape](rules/actions/escape.md) and [Squeeze](rules/actions/squeeze.md). +--- +### Variants + +#### slick *Item 5* + +- **Price**: 45 gp + +#### greater slick *Item 8* + +- **Price**: 450 gp + +The item bonus is +2. + +#### major slick *Item 16* + +- **Price**: 9000 gp + +The item bonus is +3. + +--- *Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/slide-pistol-g-g.md b/compendium/equipment/items/slide-pistol-g-g.md index 4b1404dc5..8ed5d865b 100644 --- a/compendium/equipment/items/slide-pistol-g-g.md +++ b/compendium/equipment/items/slide-pistol-g-g.md @@ -16,11 +16,13 @@ aliases: ["Slide Pistol"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 16 gp - **Bulk** 2 -- **Damage** `1d6` P -- **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Ammunution** rounds; **Range** 60 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm Also known as a harmonica gun, this weapon is essentially a stock, trigger, and firing mechanism attached to a sliding brace of barrels that can each hold a round of ammunition. + +--- *Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/slime-whip-sli.md b/compendium/equipment/items/slime-whip-sli.md index 215b3d440..962a5acef 100644 --- a/compendium/equipment/items/slime-whip-sli.md +++ b/compendium/equipment/items/slime-whip-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Slime Whip"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual –2 circumstance penalty to your attack rolls when using the slime whip to make a lethal attack. The whip's form can be changed just like any weapon with the shifting rune, but it reverts to its original form as soon as it isn't wielded. When in its whip form, you can use the following action. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, [Interact](rules/actions/interact.md) -For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals [persistent damage](rules/conditions.md#Persistent%20Damage), the [persistent damage](rules/conditions.md#Persistent%20Damage) is also acid damage instead of its usual type. +- **Frequency**: once per hour + +**Effect** For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals [persistent damage](rules/conditions.md#Persistent%20Damage), the [persistent damage](rules/conditions.md#Persistent%20Damage) is also acid damage instead of its usual type. ``` + +--- *Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/sling-bullets.md b/compendium/equipment/items/sling-bullets.md index 40d973e09..64bfd70e9 100644 --- a/compendium/equipment/items/sling-bullets.md +++ b/compendium/equipment/items/sling-bullets.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ aliases: ["Sling Bullets"] --- # Sling Bullets *Item 0* - **Price** 1 cp -- **Category** Ammunition These are small metal balls, typically either iron or lead, designed to be used as ammunition in [slings](compendium/equipment/items/sling.md). + +--- *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/sling.md b/compendium/equipment/items/sling.md index ea1d72d08..59d719547 100644 --- a/compendium/equipment/items/sling.md +++ b/compendium/equipment/items/sling.md @@ -12,11 +12,13 @@ aliases: ["Sling"] - **Price** 0 gp - **Bulk** L -- **Damage** `1d6` B -- **Ammunution** [Sling Bullets](compendium/equipment/items/sling-bullets.md); **Range** 50 ft.; **Reload** 1 + - **Damage**: `1d6` B + - **Ammunution** [Sling Bullets](compendium/equipment/items/sling-bullets.md); **Range** 50 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Sling Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range. + +--- *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/slippers-of-spider-climbing.md b/compendium/equipment/items/slippers-of-spider-climbing.md index fc45069ad..1c0fb8538 100644 --- a/compendium/equipment/items/slippers-of-spider-climbing.md +++ b/compendium/equipment/items/slippers-of-spider-climbing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,18 @@ aliases: ["Slippers of Spider Climbing"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 325 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes These soft slippers are made of fine gray silk. If the slippers are left unattended for a while, they tend to attract spiders that nest inside. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to [Climb](rules/actions/climb.md). However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces. +- **Frequency**: once per hour + +**Effect** Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to [Climb](rules/actions/climb.md). However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces. ``` + +--- *Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/slippery-ribbon-sli.md b/compendium/equipment/items/slippery-ribbon-sli.md index 65629fdbb..76f5ac4ba 100644 --- a/compendium/equipment/items/slippery-ribbon-sli.md +++ b/compendium/equipment/items/slippery-ribbon-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -17,8 +17,9 @@ aliases: ["Slippery Ribbon"] - **Price** 12 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check to [Tumble Through](rules/actions/tumble-through.md), but you don't have enough Speed to move all the way through the enemy's space; **Requirements** You are an expert in [Acrobatics](compendium/skills.md#Acrobatics) -- **Category** Talisman This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon, your Speed increases by an amount necessary for you to move all the way through the enemy's space. + +--- *Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/sloughing-toxin-av2.md b/compendium/equipment/items/sloughing-toxin-av2.md index 670e3c677..0e596d62a 100644 --- a/compendium/equipment/items/sloughing-toxin-av2.md +++ b/compendium/equipment/items/sloughing-toxin-av2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av2 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Sloughing Toxin"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 60 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky movements the victim performs concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away. @@ -36,4 +35,6 @@ title: Saving Throw: DC 25 Fortitude **Stage 3** as Stage 2, but `1d6` poison damage and `2d6` slashing damage, and forced movement also causes damage (1 hour) ``` + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/sluggish-bracelet-tv.md b/compendium/equipment/items/sluggish-bracelet-tv.md index e90c18e7e..df917ce26 100644 --- a/compendium/equipment/items/sluggish-bracelet-tv.md +++ b/compendium/equipment/items/sluggish-bracelet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/cursed - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Sluggish Bracelet"] # Sluggish Bracelet *Item 3* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing, granting you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. If the curse goes unrecognized, you think you can Activate it to gain a +10-foot status bonus to your Speed for 1 minute. Instead, its activation is as follows. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks, and it imposes a –5-foot status penalty to your Speed. ``` + +--- *Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/slumber-wine.md b/compendium/equipment/items/slumber-wine.md index d57b9823e..4e6117b72 100644 --- a/compendium/equipment/items/slumber-wine.md +++ b/compendium/equipment/items/slumber-wine.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -15,9 +15,8 @@ aliases: ["Slumber Wine"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") - **Price** 325 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. @@ -38,4 +37,6 @@ title: Saving Throw: DC 32 Fortitude **Stage 3** [unconscious](rules/conditions.md#Unconscious). (3 days) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/smogger-ooa2.md b/compendium/equipment/items/smogger-ooa2.md index db02b5cd9..93560a577 100644 --- a/compendium/equipment/items/smogger-ooa2.md +++ b/compendium/equipment/items/smogger-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -14,23 +14,25 @@ aliases: ["Smogger"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp -- **Usage** worn backpack; **Bulk** 2 -- **Category** Worn +- **Bulk** 2; **Usage** worn backpack Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recreates this pollution by sucking in clean air and spewing it back out as pungent smog. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([poison](rules/traits/poison.md)) -The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are [concealed](rules/conditions.md#Concealed) while inside the smog, and other creatures are [concealed](rules/conditions.md#Concealed) to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-footradius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes [sickened](rules/conditions.md#Sickened). The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can [Dismiss](rules/actions/dismiss.md) the effect. -%% #trait/poison %% +- **Frequency**: once per hour + +**Effect** The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are [concealed](rules/conditions.md#Concealed) while inside the smog, and other creatures are [concealed](rules/conditions.md#Concealed) to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-footradius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes [sickened](rules/conditions.md#Sickened). The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can [Dismiss](rules/actions/dismiss.md) the effect. +%% + #trait/poison +%% ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([poison](rules/traits/poison.md)) +- **Frequency**: once per day - **Requirements**: The smogger's above activation is in effect **Effect** The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save. @@ -40,7 +42,11 @@ title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " > - **Success** The creature is [sickened](rules/conditions.md#Sickened). > - **Failure** The creature is [sickened](rules/conditions.md#Sickened) (or increases their [sickened](rules/conditions.md#Sickened) condition value to 2 if it isn't holding its breath). The creature also takes `4d6` poison damage. > - **Critical Failure** As failure, but the creature takes `8d6` poison damage. -%% #trait/poison %% +%% + #trait/poison +%% ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/smoke-fan-g-g.md b/compendium/equipment/items/smoke-fan-g-g.md index 6666a7d2d..7aa0ffd85 100644 --- a/compendium/equipment/items/smoke-fan-g-g.md +++ b/compendium/equipment/items/smoke-fan-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/gadget - trait/uncommon @@ -12,10 +12,23 @@ aliases: ["Smoke Fan"] # Smoke Fan *Item 2+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable When you [Activate](rules/actions/activate-an-item.md) a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dissipated by a strong wind. +--- +### Variants + +#### smoke fan *Item 2* + +- **Price**: 5 gp + +#### greater smoke fan *Item 8* + +- **Price**: 75 gp + +The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors. + +--- *Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/smoked-goggles-lotgb.md b/compendium/equipment/items/smoked-goggles-lotgb.md index c2ad46854..48fdea2ee 100644 --- a/compendium/equipment/items/smoked-goggles-lotgb.md +++ b/compendium/equipment/items/smoked-goggles-lotgb.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ aliases: ["Smoked Goggles"] --- # Smoked Goggles *Item 3* - **Price** 20 gp - **Usage** worn eyepiece -- **Category** Worn These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always considered to be [Averting your Gaze](rules/actions/avert-gaze.md), but all creatures have [concealment](rules/conditions.md#Concealed) from you. The fact that the goggles conceal creatures is part of what grants the wearer the item's benefits. If you have a way to negate the [concealment](rules/conditions.md#Concealed) from the smoked goggles, you no longer gain the benefit, either. + +--- *Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/smokestick.md b/compendium/equipment/items/smokestick.md index 756921ec0..249fc200a 100644 --- a/compendium/equipment/items/smokestick.md +++ b/compendium/equipment/items/smokestick.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/tool +- item/category/tool/ - trait/alchemical - trait/consumable aliases: ["Smokestick"] @@ -11,10 +11,25 @@ aliases: ["Smokestick"] # Smokestick *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Tool With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dispersed by a strong wind. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The radius of the burst is 5 feet. + +#### greater *Item 7* + +- **Price**: 53 gp + +The radius of the burst is 20 feet. + +--- *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/smoking-sword-bb.md b/compendium/equipment/items/smoking-sword-bb.md index 8ae02fd52..0c811201c 100644 --- a/compendium/equipment/items/smoking-sword-bb.md +++ b/compendium/equipment/items/smoking-sword-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/fire - trait/magical @@ -13,16 +13,19 @@ aliases: ["Smoking Sword"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Category** Weapon Smoke constantly belches from this longsword. Any hit with this sword deals 1 extra fire damage. You can use a special action while holding the sword to command the blade's edges to light on fire. ```ad-embed-ability -title: Stoke Flames [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Stoke Flames** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md)) + Until the end of your turn, the blade deals `1d6` extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` + +--- *Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/smother-shroud-tv.md b/compendium/equipment/items/smother-shroud-tv.md index 29381becb..7e9eb3fab 100644 --- a/compendium/equipment/items/smother-shroud-tv.md +++ b/compendium/equipment/items/smother-shroud-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Smother Shroud"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 60 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. @@ -36,4 +35,6 @@ title: Saving Throw: DC 22 Fortitude **Stage 3** `4d4` poison damage, [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), unable to smell, unable to take actions with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait, and unable to breathe ``` + +--- *Source: Treasure Vault p. 70* \ No newline at end of file diff --git a/compendium/equipment/items/snagging-hook-snare-apg.md b/compendium/equipment/items/snagging-hook-snare-apg.md index 690bc6157..1709cc4c6 100644 --- a/compendium/equipment/items/snagging-hook-snare-apg.md +++ b/compendium/equipment/items/snagging-hook-snare-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,10 +14,11 @@ aliases: ["Snagging Hook Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 180 gp -- **Category** Snare This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes `5d8` piercing damage and `5d8` slashing damage, with a DC 27 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature [immobilized](rules/conditions.md#Immobilized) until it successfully Escapes (DC 27) Magic Consumables Though they might last a fleeting moment, these magic items can decide the outcome of an entire battle or quest. You can find these magic consumables organized by level and subcategory on the treasure tables on pages 250–251. The Core Rulebook contains full rules for special categories of items, such as talismans, and the page numbers where they appear can be found in the glossary and index, starting on page 266 of this book. + +--- *Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/compendium/equipment/items/snagging-lotgb.md b/compendium/equipment/items/snagging-lotgb.md index 6de7ee74e..68f86dc68 100644 --- a/compendium/equipment/items/snagging-lotgb.md +++ b/compendium/equipment/items/snagging-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/uncommon @@ -14,8 +14,9 @@ aliases: ["Snagging"] - **Price** 60 gp - **Usage** applied to belt, cape, cloak, or scarf -- **Category** Rune This animated item attempts to catch you when you fall. You can attempt to [Grab an Edge](rules/actions/grab-an-edge.md) (Core Rulebook 472), even if your hands are tied behind your back or otherwise [restrained](rules/conditions.md#Restrained), so long as there's a solid edge within 10 feet. If you roll a success, you can Grab the Edge even if you don't have a hand free. + +--- *Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/snake-lotg.md b/compendium/equipment/items/snake-lotg.md index 43ee81d8b..b7e28955e 100644 --- a/compendium/equipment/items/snake-lotg.md +++ b/compendium/equipment/items/snake-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Snake"] --- # Snake *Item 0* - **Price** 1 gp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/snake-oil.md b/compendium/equipment/items/snake-oil.md index 203c994dd..57fbc4bec 100644 --- a/compendium/equipment/items/snake-oil.md +++ b/compendium/equipment/items/snake-oil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/tool +- item/category/tool/ - trait/alchemical - trait/consumable aliases: ["Snake Oil"] @@ -12,10 +12,11 @@ aliases: ["Snake Oil"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 2 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Tool You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the [wounded](rules/conditions.md#Wounded) or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 [Perception](compendium/skills.md#Perception) check, but only if it uses a [Seek](rules/actions/seek.md) action to specifically examine the snake oil's effects. + +--- *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/snapleaf-locg.md b/compendium/equipment/items/snapleaf-locg.md index d9122dd44..643431cab 100644 --- a/compendium/equipment/items/snapleaf-locg.md +++ b/compendium/equipment/items/snapleaf-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/magical @@ -16,8 +16,9 @@ aliases: ["Snapleaf"] - **Price** 9 gp - **Usage** affixed to armor - **Activate** [Interact](rules/actions/interact.md); **Trigger** You begin to fall. -- **Category** Talisman This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level [invisibility](compendium/spells/invisibility.md) spell for 1 minute or until you stop falling, whichever comes first. + +--- *Source: Lost Omens: Character Guide p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/snare-kit.md b/compendium/equipment/items/snare-kit.md index c2afabbaf..1a4c240ac 100644 --- a/compendium/equipment/items/snare-kit.md +++ b/compendium/equipment/items/snare-kit.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Snare Kit"] --- # Snare Kit *Item 0* @@ -11,8 +11,21 @@ aliases: ["Snare Kit"] - **Price** 5 gp - **Bulk** 2 - **Hands** 2 -- **Category** Adventuring Gear This kit contains tools and materials for creating snares. A snare kit allows you to [Craft](rules/actions/craft.md) snares using the [Crafting](compendium/skills.md#Crafting) skill. You can draw and replace a worn snare kit as part of the action to use it. +--- +### Variants + +#### Base *Item 0* + +- **Price**: 6 gp + +#### Specialist *Item 3* + +- **Price**: 55 gp + +A specialist snare kit gives you a +1 item bonus to the check. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/snarling-badger-tv.md b/compendium/equipment/items/snarling-badger-tv.md index cf7cfb75e..db0b350dd 100644 --- a/compendium/equipment/items/snarling-badger-tv.md +++ b/compendium/equipment/items/snarling-badger-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/enchantment - trait/magical @@ -14,10 +14,29 @@ aliases: ["Snarling Badger"] # Snarling Badger *Item 6+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** command; **Trigger** You lose the [dying](rules/conditions.md#Dying) condition; **Requirements** You have a [wounded](rules/conditions.md#Wounded) value of 1 or more. -- **Category** Talisman This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the [wounded](rules/conditions.md#Wounded) condition, the heroism ends immediately. +--- +### Variants + +#### lesser snarling badger *Item 6* + +- **Price**: 50 gp + +#### moderate snarling badger *Item 12* + +- **Price**: 400 gp + +The heroism is 6th level. + +#### greater snarling badger *Item 18* + +- **Price**: 5000 gp + +The heroism is 9th level. + +--- *Source: Treasure Vault p. 95* \ No newline at end of file diff --git a/compendium/equipment/items/sneaky-key.md b/compendium/equipment/items/sneaky-key.md index d7b2bbf0d..32ba89b65 100644 --- a/compendium/equipment/items/sneaky-key.md +++ b/compendium/equipment/items/sneaky-key.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Sneaky Key"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 22 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** [Interact](rules/actions/interact.md); **Requirements** You are an expert in [Thievery](compendium/skills.md#Thievery). -- **Category** Talisman This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to [Pick a Lock](rules/actions/pick-a-lock.md) is a critical failure, you get a failure instead. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/sneezing-powder-lotgb.md b/compendium/equipment/items/sneezing-powder-lotgb.md index ff44c448e..09bd92c14 100644 --- a/compendium/equipment/items/sneezing-powder-lotgb.md +++ b/compendium/equipment/items/sneezing-powder-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/inhaled @@ -14,10 +14,11 @@ aliases: ["Sneezing Powder"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 7 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable You can toss sneezing powder at an adjacent creature as an [Interact](rules/actions/interact.md) action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a failed save, the creature sneezes uncontrollably, becoming [slowed](rules/conditions.md#Slowed) for 1 round. On a critical failure, the creature is instead [slowed](rules/conditions.md#Slowed) for 3 rounds. + +--- *Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/snipers-bead-g-g.md b/compendium/equipment/items/snipers-bead-g-g.md index 0b3a5d3e9..4a10dbf06 100644 --- a/compendium/equipment/items/snipers-bead-g-g.md +++ b/compendium/equipment/items/snipers-bead-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -13,10 +13,31 @@ aliases: ["Sniper's Bead"] # Sniper's Bead *Item 4+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** affixed to a two-handed firearm or crossbow; **Bulk** – +- **Bulk** –; **Usage** affixed to a two-handed firearm or crossbow - **Activate** envision; **Trigger** You attempt a ranged [Strike](rules/actions/strike.md) with the affixed weapon before rolling; **Requirements** You're a master with the affixed weapon. -- **Category** Talisman This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. +--- +### Variants + +#### sniper's bead *Item 4* + +- **Price**: 16 gp + +You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments. + +#### greater sniper's bead *Item 10* + +- **Price**: 160 gp + +You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments. + +#### major sniper's bead *Item 16* + +- **Price**: 1600 gp + +You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away. + +--- *Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/compendium/equipment/items/snowshoes-lopsg.md b/compendium/equipment/items/snowshoes-lopsg.md index 487d58e83..2a8f92706 100644 --- a/compendium/equipment/items/snowshoes-lopsg.md +++ b/compendium/equipment/items/snowshoes-lopsg.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Snowshoes"] --- # Snowshoes *Item 0* - **Price** 10 gp - **Bulk** 1 -- **Category** Adventuring Gear These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a –10-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md b/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md index 0f423c188..85b738f1d 100644 --- a/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md +++ b/compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,9 +13,10 @@ aliases: ["Snowshoes Of The Long Trek"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 550 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/soap.md b/compendium/equipment/items/soap.md index 8d2ae8b57..9a20e4185 100644 --- a/compendium/equipment/items/soap.md +++ b/compendium/equipment/items/soap.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Soap"] --- # Soap *Item 0* @@ -11,8 +11,9 @@ aliases: ["Soap"] - **Price** 2 cp - **Bulk** — - **Hands** 1 -- **Category** Adventuring Gear + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/soaring-loag.md b/compendium/equipment/items/soaring-loag.md index aa5cbe406..2b91459f0 100644 --- a/compendium/equipment/items/soaring-loag.md +++ b/compendium/equipment/items/soaring-loag.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loag -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Soaring"] @@ -13,16 +13,17 @@ aliases: ["Soaring"] - **Price** 3750 gp - **Usage** etched onto armor -- **Category** Rune A set of soaring armor helps you fly faster and protects you and nearby allies from falling. While wearing soaring armor, you gain a +10-foot item bonus to your fly Speed, if you have one. As normal, if your fly Speed is based on your land Speed and you already have an item bonus to your land Speed, these bonuses aren't cumulative. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: You or a creature within 60 feet of you is falling **Effect** You cast [feather fall](compendium/spells/feather-fall.md) on the triggering creature. ``` + +--- *Source: Lost Omens: Ancestry Guide p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/soaring-wings-tv.md b/compendium/equipment/items/soaring-wings-tv.md index 686d5dde5..2fae06f5a 100644 --- a/compendium/equipment/items/soaring-wings-tv.md +++ b/compendium/equipment/items/soaring-wings-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -13,15 +13,36 @@ aliases: ["Soaring Wings"] # Soaring Wings *Item 9+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. +- **Frequency**: once per day + +**Effect** For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater. ``` +--- +### Variants + +#### soaring wings *Item 9* + +- **Price**: 750 gp + +#### greater soaring wings *Item 14* + +- **Price**: 3800 gp + +You can activate the tattoo once per hour. + +#### major soaring wings *Item 19* + +- **Price**: 38000 gp + +You can activate the tattoo any number of times, and the effect lasts until you [Dismiss](rules/actions/dismiss.md) the activation. + +--- *Source: Treasure Vault p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/socialite-staff-tv.md b/compendium/equipment/items/socialite-staff-tv.md index 049a573df..41df80873 100644 --- a/compendium/equipment/items/socialite-staff-tv.md +++ b/compendium/equipment/items/socialite-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/enchantment - trait/magical - trait/staff @@ -13,13 +13,14 @@ aliases: ["Socialite Staff"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 1900 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the head of the staff, its design depending on its wielder's taste. Common choices include birds, flowers, or family crests. While wielding a socialite staff, you gain a +2 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on members of high society. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -31,4 +32,6 @@ You expend a number of charges from the staff to cast a spell from its list. - 5th befitting attire, charm, glimmer of charm , suggestion ``` + +--- *Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/society-portrait-da.md b/compendium/equipment/items/society-portrait-da.md index 74a1a391f..3db1848e9 100644 --- a/compendium/equipment/items/society-portrait-da.md +++ b/compendium/equipment/items/society-portrait-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/other +- item/category/other/ - trait/divination - trait/magical - trait/uncommon @@ -15,10 +15,11 @@ aliases: ["Society Portrait"] - **Access** Member of a secret society - **Price** 210 gp - **Bulk** 1 -- **Category** Other These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would break their vows to keep their secrets. Each member being painted gives their consent to be traced by the portrait, and they agree to keep their vows for as long as their membership stands or until death, whichever comes first. This consent can be transferred to a new portrait if one is needed once the society expands, without needing another confirmation. Should a member betray the secrets of their society, their image in the society portrait changes within 10 minutes, altering the image of the member by spelling out "TRAITOR" across their form. It provides no details on the specifics of the betrayal. The traitor can attempt a DC 30 Will save or [Deception](compendium/skills.md#Deception) check at the time they betrayed a secret to avoid the portrait revealing their treachery. The traitorous scrawl can be counteracted by dispel magic targeted at the portrait (counteract DC 20, counteract level of 3). + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/soft-landing-lotgb.md b/compendium/equipment/items/soft-landing-lotgb.md index 0e1b58090..6c983e1cd 100644 --- a/compendium/equipment/items/soft-landing-lotgb.md +++ b/compendium/equipment/items/soft-landing-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/uncommon @@ -14,16 +14,18 @@ aliases: ["Soft-landing"] - **Price** 60 gp - **Usage** applied to boots, cape, cloak, or umbrella -- **Category** Rune This item creates a small cushion of air that catches you when you fall. You treat falls as 10 feet shorter. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You begin to fall **Effect** You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/solar-shellflower-tv.md b/compendium/equipment/items/solar-shellflower-tv.md index 7e30abe0f..79a1f6cac 100644 --- a/compendium/equipment/items/solar-shellflower-tv.md +++ b/compendium/equipment/items/solar-shellflower-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/arcane - trait/evocation - trait/fire @@ -14,15 +14,18 @@ aliases: ["Solar Shellflower"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** held in two hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in two hands This +1 striking flintlock musketG&G features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun's core. All damage dealt by a solar shellflower is fire damage. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you [Strike](rules/actions/strike.md) an enemy with the solar shellflower, the construct fires a smaller jet of fire that automatically hits the target, dealing `3d4` additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead. +- **Frequency**: once per day + +**Effect** One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you [Strike](rules/actions/strike.md) an enemy with the solar shellflower, the construct fires a smaller jet of fire that automatically hits the target, dealing `3d4` additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead. ``` + +--- *Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/sonic-tuning-mace-som.md b/compendium/equipment/items/sonic-tuning-mace-som.md index 34fe87a81..ad24b2645 100644 --- a/compendium/equipment/items/sonic-tuning-mace-som.md +++ b/compendium/equipment/items/sonic-tuning-mace-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/sonic @@ -12,15 +12,32 @@ aliases: ["Sonic Tuning Mace"] # Sonic Tuning Mace *Item 9+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You tap the tuning mace against a nearby surface to cast 4th-level [sound burst](compendium/spells/sound-burst.md) with a DC of 25. +- **Frequency**: once per day + +**Effect** You tap the tuning mace against a nearby surface to cast 4th-level [sound burst](compendium/spells/sound-burst.md) with a DC of 25. ``` +--- +### Variants + +#### sonic tuning mace *Item 9* + +- **Price**: 700 gp + +#### greater sonic tuning mace *Item 13* + +- **Price**: 3000 gp + +The mace is a +2 greater striking thundering light mace. + +When you activate the mace to cast [sound burst](compendium/spells/sound-burst.md), the spell is 6th level (DC 30). + +--- *Source: Secrets of Magic p. 189* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-powder-tv.md b/compendium/equipment/items/soothing-powder-tv.md index b9c05e6a1..273645fba 100644 --- a/compendium/equipment/items/soothing-powder-tv.md +++ b/compendium/equipment/items/soothing-powder-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/healing @@ -12,10 +12,23 @@ aliases: ["Soothing Powder"] # Soothing Powder *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Soothing powders are remedies made to stop a particular type of [persistent damage](rules/conditions.md#Persistent%20Damage). Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove [persistent damage](rules/conditions.md#Persistent%20Damage) the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 30 gp + +#### greater *Item 11* + +- **Price**: 210 gp + +In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of [persistent damage](rules/conditions.md#Persistent%20Damage) due to particularly effective assistance. + +--- *Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-scents-som.md b/compendium/equipment/items/soothing-scents-som.md index 6a5c4b166..cc33b7029 100644 --- a/compendium/equipment/items/soothing-scents-som.md +++ b/compendium/equipment/items/soothing-scents-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,9 +13,10 @@ aliases: ["Soothing Scents"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found them especially useful for clearing fear during particularly tumultuous battles. Adding this catalyst to a [soothe](compendium/spells/soothe.md) spell also causes the spell to reduce the target's [frightened](rules/conditions.md#Frightened) condition value by 1. + +--- *Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-toddy-tv.md b/compendium/equipment/items/soothing-toddy-tv.md index ffff4db32..366ca8e07 100644 --- a/compendium/equipment/items/soothing-toddy-tv.md +++ b/compendium/equipment/items/soothing-toddy-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,9 +13,8 @@ aliases: ["Soothing Toddy"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 45 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour. @@ -23,4 +22,6 @@ Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item - Limoncello Olfactory - Whiskey Visual + +--- *Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/soothing-tonic-tv.md b/compendium/equipment/items/soothing-tonic-tv.md index 1a150f8bc..2bbb14645 100644 --- a/compendium/equipment/items/soothing-tonic-tv.md +++ b/compendium/equipment/items/soothing-tonic-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,39 @@ aliases: ["Soothing Tonic"] # Soothing Tonic *Item 2+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type. +--- +### Variants + +#### lesser *Item 2* + +- **Price**: 7 gp + +You gain fast healing 1. + +#### moderate *Item 5* + +- **Price**: 28 gp + +You gain fast healing 3. + +#### greater *Item 10* + +- **Price**: 185 gp + +You gain fast healing 5. + +#### major *Item 17* + +- **Price**: 2700 gp + +You gain fast healing 10. + +--- *Source: Treasure Vault p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/soul-cage-botd.md b/compendium/equipment/items/soul-cage-botd.md index 226633166..8e11ab04b 100644 --- a/compendium/equipment/items/soul-cage-botd.md +++ b/compendium/equipment/items/soul-cage-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/held +- item/category/held/ - trait/arcane - trait/necromancy - trait/negative @@ -14,8 +14,8 @@ aliases: ["Soul Cage"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1600 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Craft Requirements** You have Lich Dedication. +- **Bulk** —; **Usage** held in 1 hand As you [Craft](rules/actions/craft.md) your soul cage, you trap your soul within it, an integral part of the complicated process of becoming a lich. @@ -25,4 +25,6 @@ You choose the form of your soul cage when you [Craft](rules/actions/craft.md) i If your soul cage is destroyed but you aren't, you can attempt to find your soul and trap it again, building a new soul cage. This is no trivial feat and often takes an entire adventure to accomplish. If you don't cage your soul again, you suffer a long decline as described on page 119. + +--- *Source: Book of the Dead p. 50* \ No newline at end of file diff --git a/compendium/equipment/items/south-winds-scorch-song-som.md b/compendium/equipment/items/south-winds-scorch-song-som.md index 59d4aa7a4..45181ebdc 100644 --- a/compendium/equipment/items/south-winds-scorch-song-som.md +++ b/compendium/equipment/items/south-winds-scorch-song-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/evocation - trait/fire - trait/magical @@ -14,19 +14,21 @@ aliases: ["South Wind's Scorch Song"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 900 gp -- **Usage** held in 1 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hands This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed to its curved and blackened blade, and its pommel ends in a brilliant tassel of phoenix feathers. While you have a status bonus to at least one of your Speeds, your [Strikes](rules/actions/strike.md) with this scimitar that deal fire damage gain a +2 status bonus to their fire damage. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command ([evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md), [magical](rules/traits/magical.md)) - **Trigger**: Your spell deals fire damage to a creature **Effect** You gain a +10-foot status bonus to your Speed until the end of your next turn. -%% #trait/evocation #trait/fire #trait/magical %% +%% + #trait/evocation #trait/fire #trait/magical +%% ``` + +--- *Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-glue-apg.md b/compendium/equipment/items/sovereign-glue-apg.md index 4c95a5712..177335ebb 100644 --- a/compendium/equipment/items/sovereign-glue-apg.md +++ b/compendium/equipment/items/sovereign-glue-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Sovereign Glue"] @@ -12,8 +12,7 @@ aliases: ["Sovereign Glue"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This peculiar amber glue bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails and the glue is wasted. @@ -21,4 +20,6 @@ Once two surfaces are joined with sovereign glue, they can be separated only wit Sovereign glue can affect creatures only if they are willing, and its bond can be harmlessly [broken](rules/conditions.md#Broken) by carefully exfoliating the outermost layer of skin or waiting a short while for the skin to shed. + +--- *Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-steel-armor-lol.md b/compendium/equipment/items/sovereign-steel-armor-lol.md index 51d02cd22..6fee753d1 100644 --- a/compendium/equipment/items/sovereign-steel-armor-lol.md +++ b/compendium/equipment/items/sovereign-steel-armor-lol.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/armor +- item/category/armor/ - trait/rare aliases: ["Sovereign Steel Armor"] --- # Sovereign Steel Armor *Item 13+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor +- **Bulk** varies by armor; **Usage** worn armor Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes [sickened](rules/conditions.md#Sickened), and such a creature is [sickened](rules/conditions.md#Sickened) as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](rules/actions/cast-a-spell.md) while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails. +--- +### Variants + +#### standard-grade sovereign steel armor *Item 13* + +- **Price**: 2400 gp +- **Craft Requirements**: at least 150 gp of cold iron + 15 gp per Bulk plus at least 150 gp of noqual + 15 gp per Bulk. + +#### high-grade sovereign steel armor *Item 20* + +- **Price**: 50000 gp +- **Craft Requirements**: at least 12,500 gp of cold iron + 1,250 gp per Bulk plus at least 12,500 gp of noqual + 1,250 gp per Bulk. + +--- *Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-steel-lol.md b/compendium/equipment/items/sovereign-steel-lol.md index dd20d7d9d..b5ec6ff24 100644 --- a/compendium/equipment/items/sovereign-steel-lol.md +++ b/compendium/equipment/items/sovereign-steel-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Sovereign Steel"] @@ -11,7 +11,6 @@ aliases: ["Sovereign Steel"] # Sovereign Steel *Item 9+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](compendium/spells/rusting-grasp-apg.md) spell). @@ -28,4 +27,24 @@ Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the sk | multiRow | | +--- +### Variants + +#### sovereign steel chunk *Item 0* + +- **Price**: 700 gp + +#### sovereign steel ingot *Item 0* + +- **Price**: 7000 gp + +#### standard-grade sovereign steel object *Item 9* + +- **Price**: 500 gp + +#### high-grade sovereign steel object *Item 17* + +- **Price**: 8000 gp + +--- *Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/sovereign-steel-weapon-lol.md b/compendium/equipment/items/sovereign-steel-weapon-lol.md index 1ce7878d9..bae14a684 100644 --- a/compendium/equipment/items/sovereign-steel-weapon-lol.md +++ b/compendium/equipment/items/sovereign-steel-weapon-lol.md @@ -3,16 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/material +- item/category/material/ - trait/rare aliases: ["Sovereign Steel Weapon"] --- # Sovereign Steel Weapon *Item 12+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material +- **Bulk** varies by weapon; **Usage** varies by weapon Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become [stupefied](rules/conditions.md#Stupefied) for 1 round on a critical hit. +--- +### Variants + +#### standard-grade sovereign steel weapon *Item 12* + +- **Price**: 1600 gp +- **Craft Requirements**: at least 100 gp of cold iron + 10 gp per Bulk plus at least 100 gp of noqual + 10 gp per Bulk. + +#### high-grade sovereign steel weapon *Item 19* + +- **Price**: 32000 gp +- **Craft Requirements**: at least 8,000 gp of cold iron + 800 gp per Bulk plus at least 8,000 gp of noqual + 800 gp per Bulk. + +--- *Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/spangled-riders-suit-ec2.md b/compendium/equipment/items/spangled-riders-suit-ec2.md index 94badeb07..f8246510c 100644 --- a/compendium/equipment/items/spangled-riders-suit-ec2.md +++ b/compendium/equipment/items/spangled-riders-suit-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/armor +- item/category/armor/ - trait/divination - trait/invested - trait/magical @@ -14,17 +14,21 @@ aliases: ["Spangled Rider's Suit"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Bulk** 1; **Usage** worn armor This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled rider's suit, you gain a +2 item bonus to [Command an Animal](rules/actions/command-an-animal.md) you are riding. Any animal you ride automatically knows the [Drop Prone](rules/actions/drop-prone.md) and [Step](rules/actions/step.md) basic actions, in addition to any other basic actions it knows (normally only [Leap](rules/actions/leap.md), [Seek](rules/actions/seek.md), [Stand](rules/actions/stand.md), [Stride](rules/actions/stride.md), and [Strike](rules/actions/strike.md)). ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([move](rules/traits/move.md)) - **Trigger**: You take damage while mounted or your mount Drops [Prone](rules/conditions.md#Prone) -**Effect** You dismount, moving off your mount into a space adjacent to it. +**Effect** You dismount, moving off your mount into a space adjacent to it. +%% + #trait/move +%% ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/spark-dancer-tv.md b/compendium/equipment/items/spark-dancer-tv.md index f82af7211..daba32cd7 100644 --- a/compendium/equipment/items/spark-dancer-tv.md +++ b/compendium/equipment/items/spark-dancer-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/arcane - trait/evocation - trait/fire @@ -14,15 +14,18 @@ aliases: ["Spark Dancer"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 2900 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in one hand This +2 greater striking pepperboxG&G cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Arcadian gunslingers liken the rotating cores to a group of dancers, each taking their turn in the spotlight. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -The spark dancer casts either fireball or lightning bolt, depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30). +- **Frequency**: once per day + +**Effect** The spark dancer casts either fireball or lightning bolt, depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30). ``` + +--- *Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/sparkblade-tio.md b/compendium/equipment/items/sparkblade-tio.md index 4a54df1a0..e2534762e 100644 --- a/compendium/equipment/items/sparkblade-tio.md +++ b/compendium/equipment/items/sparkblade-tio.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tio -- item/category/weapon +- item/category/weapon/ - trait/evocation - trait/magical aliases: ["Sparkblade"] @@ -12,8 +12,9 @@ aliases: ["Sparkblade"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 70 gp -- **Category** Weapon Faint, delicate etchings of lightning trace across the blade of this cold iron shortsword. Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the _sparkblade_ at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing `2d4+4` electricity damage to each creature (DC 19 basic Reflex save). + +--- *Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/sparking-spellgun-tv.md b/compendium/equipment/items/sparking-spellgun-tv.md index 54af6967b..422e93cdc 100644 --- a/compendium/equipment/items/sparking-spellgun-tv.md +++ b/compendium/equipment/items/sparking-spellgun-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/attack - trait/consumable - trait/evocation @@ -15,9 +15,8 @@ aliases: ["Sparking Spellgun"] # Sparking Spellgun *Item 5+* [attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md), [Strike](rules/actions/strike.md) A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and [persistent fire damage](rules/conditions.md#Persistent%20Damage) according to its type. @@ -25,4 +24,26 @@ A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Acti > - **Critical Success** The target takes double damage, takes double [persistent damage](rules/conditions.md#Persistent%20Damage), is [blinded](rules/conditions.md#Blinded) for 1 round, and is [dazzled](rules/conditions.md#Dazzled) while the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. > - **Success** The target takes full damage, full [persistent damage](rules/conditions.md#Persistent%20Damage), and is [dazzled](rules/conditions.md#Dazzled) while the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 30 gp + +The damage is `4d6`, and the [persistent damage](rules/conditions.md#Persistent%20Damage) is `1d4`. + +#### moderate *Item 9* + +- **Price**: 150 gp + +The damage is `7d6`, and the [persistent damage](rules/conditions.md#Persistent%20Damage) is `3d4`. + +#### greater *Item 13* + +- **Price**: 600 gp + +The damage is `10d6`, and the [persistent damage](rules/conditions.md#Persistent%20Damage) is `5d4`. + +--- *Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/sparkler-tv.md b/compendium/equipment/items/sparkler-tv.md index ddcae503f..d3aae5ef3 100644 --- a/compendium/equipment/items/sparkler-tv.md +++ b/compendium/equipment/items/sparkler-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/fire @@ -15,9 +15,8 @@ aliases: ["Sparkler"] - **Access** Sparklers are common in Tian Xia and Vudra and can be Crafted by those who can specifically [Craft](rules/actions/craft.md) fireworks (such as a fireworks technician; Guns & Gears 134). - **Price** 4 sp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While the sparkler burns, you can use it as an improvised weapon, dealing 1 fire damage on a hit. @@ -25,4 +24,6 @@ On a critical hit, you cause the target to become [dazzled](rules/conditions.md# You can touch a sparkler to a flammable object as part of the same [Interact](rules/actions/interact.md) action you use to Activate it or as an [Interact](rules/actions/interact.md) action while the sparkler is already activated. If you do so, the sparkler can ignite flammable objects the way a tindertwig does. + +--- *Source: Treasure Vault p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/spear-frog-poison-tv.md b/compendium/equipment/items/spear-frog-poison-tv.md index 3b4398132..63b760c1a 100644 --- a/compendium/equipment/items/spear-frog-poison-tv.md +++ b/compendium/equipment/items/spear-frog-poison-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Spear Frog Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 3 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to [Craft](rules/actions/craft.md) one dose of spear frog poison. @@ -32,4 +31,6 @@ title: Saving Throw: DC 15 Fortitude **Stage 2** `1d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) ``` + +--- *Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md b/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md index 7342010b3..5e1290961 100644 --- a/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md +++ b/compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lomm -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/evocation - trait/magical @@ -13,8 +13,7 @@ aliases: ["Spear of the Destroyer's Flame"] # Spear of the Destroyer's Flame *Item 20* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Artifact +- **Bulk** 3; **Usage** held in 2 hands The tip of this longspear is edged with several razor-sharp obsidian blades. The spear has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a longspear. @@ -27,15 +26,21 @@ The Army of Fire has unwavering loyalty to the Commander of Flame, an individual If the Commander of Flame doesn't hold the Spear of the Destroyer's Flame for 1 week, it returns to Cuetzmonquali's gut, instantly teleporting to the creature's location. If Cuetzmonquali is dead at this time, the spear also resurrects the creature, using the effects of a critical success on a 10th-level [resurrect](compendium/spells/rituals/resurrect.md) ritual. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) -You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, [Diplomacy](compendium/skills.md#Diplomacy) check, [Intimidation](compendium/skills.md#Intimidation) check, or [Warfare Lore](compendium/skills.md#Lore) check. The DC of this check is equal to the current Commander's Will DC, Diplomacy DC, Intimidation DC, or Warfare Lore DC, whichever is highest. On a success, you become the Commander of Flame. On a failure, the current Commander knows your name and appearance and is aware of your exact location for 24 hours. +- **Frequency**: once per day + +**Effect** You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, [Diplomacy](compendium/skills.md#Diplomacy) check, [Intimidation](compendium/skills.md#Intimidation) check, or [Warfare Lore](compendium/skills.md#Lore) check. The DC of this check is equal to the current Commander's Will DC, Diplomacy DC, Intimidation DC, or Warfare Lore DC, whichever is highest. On a success, you become the Commander of Flame. On a failure, the current Commander knows your name and appearance and is aware of your exact location for 24 hours. ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 hour envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per week -You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead. +**Effect** You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead. ``` + +--- *Source: Lost Omens: Monsters of Myth p. 16* \ No newline at end of file diff --git a/compendium/equipment/items/spear.md b/compendium/equipment/items/spear.md index 580c539a4..fd1374b30 100644 --- a/compendium/equipment/items/spear.md +++ b/compendium/equipment/items/spear.md @@ -12,10 +12,12 @@ aliases: ["Spear"] - **Price** 1 sp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Simple; **Group** Spear A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/spectacles-of-inquiry-tv.md b/compendium/equipment/items/spectacles-of-inquiry-tv.md index ec1d0b74e..d9d70c644 100644 --- a/compendium/equipment/items/spectacles-of-inquiry-tv.md +++ b/compendium/equipment/items/spectacles-of-inquiry-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -13,17 +13,21 @@ aliases: ["Spectacles of Inquiry"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1750 gp -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Craft Requirements** You are an investigator. +- **Bulk** —; **Usage** worn eyepiece Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to [Perception](compendium/skills.md#Perception) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on [Perception](compendium/skills.md#Perception) checks you make to use [Sense Motive](rules/actions/sense-motive.md) against that creature. This benefit lasts until you Activate the item again in this way. +- **Frequency**: once per hour + +**Effect** The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on [Perception](compendium/skills.md#Perception) checks you make to use [Sense Motive](rules/actions/sense-motive.md) against that creature. This benefit lasts until you Activate the item again in this way. If you're an investigator, you can use this activation as part of the action you take to [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) or [Pursue a Lead](rules/actions/pursue-a-lead-apg.md), and you can do the latter even though you can't see the creature. You must choose the same creature you chose for [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) or [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). ``` + +--- *Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/spectacles-of-piercing-sight-tv.md b/compendium/equipment/items/spectacles-of-piercing-sight-tv.md index 571f4c64a..2f6d5cd4c 100644 --- a/compendium/equipment/items/spectacles-of-piercing-sight-tv.md +++ b/compendium/equipment/items/spectacles-of-piercing-sight-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Spectacles of Piercing Sight"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 24000 gp -- **Usage** worn eyepiece; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn eyepiece With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual [Perception](compendium/skills.md#Perception) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely. +- **Frequency**: once per hour + +**Effect** You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely. ``` + +--- *Source: Treasure Vault p. 147* \ No newline at end of file diff --git a/compendium/equipment/items/spectacles-of-understanding-lopsg.md b/compendium/equipment/items/spectacles-of-understanding-lopsg.md index 8a32b1070..3cac4c6d8 100644 --- a/compendium/equipment/items/spectacles-of-understanding-lopsg.md +++ b/compendium/equipment/items/spectacles-of-understanding-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,14 +14,29 @@ aliases: ["Spectacles Of Understanding"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn -- **Category** Worn These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to [Decipher Writing](rules/actions/decipher-writing.md). ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level [comprehend language](compendium/spells/comprehend-language.md) for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. +- **Frequency**: once per day + +**Effect** Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level [comprehend language](compendium/spells/comprehend-language.md) for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. ``` +--- +### Variants + +#### spectacles of understanding *Item 5* + +- **Price**: 130 gp + +#### greater spectacles of understanding *Item 11* + +- **Price**: 1200 gp + +The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 118* \ No newline at end of file diff --git a/compendium/equipment/items/spectral-nightshade-aoe4.md b/compendium/equipment/items/spectral-nightshade-aoe4.md index a61b11846..159c81da2 100644 --- a/compendium/equipment/items/spectral-nightshade-aoe4.md +++ b/compendium/equipment/items/spectral-nightshade-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/divine - trait/ingested @@ -15,9 +15,9 @@ aliases: ["Spectral Nightshade"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of spirit blast. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Belladonna cultivated in planes hazardous to living visitors, such as the Shadow Plane or the Boneyard, grow with a strange, skeletal look to their branches. The leaves and berries of these extraplanar plants are partly incorporeal and significantly more toxic than belladonna grown on the Material Plane. When imbued with spirit-twisting magic, spectral nightshade quickly drains away the victim's vitality and makes colors painfully bright and bewildering. Spectral nightshade doesn't affect creatures that have no spirit; if a possessing spirit inhabits a body that takes poison damage from spectral nightshade, the possessor takes an equal amount of force damage, even if the possessor can't be affected directly by poisons. @@ -36,4 +36,6 @@ title: Saving Throw: DC 33 Fortitude **Stage 3** `15d6` poison damage, [confused](rules/conditions.md#Confused), and [drained](rules/conditions.md#Drained) (1 minute) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/speed.md b/compendium/equipment/items/speed.md index 0d0784410..d5e7d7ece 100644 --- a/compendium/equipment/items/speed.md +++ b/compendium/equipment/items/speed.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/rare - trait/transmutation @@ -14,8 +14,9 @@ aliases: ["Speed"] - **Price** 10000 gp - **Usage** etched onto a weapon -- **Category** Rune Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the [quickened](rules/conditions.md#Quickened) condition, but you can use the additional action granted only to make a [Strike](rules/actions/strike.md) with the etched weapon. + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/spell-bastion-lotgb.md b/compendium/equipment/items/spell-bastion-lotgb.md index 445c2dc30..21c5e78aa 100644 --- a/compendium/equipment/items/spell-bastion-lotgb.md +++ b/compendium/equipment/items/spell-bastion-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/uncommon @@ -14,12 +14,11 @@ aliases: ["Spell-bastion"] - **Price** 2700 gp - **Usage** applied to shield -- **Category** Rune A spell-bastion rune creates a reservoir of eldritch energy within the shield. A spellcaster can spend 1 minute to [Cast a Spell](rules/actions/cast-a-spell.md) of 3rd level or lower into the shield. The spell must take 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it's instead stored for later. When you invest a spell-bastion shield, you immediately know the name and level of the stored spell. A spell-bastion shield found as treasure has a 50% chance of having a spell of the GM's choice stored in it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision - **Requirements**: Your spell-bastion shield is storing a spell, and you have your shield raised @@ -27,7 +26,7 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") command - **Trigger**: You use the Shield Block reaction against a foe that the stored spell can target - **Requirements**: You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell @@ -36,9 +35,12 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/spell-duelists-siphon-tv.md b/compendium/equipment/items/spell-duelists-siphon-tv.md index 6448ae516..faf98693b 100644 --- a/compendium/equipment/items/spell-duelists-siphon-tv.md +++ b/compendium/equipment/items/spell-duelists-siphon-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/abjuration - trait/grimoire - trait/magical @@ -14,17 +14,19 @@ aliases: ["Spell Duelist's Siphon"] - **Price** 1750 gp - **Bulk** L -- **Category** Grimoire Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You're targeted with an arcane spell attack and you have this grimoire raised - **Requirements**: You have the [Raise a Tome](compendium/feats/raise-a-tome-som.md) feat **Effect** The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher level as the spell in the grimoire to cast that spell instead, heightened to the appropriate level (if you spent a higher-level spell slot). After you cast the spell, it's expended from the grimoire. ``` + +--- *Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/spell-eating-pitch-aoe4.md b/compendium/equipment/items/spell-eating-pitch-aoe4.md index 4c1610646..6410b657d 100644 --- a/compendium/equipment/items/spell-eating-pitch-aoe4.md +++ b/compendium/equipment/items/spell-eating-pitch-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/poison +- item/category/poison/ - trait/consumable - trait/divine - trait/injury @@ -15,9 +15,9 @@ aliases: ["Spell-eating Pitch"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 325 gp -- **Usage** held in 2 hands; **Bulk** L +- **Craft Requirements** Supply one casting of 6th-level [dispel magic](compendium/spells/dispel-magic.md). +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This gummy resin contains sparkling motes of magical energy that dramatically impair your cognitive functions and dispel spells as you cast them. Spell energy manifests but then sputters out, as though [drained](rules/conditions.md#Drained) away by the sparkling motes. While you're [stupefied](rules/conditions.md#Stupefied) by this poison, the DC of flat checks to avoid disruption from the [stupefied](rules/conditions.md#Stupefied) condition when you [Cast a Spell](rules/actions/cast-a-spell.md) is 5 + twice the [stupefied](rules/conditions.md#Stupefied) value, rather than 5 + the [stupefied](rules/conditions.md#Stupefied) value. @@ -35,4 +35,6 @@ title: Saving Throw: DC 31 Fortitude **Stage 3** `7d6` poison damage and [stupefied](rules/conditions.md#Stupefied) (1 round) ``` + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/spell-echo-shot-tv.md b/compendium/equipment/items/spell-echo-shot-tv.md index 8c340c263..8fe0843d9 100644 --- a/compendium/equipment/items/spell-echo-shot-tv.md +++ b/compendium/equipment/items/spell-echo-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/evocation - trait/magical @@ -15,10 +15,11 @@ aliases: ["Spell Echo Shot"] - **Price** 5500 gp - **Ammunition** any - **Activate** command -- **Category** Consumable Generous amounts of djezet and orichalcum mix in a spell echo shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When spell echo shot strikes a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 5th level or lower; has an area of a burst, cone, or line; and does not have a duration, the materials in the ammunition immediately duplicate that spell with the same parameters. A duplicated spell can't be duplicated again by another effect. Duplicating a spell destroys the ammunition, which otherwise remains active for 1 minute. + +--- *Source: Treasure Vault p. 83* \ No newline at end of file diff --git a/compendium/equipment/items/spell-storing.md b/compendium/equipment/items/spell-storing.md index e0cc200e4..ef6e76a7e 100644 --- a/compendium/equipment/items/spell-storing.md +++ b/compendium/equipment/items/spell-storing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical - trait/uncommon @@ -14,12 +14,11 @@ aliases: ["Spell-storing"] - **Price** 2700 gp - **Usage** etched onto a melee weapon -- **Category** Rune A spell-storing rune creates a reservoir of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd level or lower into the weapon. The spell must have a casting of 2 actions or fewer and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later. When you wield a spell-storing weapon, you immediately know the name and level of the stored spell. A spell-storing weapon found as treasure has a 50% chance of having a spell of the GM's choice stored in it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command - **Requirements**: On your previous action this turn, you hit and damaged a creature with this weapon @@ -29,9 +28,12 @@ If the spell requires a spell attack roll, the result of your attack roll with t ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it. ``` + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/spellbook-blank.md b/compendium/equipment/items/spellbook-blank.md index d583b92b4..4588d7909 100644 --- a/compendium/equipment/items/spellbook-blank.md +++ b/compendium/equipment/items/spellbook-blank.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Spellbook (Blank)"] --- # Spellbook (Blank) *Item 0* @@ -11,7 +11,6 @@ aliases: ["Spellbook (Blank)"] - **Price** 1 gp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook. @@ -21,4 +20,6 @@ A spellbook holds the written knowledge necessary to learn and prepare various s > > Although spellbooks play a central role in a wizard's daily routine, other prepared spellcasting classes have been known to use spellbooks to record uncommon or even rare spells. Such a resource allows a caster to treat the spell like any other common spell, so long as they can reference the book during their daily preparations. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md b/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md index 03f786014..11ac26bfb 100644 --- a/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md +++ b/compendium/equipment/items/spellbook-of-redundant-enchantment-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/enchantment - trait/grimoire - trait/magical @@ -14,16 +14,18 @@ aliases: ["Spellbook Of Redundant Enchantment"] - **Price** 420 gp - **Bulk** L -- **Category** Grimoire When opening the book, whispers can be heard on the wind, or laughter rings in the distance. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Trigger**: You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws **Effect** You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again. ``` + +--- *Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/spellbreaking-tv.md b/compendium/equipment/items/spellbreaking-tv.md index d10df06ba..c66ad10c5 100644 --- a/compendium/equipment/items/spellbreaking-tv.md +++ b/compendium/equipment/items/spellbreaking-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Spellbreaking"] @@ -13,8 +13,9 @@ aliases: ["Spellbreaking"] - **Price** 3000 gp - **Usage** etched onto armor -- **Category** Rune Counter-runes specific to a particular school of magic provide protections against that school. You gain a +1 status bonus to saving throws and AC against one school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The crafter chooses the school when creating the rune. + +--- *Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/spellcutter-sot5.md b/compendium/equipment/items/spellcutter-sot5.md index d182b491d..b9bf89720 100644 --- a/compendium/equipment/items/spellcutter-sot5.md +++ b/compendium/equipment/items/spellcutter-sot5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot5 -- item/category/held +- item/category/held/ - trait/abjuration - trait/cursed - trait/magical @@ -14,13 +14,12 @@ aliases: ["Spellcutter"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 15000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The blade of this +2 greater striking adamantine longsword seems to absorb light from the air around it, giving the impression the wielder is standing in the shadow of a much larger creature. While Spellcutter is a potent weapon for battling undead and constructs, an ancient restriction on the blade prevents it from harming living creatures; attacks against living beings deal no damage. This restriction doesn't apply to dhampirs or creatures with the negative healing ability who are otherwise living; the magic of the blade can't distinguish between such beings and undead. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You're targeted by a spell while wielding Spellcutter @@ -28,9 +27,12 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the [light](rules/traits/light.md "Light Effect Trait") trait) instantly extinguishes the effect. If the source of the light is a large flame, such as a forest fire or bonfire, it only extinguishes the light source in a 5-foot radius burst from the point of contact. ``` + +--- *Source: Strength of Thousands #5: Doorway to the Red Star p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/spellender-sot2.md b/compendium/equipment/items/spellender-sot2.md index 44fa77025..179029f3f 100644 --- a/compendium/equipment/items/spellender-sot2.md +++ b/compendium/equipment/items/spellender-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Spellender"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This knife is a +1 striking returning dagger with a wide blade and thick wooden handle. A prayer for protection from evil magic is carved into the handle in tiny script, running around the handle in a spiral. The grooves of the carved prayer provide a good grip on the knife and make it easy to catch when it returns to your hand. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision -The dagger casts a 4th-level [dispel magic](compendium/spells/dispel-magic.md) targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15. +- **Frequency**: once per day + +**Effect** The dagger casts a 4th-level [dispel magic](compendium/spells/dispel-magic.md) targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15. ``` + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/spellguard-blade-apg.md b/compendium/equipment/items/spellguard-blade-apg.md index 9a4e066c7..66cfd328b 100644 --- a/compendium/equipment/items/spellguard-blade-apg.md +++ b/compendium/equipment/items/spellguard-blade-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical aliases: ["Spellguard Blade"] @@ -12,9 +12,10 @@ aliases: ["Spellguard Blade"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 320 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's [parry](rules/traits/parry.md "Parry Weapon Trait") trait, you also apply that circumstance bonus to your saving throws against spells that target you. + +--- *Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/spellguard-shield.md b/compendium/equipment/items/spellguard-shield.md index fa02094d1..179620d6e 100644 --- a/compendium/equipment/items/spellguard-shield.md +++ b/compendium/equipment/items/spellguard-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/abjuration - trait/magical aliases: ["Spellguard Shield"] @@ -12,9 +12,11 @@ aliases: ["Spellguard Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield This shield bears eldritch glyphs to guard against magic. While you have this steel shield (Hardness 6, HP 24, BT 12) raised, you gain its circumstance bonus to saving throws against spells that target you (as well as to AC) and you can Shield Block spells that target you if you have that action. + +--- *Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/spellstrike-ammunition.md b/compendium/equipment/items/spellstrike-ammunition.md index 9545aa133..fe04ce4f5 100644 --- a/compendium/equipment/items/spellstrike-ammunition.md +++ b/compendium/equipment/items/spellstrike-ammunition.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/magical - trait/transmutation @@ -14,7 +14,6 @@ aliases: ["Spellstrike Ammunition"] - **Ammunition** any - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Ammunition Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by [Casting a Spell](rules/actions/cast-a-spell.md) into the ammunition. The spell must be of a spell level the ammunition can hold, and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. @@ -22,4 +21,62 @@ The ammunition affects only the target hit, even if the spell would normally aff The maximum level of spell the ammunition can hold determines its item level and Price. +--- +### Variants + +#### I *Item 3* + +- **Price**: 12 gp + +Maximum Spell Level 1st. + +#### II *Item 5* + +- **Price**: 30 gp + +Maximum Spell Level 2nd. + +#### III *Item 7* + +- **Price**: 70 gp + +Maximum Spell Level 3rd. + +#### IV *Item 9* + +- **Price**: 150 gp + +Maximum Spell Level 4th. + +#### V *Item 11* + +- **Price**: 300 gp + +Maximum Spell Level 5th. + +#### VI *Item 13* + +- **Price**: 600 gp + +Maximum Spell Level 6th. + +#### VII *Item 15* + +- **Price**: 1300 gp + +Maximum Spell Level 7th. + +#### VIII *Item 17* + +- **Price**: 3000 gp + +Maximum Spell Level 8th. + +#### IX *Item 19* + +- **Price**: 8000 gp + +Maximum Spell Level 9th. + +--- *Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/spellstriker-staff-tv.md b/compendium/equipment/items/spellstriker-staff-tv.md index 103469813..a5006addc 100644 --- a/compendium/equipment/items/spellstriker-staff-tv.md +++ b/compendium/equipment/items/spellstriker-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,23 +12,56 @@ aliases: ["Spellstriker Staff"] # Spellstriker Staff *Item 7+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** You have the magus's [Spellstrike](rules/actions/spellstrike-som.md) activity. Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per hour - **Trigger**: You use [Spellstrike](rules/actions/spellstrike-som.md) with a non-cantrip spell and miss with the [Strike](rules/actions/strike.md) **Effect** An explosion of magical energy—stored up for the [Spellstrike](rules/actions/spellstrike-som.md)—explodes out. All creatures in a 5-foot emanation take `1d6` damage per level of the spell, with a basic Reflex save against your spell DC. This damage is the same type the spell would have dealt, and the activation gains that trait; if the spell would have dealt multiple types of damage, choose one of them. If the damage of the explosion is mental, the save is Will instead of Reflex. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### spellstriker staff *Item 7* + +- **Price**: 360 gp + +- Cantrip produce flame +- 1st echoing weapon , true strike +- 2nd acid arrow, telekinetic maneuver + +#### greater spellstriker staff *Item 11* + +- **Price**: 1400 gp + +Used as a weapon, the staff is a +2 striking shifting staff. + +- 3rd echoing weapon, haste +- 4th acid arrow, weapon storm + +#### major spellstriker staff *Item 16* + +- **Price**: 8500 gp + +Used as a weapon, the staff is a +2 greater striking shifting staff. + +- 5th blink charge , echoing weapon, vampiric touch +- 6th acid arrow, weapon storm +- 7th blink charge, true target + +--- *Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/sphere-of-annihilation-gmg.md b/compendium/equipment/items/sphere-of-annihilation-gmg.md index 1f505b5af..426b33053 100644 --- a/compendium/equipment/items/sphere-of-annihilation-gmg.md +++ b/compendium/equipment/items/sphere-of-annihilation-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/magical - trait/rare @@ -13,14 +13,13 @@ aliases: ["Sphere Of Annihilation"] # Sphere Of Annihilation *Item 27* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Category** Artifact A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity's direct intervention. The sphere can't be counteracted by dispel magic or similar effects. The sphere stays entirely still until caused to move by a creature controlling it. Taking control of the sphere requires succeeding at an attempt to activate it. A talisman of the sphere (see below) makes it easier to control the sphere. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command - **Requirements**: You are within 40 feet of the sphere @@ -29,4 +28,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S When you Sustain the Activation, you must attempt a DC 30 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure) ``` + +--- *Source: Gamemastery Guide p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/spider-chair-g-g.md b/compendium/equipment/items/spider-chair-g-g.md index f43234471..a0ac2b13d 100644 --- a/compendium/equipment/items/spider-chair-g-g.md +++ b/compendium/equipment/items/spider-chair-g-g.md @@ -19,15 +19,21 @@ aliases: ["Spider Chair"] This clockwork traveler's chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct foes with webs. While using the chair, you gain a climb Speed equal to your Speed. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location. +- **Frequency**: once per minute + +**Effect** The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per hour -You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level [web](compendium/spells/web.md) spell. +**Effect** You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level [web](compendium/spells/web.md) spell. ``` + +--- *Source: Guns & Gears p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/spider-gun-g-g.md b/compendium/equipment/items/spider-gun-g-g.md index 2185fab0d..fb49ab088 100644 --- a/compendium/equipment/items/spider-gun-g-g.md +++ b/compendium/equipment/items/spider-gun-g-g.md @@ -12,7 +12,7 @@ aliases: ["Spider Gun"] # Spider Gun *Item 6+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 +- **Bulk** 2; **Usage** held in 2 hands - **Category** Beast Gun A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals `1d10` poison damage with a range increment of 30 feet and [reload <1>](rules/traits/reload-1.md "Reload Weapon Trait"). On a critical hit, the venom clings to the target and they take [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to `1d4` + the number of weapon damage dice. @@ -22,11 +22,34 @@ A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([conjuration](rules/traits/conjuration.md), [magical](rules/traits/magical.md)) + You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an [Athletics](compendium/skills.md#Athletics) check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's [immobilized](rules/conditions.md#Immobilized) for 1 round or until it Escapes (DC 20) or destroys the webbing. -%% #trait/conjuration #trait/magical %% +%% + #trait/conjuration #trait/magical +%% ``` +--- +### Variants + +#### spider gun *Item 6* + +- **Price**: 250 gp + +#### greater spider gun *Item 9* + +- **Price**: 1400 gp + +The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25. + +#### major spider gun *Item 15* + +- **Price**: 6500 gp +- **Craft Requirements**: The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider. + +A major spider gun is a +2 greater striking weapon. The gun's webbing requires at least 25 slashing damage or 15 fire damage to clear away and the DC is 34. + +--- *Source: Guns & Gears p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/spider-lotg.md b/compendium/equipment/items/spider-lotg.md index 7b027995d..2a6751cf9 100644 --- a/compendium/equipment/items/spider-lotg.md +++ b/compendium/equipment/items/spider-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Spider"] --- # Spider *Item 0* - **Price** 2 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/spider-root.md b/compendium/equipment/items/spider-root.md index 39d5b69b8..dcbf10ab3 100644 --- a/compendium/equipment/items/spider-root.md +++ b/compendium/equipment/items/spider-root.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -14,9 +14,8 @@ aliases: ["Spider Root"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 110 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim [clumsy](rules/conditions.md#Clumsy) and maladroit. @@ -35,4 +34,6 @@ title: Saving Throw: DC 28 Fortitude **Stage 3** `10d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 minute) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/spiderfoot-brew-pfum.md b/compendium/equipment/items/spiderfoot-brew-pfum.md index 18a0792ee..510497d70 100644 --- a/compendium/equipment/items/spiderfoot-brew-pfum.md +++ b/compendium/equipment/items/spiderfoot-brew-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,10 +14,31 @@ aliases: ["Spiderfoot Brew"] # Spiderfoot Brew *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to [Athletics](compendium/skills.md#Athletics) checks made to climb for the listed duration. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 12 gp + +The climb speed is 15 feet, the item bonus is +1, and the duration is 1 minute. + +#### greater *Item 9* + +- **Price**: 150 gp + +The climb speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. + +#### major *Item 17* + +- **Price**: 2500 gp + +The climb speed is 25 feet, the item bonus is +3, and the duration is 1 hour. + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/spiderfoot-brew-tv.md b/compendium/equipment/items/spiderfoot-brew-tv.md index abf493de1..8c786a48e 100644 --- a/compendium/equipment/items/spiderfoot-brew-tv.md +++ b/compendium/equipment/items/spiderfoot-brew-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,12 +13,33 @@ aliases: ["Spiderfoot Brew"] # Spiderfoot Brew *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to [Athletics](compendium/skills.md#Athletics) checks made to [Climb](rules/actions/climb.md) for the listed duration. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 12 gp + +The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute. + +#### moderate *Item 9* + +- **Price**: 150 gp + +The climb Speed is 20 feet, the item bonus is +2, and the duration is 10 minutes. + +#### greater *Item 17* + +- **Price**: 2500 gp + +The climb Speed is 25 feet, the item bonus is +3, and the duration is 1 hour. + +--- *Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/spike-launcher-g-g.md b/compendium/equipment/items/spike-launcher-g-g.md index ab6c7f499..03790aa1e 100644 --- a/compendium/equipment/items/spike-launcher-g-g.md +++ b/compendium/equipment/items/spike-launcher-g-g.md @@ -13,14 +13,14 @@ aliases: ["Spike Launcher"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 250 gp -- **Usage** held in 1 or 2 hands; **Bulk** 2 +- **Craft Requirements** The initial raw materials must include the tail of a manticore. +- **Bulk** 2; **Usage** held in 1 or 2 hands - **Category** Beast Gun Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon. It's a distinct type of martial firearm that deals `1d8` piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload <2>. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) ([evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) - **Requirements**: The spike launcher is loaded @@ -29,7 +29,11 @@ title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions Make a [Strike](rules/actions/strike.md) with the spike launcher against each creature in the area. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed. On a critical success, the creature becomes [immobilized](rules/conditions.md#Immobilized) instead. In either case, the creature, or an adjacent creature, can use an [Interact](rules/actions/interact.md) action to remove the spike and end the penalty or [immobilized](rules/conditions.md#Immobilized) condition. -%% #trait/evocation #trait/magical %% +%% + #trait/evocation #trait/magical +%% ``` + +--- *Source: Guns & Gears p. 156* \ No newline at end of file diff --git a/compendium/equipment/items/spike-snare.md b/compendium/equipment/items/spike-snare.md index 6d86b7140..dc1c35773 100644 --- a/compendium/equipment/items/spike-snare.md +++ b/compendium/equipment/items/spike-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Spike Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 3 gp -- **Category** Snare This basic snare consists of [hidden](rules/conditions.md#Hidden) spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, dealing `2d8` piercing damage. The creature must attempt a DC 17 basic Reflex saving throw. + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/spiked-chain.md b/compendium/equipment/items/spiked-chain.md index d9f2a4deb..febe6d78d 100644 --- a/compendium/equipment/items/spiked-chain.md +++ b/compendium/equipment/items/spiked-chain.md @@ -15,10 +15,12 @@ aliases: ["Spiked Chain"] - **Price** 3 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Martial; **Group** Flail This 4-foot-long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/spiked-gauntlet.md b/compendium/equipment/items/spiked-gauntlet.md index 60614ddb8..9aa9d35be 100644 --- a/compendium/equipment/items/spiked-gauntlet.md +++ b/compendium/equipment/items/spiked-gauntlet.md @@ -13,10 +13,12 @@ aliases: ["Spiked Gauntlet"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Brawling Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/spined-shield.md b/compendium/equipment/items/spined-shield.md index 9ee4ac034..eff42ed8b 100644 --- a/compendium/equipment/items/spined-shield.md +++ b/compendium/equipment/items/spined-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/evocation - trait/magical aliases: ["Spined Shield"] @@ -12,17 +12,20 @@ aliases: ["Spined Shield"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes. When you use the [Shield Block](compendium/feats/shield-block.md) reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal. When all the spines are gone, you lose the ability to attack with them until the spines regenerate the next day. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it is a martial ranged weapon with a range increment of 120 feet. ``` + +--- *Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/spiral-rapier-lotgb.md b/compendium/equipment/items/spiral-rapier-lotgb.md index 35041c8e2..07140da94 100644 --- a/compendium/equipment/items/spiral-rapier-lotgb.md +++ b/compendium/equipment/items/spiral-rapier-lotgb.md @@ -15,10 +15,12 @@ aliases: ["Spiral Rapier"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Advanced; **Group** Sword An old Taldan dueling weapon from the empire's height, this rapier has a thicker blade than normal, which is shaped into a corkscrew-like spiral well suited to catching enemy weapons. Characters from Taldor have access to the spiral rapier. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/spirit-sealing-fulu-som.md b/compendium/equipment/items/spirit-sealing-fulu-som.md index c5b9cbbfa..499393290 100644 --- a/compendium/equipment/items/spirit-sealing-fulu-som.md +++ b/compendium/equipment/items/spirit-sealing-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/fulu - trait/incapacitation @@ -16,8 +16,23 @@ aliases: ["Spirit-sealing Fulu"] - **Usage** affixed to one undead creature - **Duration** 1 round (or 4 rounds) -- **Category** Consumable This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be [paralyzed](rules/conditions.md#Paralyzed) for 1 round. +--- +### Variants + +#### spirit-sealing fulu *Item 3* + +- **Price**: 10 gp + +The DC is 17. + +#### greater spirit-sealing fulu *Item 10* + +- **Price**: 155 gp + +The DC is 27. On a critical failure, the undead is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. + +--- *Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/compendium/equipment/items/spirit-singer-g-g.md b/compendium/equipment/items/spirit-singer-g-g.md index 274263a08..87a463b53 100644 --- a/compendium/equipment/items/spirit-singer-g-g.md +++ b/compendium/equipment/items/spirit-singer-g-g.md @@ -3,15 +3,38 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/rare aliases: ["Spirit-Singer"] --- # Spirit-Singer *Item 5+* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Adventuring Gear Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to [Performance](compendium/skills.md#Performance) checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively [Searching](rules/actions/search.md) for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. +--- +### Variants + +#### spirit-singer *Item 5* + +- **Price**: 150 gp + +#### handheld spirit-singer *Item 6* + +- **Price**: 200 gp + +#### incredible spirit-singer *Item 11* + +- **Price**: 1250 gp + +This spirit-singer is fine-tuned to the point that you can analyze its song more intricately. Increase the item bonus to [Performance](compendium/skills.md#Performance) checks near spiritual disturbances, and the item bonus to detecting haunts and incorporeal undead to +2. While playing the spirit-singer, you can notice haunts that normally require you to have a master proficiency in [Perception](compendium/skills.md#Perception) to detect. + +#### incredible handheld spirit-singer *Item 12* + +- **Price**: 1650 gp + +This spirit-singer functions just like an incredible spirit-singer, except for its Usage and Bulk. + +--- *Source: Guns & Gears p. 83* \ No newline at end of file diff --git a/compendium/equipment/items/spirit-snare-g-g.md b/compendium/equipment/items/spirit-snare-g-g.md index 26e54497d..47e648068 100644 --- a/compendium/equipment/items/spirit-snare-g-g.md +++ b/compendium/equipment/items/spirit-snare-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/consumable - trait/electricity - trait/mechanical @@ -16,8 +16,9 @@ aliases: ["Spirit Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 90 gp -- **Category** Snare This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working. + +--- *Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/spiritsight-crossbow-apg.md b/compendium/equipment/items/spiritsight-crossbow-apg.md index 09fe64010..cc1c03536 100644 --- a/compendium/equipment/items/spiritsight-crossbow-apg.md +++ b/compendium/equipment/items/spiritsight-crossbow-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/teleportation @@ -14,15 +14,18 @@ aliases: ["Spiritsight Crossbow"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 450 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This +1 striking [ghost touch](compendium/equipment/items/ghost-touch.md) crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next [Strike](rules/actions/strike.md) with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight. +- **Frequency**: once per minute + +**Effect** You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next [Strike](rules/actions/strike.md) with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight. ``` + +--- *Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/spiritsight-ring-tv.md b/compendium/equipment/items/spiritsight-ring-tv.md index ec14b5f79..54ddb8316 100644 --- a/compendium/equipment/items/spiritsight-ring-tv.md +++ b/compendium/equipment/items/spiritsight-ring-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -14,11 +14,12 @@ aliases: ["Spiritsight Ring"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 225 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, like humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a [Stealth](compendium/skills.md#Stealth) check against your [Perception](compendium/skills.md#Perception) DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the [Seek](rules/actions/seek.md) action to find [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) incorporeal creatures within 30 feet of you. + +--- *Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/spiritual-warhorn-tv.md b/compendium/equipment/items/spiritual-warhorn-tv.md index d0ac5111a..319331209 100644 --- a/compendium/equipment/items/spiritual-warhorn-tv.md +++ b/compendium/equipment/items/spiritual-warhorn-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/force @@ -13,12 +13,39 @@ aliases: ["Spiritual Warhorn"] # Spiritual Warhorn *Item 5+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a [Strike](rules/actions/strike.md) for `2d6` force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies. Once the magic is used, the warhorn remains as a non-magical musical instrument. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 30 gp + +Two warriors manifest with a +11 attack modifier. + +#### moderate *Item 9* + +- **Price**: 150 gp + +Four warriors manifest with a +17 attack modifier. + +#### greater *Item 13* + +- **Price**: 600 gp + +Six warriors manifest with a +22 attack modifier. + +#### major *Item 17* + +- **Price**: 3000 gp + +Eight warriors manifest with a +29 attack modifier. + +--- *Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/splint-lotgb.md b/compendium/equipment/items/splint-lotgb.md index 9be91529b..a083f7f12 100644 --- a/compendium/equipment/items/splint-lotgb.md +++ b/compendium/equipment/items/splint-lotgb.md @@ -16,4 +16,6 @@ Splints can be applied to the following joints: finger, hand, wrist, elbow, knee They are a little less flexible, but you still have full use of your limbs and fingers when using one. You still have full mobility of the limb when not wearing it, but the limb becomes painful and feels less secure without the extra support it normally has, which might present physical symptoms. + +--- *Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/splint-mail.md b/compendium/equipment/items/splint-mail.md index 105587b62..c08642f6c 100644 --- a/compendium/equipment/items/splint-mail.md +++ b/compendium/equipment/items/splint-mail.md @@ -16,4 +16,6 @@ aliases: ["Splint Mail"] This type of armor is [chain mail](compendium/equipment/items/chain-mail.md) reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of [padded armor](compendium/equipment/items/padded-armor.md) and a pair of [gauntlets](compendium/equipment/items/gauntlet.md). + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/spoon-gun-g-g.md b/compendium/equipment/items/spoon-gun-g-g.md index 7accc4da1..8c6e415e8 100644 --- a/compendium/equipment/items/spoon-gun-g-g.md +++ b/compendium/equipment/items/spoon-gun-g-g.md @@ -16,8 +16,8 @@ aliases: ["Spoon Gun"] - **Price** 10 gp - **Bulk** 1 -- **Damage** `1d6` modular -- **Range** 30 ft.; **Reload** 1 + - **Damage**: `1d6` modular + - **Range** 30 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Firearm @@ -25,4 +25,6 @@ No one's entirely certain who developed the spoon gun, but all authorities agree This [hand cannon](compendium/equipment/items/hand-cannon-g-g.md) is a martial weapon, instead of a simple weapon. It has the scatter (5 feet) trait and uses cutlery or similar-sized objects as ammunition instead of bullets (enough cheap cutlery to fire ten shots costs 1 sp). + +--- *Source: Guns & Gears p. 157* \ No newline at end of file diff --git a/compendium/equipment/items/spore-sap-ec4.md b/compendium/equipment/items/spore-sap-ec4.md index 6de546d04..812e682a7 100644 --- a/compendium/equipment/items/spore-sap-ec4.md +++ b/compendium/equipment/items/spore-sap-ec4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec4 -- item/category/held +- item/category/held/ - trait/evocation - trait/fungus - trait/magical @@ -14,17 +14,21 @@ aliases: ["Spore Sap"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1250 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This flexible +2 striking sap is crafted from the stalks of cave fungi and bound around a mesh of spore-infused gills. Demon-worshipping xulgaths use spore saps to capture spellcasters alive for later sacrifice. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) ([poison](rules/traits/poison.md)) - **Trigger**: You successfully [Strike](rules/actions/strike.md) a creature with the spore sap -**Effect** The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become [stupefied](rules/conditions.md#Stupefied) for 1 minute ([stupefied](rules/conditions.md#Stupefied) on a critical failure). +**Effect** The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become [stupefied](rules/conditions.md#Stupefied) for 1 minute ([stupefied](rules/conditions.md#Stupefied) on a critical failure). +%% + #trait/poison +%% ``` + +--- *Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/spray-pellets-tv.md b/compendium/equipment/items/spray-pellets-tv.md index e7ab3aef2..82863447d 100644 --- a/compendium/equipment/items/spray-pellets-tv.md +++ b/compendium/equipment/items/spray-pellets-tv.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/ammunition +- item/category/ammunition/ aliases: ["Spray Pellets"] --- # Spray Pellets *Item 0* - **Price** 1 sp - **Bulk** L -- **Category** Ammunition + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/spraysling-tv.md b/compendium/equipment/items/spraysling-tv.md index aa8f73a87..0ecd209f0 100644 --- a/compendium/equipment/items/spraysling-tv.md +++ b/compendium/equipment/items/spraysling-tv.md @@ -15,11 +15,13 @@ aliases: ["Spraysling"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d6` B -- **Ammunution** Spray Pellets (10); **Range** 20 ft.; **Reload** 0 + - **Damage**: `1d6` B + - **Ammunution** Spray Pellets (10); **Range** 20 ft.; **Reload** 0 - **Hands** 1 - **Category** Martial; **Group** Sling A spraysling is similar to a standard sling but with a wider cup fitted with a thin blade affixed to the cup's edges. When used to make an attack with a specially prepared packet of spray pellets, the razor slices open the packet and the weapon launches a cluster of stinging pellets. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/spring-heel-tv.md b/compendium/equipment/items/spring-heel-tv.md index cc7a9470d..bc2501dc4 100644 --- a/compendium/equipment/items/spring-heel-tv.md +++ b/compendium/equipment/items/spring-heel-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/clockwork - trait/mechanical - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Spring Heel"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 150 gp -- **Usage** worn; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and the shaft telescopes out and back, returning to its compressed form and catapulting you forward. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision, [Interact](rules/actions/interact.md) -You [Stride](rules/actions/stride.md) up to twice your speed or [Leap](rules/actions/leap.md) up to 20 feet horizontally and 5 feet vertically. +- **Frequency**: once per hour + +**Effect** You [Stride](rules/actions/stride.md) up to twice your speed or [Leap](rules/actions/leap.md) up to 20 feet horizontally and 5 feet vertically. ``` + +--- *Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md b/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md index 1cafc79d6..94c77258a 100644 --- a/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md +++ b/compendium/equipment/items/spring-loaded-net-launcher-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -14,10 +14,11 @@ aliases: ["Spring-loaded Net Launcher"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** 1 +- **Bulk** 1; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a [Medium](rules/traits/medium-b1.md "Medium Size Trait") or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached [net](compendium/equipment/items/net-apg.md). + +--- *Source: Lost Omens: The Grand Bazaar p. 23* \ No newline at end of file diff --git a/compendium/equipment/items/springald-g-g.md b/compendium/equipment/items/springald-g-g.md index b5f23607e..6171e40c3 100644 --- a/compendium/equipment/items/springald-g-g.md +++ b/compendium/equipment/items/springald-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/huge - trait/mounted - trait/uncommon @@ -14,30 +14,36 @@ aliases: ["Springald"] - **Price** 700 gp - **Usage** mounted -- **Category** Siege Weapon A springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has a flat back end. Releasing the board strikes the backs of the arrows, sending them hurtling through the air. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 30 feet, minimum distance 50 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](rules/traits/attack.md "Attack Combat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <100 feet> +title: **Launch** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([attack](rules/traits/attack.md), [manipulate](rules/traits/manipulate.md), range increment <100 feet>) + `5d8` piercing, three different targets within a 15-foot burst, DC 22 Reflex. -%% #trait/attack #trait/manipulate #trait/range-increment-100-feet %% +%% + #trait/attack #trait/manipulate #trait/range-increment-100-feet +%% ``` + +--- *Source: Guns & Gears p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/sprite-apple-tv.md b/compendium/equipment/items/sprite-apple-tv.md index 5f791c13c..78029a358 100644 --- a/compendium/equipment/items/sprite-apple-tv.md +++ b/compendium/equipment/items/sprite-apple-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/light @@ -12,10 +12,37 @@ aliases: ["Sprite Apple"] # Sprite Apple *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be [concealed](rules/conditions.md#Concealed) if you're visible, and if you're [invisible](rules/conditions.md#Invisible), you're [concealed](rules/conditions.md#Concealed) instead rather than being [undetected](rules/conditions.md#Undetected). The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple. +--- +### Variants + +#### chartreuse sprite apple *Item 5* + +- **Price**: 26 gp + +Creatures in the bright light feel more in tune with nature, gaining a +1 item bonus to [Nature](compendium/skills.md#Nature) checks and to [Diplomacy](compendium/skills.md#Diplomacy) checks attempted against animals or plants (if they have the [wild empathy](compendium/feats/wild-empathy.md) class feature or some other ability to make such checks). + +#### golden sprite apple *Item 3* + +- **Price**: 10 gp + +Creatures in the bright light feel kind and inviting, taking a –1 item penalty to their Will DC against [Diplomacy](compendium/skills.md#Diplomacy) checks. + +#### pink sprite apple *Item 4* + +- **Price**: 16 gp + +Creatures in the bright light feel a burst of creativity, gaining a +1 item bonus to [Performance](compendium/skills.md#Performance) checks. + +#### teal sprite apple *Item 6* + +- **Price**: 41 gp + +Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against [fear](rules/traits/fear.md "Fear Effect Trait") effects. + +--- *Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/spurned-lute-tv.md b/compendium/equipment/items/spurned-lute-tv.md index 31499685e..567f3588f 100644 --- a/compendium/equipment/items/spurned-lute-tv.md +++ b/compendium/equipment/items/spurned-lute-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/cursed - trait/enchantment - trait/magical @@ -13,9 +13,10 @@ aliases: ["Spurned Lute"] # Spurned Lute *Item 5* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument. (Other spurned instruments exist, but the lute is the least rare.) This lute has a jealous streak, demanding total loyalty from its "partner" musician. After you play the lute for the first time, it fuses to you. If you go a day without using it to [Perform](rules/actions/perform.md), you become [stupefied](rules/conditions.md#Stupefied) until you next do so. After that, when you attempt a [Performance](compendium/skills.md#Performance) check using an instrument other than the lute, you take a –4 circumstance penalty to do so, and you must succeed at a DC 20 Will save or become [stupefied](rules/conditions.md#Stupefied) for 1 minute. + +--- *Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/spy-staff-tv.md b/compendium/equipment/items/spy-staff-tv.md index 38aa04558..2d85bf0b8 100644 --- a/compendium/equipment/items/spy-staff-tv.md +++ b/compendium/equipment/items/spy-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/illusion - trait/magical - trait/staff @@ -13,21 +13,53 @@ aliases: ["Spy Staff"] # Spy Staff *Item 7+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You change the shape and appearance of this staff to that of an ordinary handheld accessory of your choosing of the same Bulk. The staff's statistics don't change. Only a creature benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 27. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### spy staff *Item 7* + +- **Price**: 340 gp + +- Cantrip message +- 1st illusory disguise, [invisible](rules/conditions.md#Invisible) item , message rune +- 2nd humanoid form, illusory disguise, misdirection + +#### greater spy staff *Item 11* + +- **Price**: 1175 gp + +The DC to disbelieve the illusion disguising the staff is 32. + +- 3rd clairaudience, illusory disguise, nondetection +- 4th clairvoyance, private sanctum + +#### major spy staff *Item 15* + +- **Price**: 5300 gp + +The DC to disbelieve the illusion disguising the staff is 38. + +- 5th mind probe, prying eye +- 6th mislead, scrying + +--- *Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/spyglass-eye-tv.md b/compendium/equipment/items/spyglass-eye-tv.md index 2de5f8da8..3af477c09 100644 --- a/compendium/equipment/items/spyglass-eye-tv.md +++ b/compendium/equipment/items/spyglass-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/divination - trait/magical aliases: ["Spyglass Eye"] @@ -12,15 +12,18 @@ aliases: ["Spyglass Eye"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 160 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things a great distance away. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute. +- **Frequency**: once per hour + +**Effect** A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute. ``` + +--- *Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/spyglass.md b/compendium/equipment/items/spyglass.md index 6d7ba195c..51f4d9de1 100644 --- a/compendium/equipment/items/spyglass.md +++ b/compendium/equipment/items/spyglass.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Spyglass"] --- # Spyglass *Item 0* @@ -11,8 +11,20 @@ aliases: ["Spyglass"] - **Price** 20 gp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear A typical spyglass lets you see eight times farther than normal. +--- +### Variants + +#### Base *Item 0* + + +#### Fine *Item 4* + +- **Price**: 80 gp + +A fine spyglass adds a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice details at a distance. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/squirrel-lotg.md b/compendium/equipment/items/squirrel-lotg.md index bdcbea85a..f816062fe 100644 --- a/compendium/equipment/items/squirrel-lotg.md +++ b/compendium/equipment/items/squirrel-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Squirrel"] --- # Squirrel *Item 0* - **Price** 7 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-abjuration.md b/compendium/equipment/items/staff-of-abjuration.md index 6862f0f88..45ffc165a 100644 --- a/compendium/equipment/items/staff-of-abjuration.md +++ b/compendium/equipment/items/staff-of-abjuration.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/abjuration - trait/magical - trait/staff @@ -12,15 +12,42 @@ aliases: ["Staff of Abjuration"] # Staff of Abjuration *Item 6+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This intricately carved wooden staff is warm to the touch and thrums with inner energy. While wielding the staff, you gain a +2 circumstance bonus to checks to identify abjuration magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of abjuration *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [shield](compendium/spells/shield.md) +- **1st** [alarm](compendium/spells/alarm.md), [feather fall](compendium/spells/feather-fall.md) +- **2nd** [dispel magic](compendium/spells/dispel-magic.md), [endure elements](compendium/spells/endure-elements.md), [resist energy](compendium/spells/resist-energy.md) + +#### greater staff of abjuration *Item 10* + +- **Price**: 900 gp + +- **3rd** [alarm](compendium/spells/alarm.md), [glyph of warding](compendium/spells/glyph-of-warding.md) +- **4th** [dimensional anchor](compendium/spells/dimensional-anchor.md), [dispel magic](compendium/spells/dispel-magic.md), [resist energy](compendium/spells/resist-energy.md) + +#### major staff of abjuration *Item 14* + +- **Price**: 4000 gp + +- **5th** [banishment](compendium/spells/banishment.md), [endure elements](compendium/spells/endure-elements.md) +- **6th** [dispel magic](compendium/spells/dispel-magic.md), [repulsion](compendium/spells/repulsion.md) + +--- *Source: Core Rulebook p. 593* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-air-tv.md b/compendium/equipment/items/staff-of-air-tv.md index bcca0b4cd..597e31bfa 100644 --- a/compendium/equipment/items/staff-of-air-tv.md +++ b/compendium/equipment/items/staff-of-air-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,15 +12,41 @@ aliases: ["Staff of Air"] # Staff of Air *Item 3+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can [Step](rules/actions/step.md) into difficult terrain once per round. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of air *Item 3* + +- **Price**: 60 gp + +- Cantrip gale blast +- 1st air bubble, gust of wind + +#### greater staff of air *Item 8* + +- **Price**: 450 gp + +- 2nd ash cloud , obscuring mist +- 3rd blazing dive , lightning bolt, wall of wind + +#### major staff of air *Item 12* + +- **Price**: 1800 gp + +- 4th air walk, ash cloud +- 5th blazing dive, lightning storm + +--- *Source: Treasure Vault p. 134* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-conjuration.md b/compendium/equipment/items/staff-of-conjuration.md index f0b3de20c..fd03c8758 100644 --- a/compendium/equipment/items/staff-of-conjuration.md +++ b/compendium/equipment/items/staff-of-conjuration.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/conjuration - trait/magical - trait/staff @@ -12,15 +12,42 @@ aliases: ["Staff of Conjuration"] # Staff of Conjuration *Item 6+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of conjuration *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [tanglefoot](compendium/spells/tanglefoot.md) +- **1st** [summon construct](compendium/spells/summon-construct.md), [unseen servant](compendium/spells/unseen-servant.md) +- **2nd** [obscuring mist](compendium/spells/obscuring-mist.md), [phantom steed](compendium/spells/phantom-steed.md), [summon construct](compendium/spells/summon-construct.md), [summon elemental](compendium/spells/summon-elemental.md) + +#### greater staff of conjuration *Item 10* + +- **Price**: 900 gp + +- **3rd** [stinking cloud](compendium/spells/stinking-cloud.md), [summon construct](compendium/spells/summon-construct.md), [summon elemental](compendium/spells/summon-elemental.md) +- **4th** [creation](compendium/spells/creation.md), [phantom steed](compendium/spells/phantom-steed.md), [summon construct](compendium/spells/summon-construct.md), [summon elemental](compendium/spells/summon-elemental.md) + +#### major staff of conjuration *Item 14* + +- **Price**: 4000 gp + +- **5th** [black tentacles](compendium/spells/black-tentacles.md), [summon construct](compendium/spells/summon-construct.md), [summon elemental](compendium/spells/summon-elemental.md) +- **6th** [phantom steed](compendium/spells/phantom-steed.md), [summon construct](compendium/spells/summon-construct.md), [summon elemental](compendium/spells/summon-elemental.md) + +--- *Source: Core Rulebook p. 593* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-divination.md b/compendium/equipment/items/staff-of-divination.md index cb838f0e5..b0f0f607a 100644 --- a/compendium/equipment/items/staff-of-divination.md +++ b/compendium/equipment/items/staff-of-divination.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/staff @@ -12,15 +12,42 @@ aliases: ["Staff of Divination"] # Staff of Divination *Item 6+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of divination *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [detect magic](compendium/spells/detect-magic.md) +- **1st** [true strike](compendium/spells/true-strike.md) +- **2nd** [comprehend language](compendium/spells/comprehend-language.md), [darkvision](compendium/spells/darkvision.md), [see invisibility](compendium/spells/see-invisibility.md) + +#### greater staff of divination *Item 10* + +- **Price**: 900 gp + +- **3rd** [clairaudience](compendium/spells/clairaudience.md), [darkvision](compendium/spells/darkvision.md) +- **4th** [clairvoyance](compendium/spells/clairvoyance.md), [comprehend language](compendium/spells/comprehend-language.md), [telepathy](compendium/spells/telepathy.md) + +#### major staff of divination *Item 14* + +- **Price**: 4000 gp + +- **5th** [prying eye](compendium/spells/prying-eye.md), [sending](compendium/spells/sending.md) +- **6th** [telepathy](compendium/spells/telepathy.md), [true seeing](compendium/spells/true-seeing.md) + +--- *Source: Core Rulebook p. 593* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-earth-tv.md b/compendium/equipment/items/staff-of-earth-tv.md index b19e7fb8e..014c8fca3 100644 --- a/compendium/equipment/items/staff-of-earth-tv.md +++ b/compendium/equipment/items/staff-of-earth-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,15 +12,41 @@ aliases: ["Staff of Earth"] # Staff of Earth *Item 3+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that [Shove](rules/actions/shove.md) you or knock you [prone](rules/conditions.md#Prone). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of earth *Item 3* + +- **Price**: 60 gp + +- Cantrip scatter scree +- 1st pummeling rubble + +#### greater staff of earth *Item 8* + +- **Price**: 450 gp + +- 2nd expeditious excavation , pummeling rubble +- 3rd earthbind, shifting sand + +#### major staff of earth *Item 12* + +- **Price**: 1800 gp + +- 4th expeditious excavation, shape stone, spike stones +- 5th blazing fissure , wall of stone + +--- *Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-enchantment.md b/compendium/equipment/items/staff-of-enchantment.md index a0520447b..318f6a1e7 100644 --- a/compendium/equipment/items/staff-of-enchantment.md +++ b/compendium/equipment/items/staff-of-enchantment.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/enchantment - trait/magical - trait/staff @@ -12,15 +12,42 @@ aliases: ["Staff of Enchantment"] # Staff of Enchantment *Item 6+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of enchantment *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [daze](compendium/spells/daze.md) +- **1st** [charm](compendium/spells/charm.md), [command](compendium/spells/command.md) +- **2nd** [hideous laughter](compendium/spells/hideous-laughter.md), [touch of idiocy](compendium/spells/touch-of-idiocy.md) + +#### greater staff of enchantment *Item 10* + +- **Price**: 900 gp + +- **3rd** [paralyze](compendium/spells/paralyze.md) +- **4th** [charm](compendium/spells/charm.md), [confusion](compendium/spells/confusion.md), [suggestion](compendium/spells/suggestion.md) + +#### major staff of enchantment *Item 14* + +- **Price**: 4000 gp + +- **5th** [command](compendium/spells/command.md), [crushing despair](compendium/spells/crushing-despair.md) +- **6th** [dominate](compendium/spells/dominate.md), [feeblemind](compendium/spells/feeblemind.md) + +--- *Source: Core Rulebook p. 593* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-evocation.md b/compendium/equipment/items/staff-of-evocation.md index 9ea0d5d85..d9c3db7ee 100644 --- a/compendium/equipment/items/staff-of-evocation.md +++ b/compendium/equipment/items/staff-of-evocation.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,15 +12,42 @@ aliases: ["Staff of Evocation"] # Staff of Evocation *Item 6+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This staff is tapered at the base and carved into a gemstudded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of evocation *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [ray of frost](compendium/spells/ray-of-frost.md) +- **1st** [magic missile](compendium/spells/magic-missile.md), [shocking grasp](compendium/spells/shocking-grasp.md) +- **2nd** [acid arrow](compendium/spells/acid-arrow.md), [glitterdust](compendium/spells/glitterdust.md) + +#### greater staff of evocation *Item 10* + +- **Price**: 900 gp + +- **3rd** [lightning bolt](compendium/spells/lightning-bolt.md), [magic missile](compendium/spells/magic-missile.md) +- **4th** [fireball](compendium/spells/fireball.md), [weapon storm](compendium/spells/weapon-storm.md) + +#### major staff of evocation *Item 14* + +- **Price**: 4000 gp + +- **5th** [cone of cold](compendium/spells/cone-of-cold.md), [magic missile](compendium/spells/magic-missile.md) +- **6th** [chain lightning](compendium/spells/chain-lightning.md), [wall of force](compendium/spells/wall-of-force.md) + +--- *Source: Core Rulebook p. 593* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-final-rest-lotgb.md b/compendium/equipment/items/staff-of-final-rest-lotgb.md index 6f050383e..864a87f8c 100644 --- a/compendium/equipment/items/staff-of-final-rest-lotgb.md +++ b/compendium/equipment/items/staff-of-final-rest-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/staff +- item/category/staff/ - trait/magical - trait/necromancy - trait/staff @@ -13,15 +13,47 @@ aliases: ["Staff of Final Rest"] # Staff of Final Rest *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait") trait and functions as a wooden stake, allowing you to use it to stake vampires, and your [Strikes](rules/actions/strike.md) with the staff gain a +1 circumstance bonus to damage rolls against undead. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of final rest *Item 6* + +- **Price**: 240 gp + +- **Cantrip** [disrupt undead](compendium/spells/disrupt-undead.md) +- **1st** [disrupting weapons](compendium/spells/disrupting-weapons.md), [heal](compendium/spells/heal.md) +- **2nd** [heal](compendium/spells/heal.md), [gentle repose](compendium/spells/gentle-repose.md) + +#### greater *Item 10* + +- **Price**: 900 gp + +The circumstance bonus to damage rolls is +2. + +- **3rd** [bind undead](compendium/spells/bind-undead.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [heal](compendium/spells/heal.md) +- **4th** [heal](compendium/spells/heal.md), [holy cascade](compendium/spells/holy-cascade.md) + +#### major *Item 16* + +- **Price**: 9000 gp + +The circumstance bonus to damage rolls is +3. + +- **5th** [death ward](compendium/spells/death-ward.md), [disrupting weapons](compendium/spells/disrupting-weapons.md), [heal](compendium/spells/heal.md) +- **6th** [field of life](compendium/spells/field-of-life.md), [heal](compendium/spells/heal.md), [holy cascade](compendium/spells/holy-cascade.md) +- **7th** [heal](compendium/spells/heal.md), [holy cascade](compendium/spells/holy-cascade.md), [sunburst](compendium/spells/sunburst.md) + +--- *Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-fire.md b/compendium/equipment/items/staff-of-fire.md index 379e4fa1d..3ba1e8df8 100644 --- a/compendium/equipment/items/staff-of-fire.md +++ b/compendium/equipment/items/staff-of-fire.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,17 +12,43 @@ aliases: ["Staff of Fire"] # Staff of Fire *Item 3+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers. You can use an [Interact](rules/actions/interact.md) action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of fire *Item 3* + +- **Price**: 60 gp + +- **Cantrip** [produce flame](compendium/spells/produce-flame.md) +- **1st** [burning hands](compendium/spells/burning-hands.md) + +#### greater staff of fire *Item 8* + +- **Price**: 450 gp + +- **2nd** [burning hands](compendium/spells/burning-hands.md), [flaming sphere](compendium/spells/flaming-sphere.md) +- **3rd** [flaming sphere](compendium/spells/flaming-sphere.md), [fireball](compendium/spells/fireball.md) + +#### major staff of fire *Item 12* + +- **Price**: 1800 gp + +- **4th** [fire shield](compendium/spells/fire-shield.md), [fireball](compendium/spells/fireball.md), [wall of fire](compendium/spells/wall-of-fire.md) +- **5th** [fireball](compendium/spells/fireball.md), [wall of fire](compendium/spells/wall-of-fire.md) + +--- *Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-healing.md b/compendium/equipment/items/staff-of-healing.md index 982396e28..2563a7cc2 100644 --- a/compendium/equipment/items/staff-of-healing.md +++ b/compendium/equipment/items/staff-of-healing.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/magical - trait/necromancy - trait/staff @@ -12,15 +12,56 @@ aliases: ["Staff of Healing"] # Staff of Healing *Item 4+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the [heal](compendium/spells/heal.md) spell using your own spell slots or using charges from the staff. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of healing *Item 4* + +- **Price**: 90 gp + +The item bonus granted to [heal](compendium/spells/heal.md) spells is +1. + +- **Cantrip** [stabilize](compendium/spells/stabilize.md) +- **1st** [heal](compendium/spells/heal.md) + +#### greater staff of healing *Item 8* + +- **Price**: 470 gp + +The item bonus granted to [heal](compendium/spells/heal.md) spells is +2. + +- **2nd** [heal](compendium/spells/heal.md), [restoration](compendium/spells/restoration.md), [restore senses](compendium/spells/restore-senses.md) +- **3rd** [heal](compendium/spells/heal.md), [remove disease](compendium/spells/remove-disease.md) + +#### major staff of healing *Item 12* + +- **Price**: 1800 gp + +The item bonus granted to [heal](compendium/spells/heal.md) spells is +3. + +- **4th** [heal](compendium/spells/heal.md), [restoration](compendium/spells/restoration.md) +- **5th** [breath of life](compendium/spells/breath-of-life.md), [heal](compendium/spells/heal.md), [remove disease](compendium/spells/remove-disease.md) + +#### true staff of healing *Item 16* + +- **Price**: 9200 gp + +The item bonus granted to [heal](compendium/spells/heal.md) spells is +4. + +- **6th** [heal](compendium/spells/heal.md), [restoration](compendium/spells/restoration.md), [restore senses](compendium/spells/restore-senses.md) +- **7th** [heal](compendium/spells/heal.md), [regenerate](compendium/spells/regenerate.md), [remove disease](compendium/spells/remove-disease.md) + +--- *Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-illumination.md b/compendium/equipment/items/staff-of-illumination.md index 5df0cf94c..9c8c52aec 100644 --- a/compendium/equipment/items/staff-of-illumination.md +++ b/compendium/equipment/items/staff-of-illumination.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -13,19 +13,21 @@ aliases: ["Staff of Illumination"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 425 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This simple iron staff is capped with a faceted, clear gem. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -34,4 +36,6 @@ You expend a number of charges from the staff to cast a spell from its list. - **3rd** [continual flame](compendium/spells/continual-flame.md), [searing light](compendium/spells/searing-light.md) ``` + +--- *Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-illusion.md b/compendium/equipment/items/staff-of-illusion.md index 460b2d9b0..643f6e9f4 100644 --- a/compendium/equipment/items/staff-of-illusion.md +++ b/compendium/equipment/items/staff-of-illusion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/illusion - trait/magical - trait/staff @@ -12,17 +12,44 @@ aliases: ["Staff of Illusion"] # Staff of Illusion *Item 6+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This ornately designed metal staff shines with precious inlays of gold. When you [Cast a Spell](rules/actions/cast-a-spell.md) from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of illusion *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [ghost sound](compendium/spells/ghost-sound.md) +- **1st** [illusory disguise](compendium/spells/illusory-disguise.md), [illusory object](compendium/spells/illusory-object.md) +- **2nd** [illusory creature](compendium/spells/illusory-creature.md), [item facade](compendium/spells/item-facade.md), [ventriloquism](compendium/spells/ventriloquism.md) + +#### greater staff of illusion *Item 10* + +- **Price**: 900 gp + +- **3rd** [illusory disguise](compendium/spells/illusory-disguise.md), [item facade](compendium/spells/item-facade.md) +- **4th** [illusory creature](compendium/spells/illusory-creature.md), [veil](compendium/spells/veil.md) + +#### major staff of illusion *Item 14* + +- **Price**: 4000 gp + +- **5th** [illusory scene](compendium/spells/illusory-scene.md), [veil](compendium/spells/veil.md) +- **6th** [hallucination](compendium/spells/hallucination.md), [mislead](compendium/spells/mislead.md) + +--- *Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-impossible-visions-apg.md b/compendium/equipment/items/staff-of-impossible-visions-apg.md index 9b7694e54..936689c40 100644 --- a/compendium/equipment/items/staff-of-impossible-visions-apg.md +++ b/compendium/equipment/items/staff-of-impossible-visions-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/staff +- item/category/staff/ - trait/illusion - trait/magical - trait/staff @@ -13,17 +13,52 @@ aliases: ["Staff Of Impossible Visions"] # Staff Of Impossible Visions *Item 6+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of impossible visions *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [daze](compendium/spells/daze.md) +- **1st** [fear](compendium/spells/fear.md), [phantom pain](compendium/spells/phantom-pain.md) +- **2nd** [augury](compendium/spells/augury.md), [paranoia](compendium/spells/paranoia.md) + +#### greater staff of impossible visions *Item 12* + +- **Price**: 1800 gp + +- **3rd** [hypnotic pattern](compendium/spells/hypnotic-pattern.md), [paralyze](compendium/spells/paralyze.md) +- **4th** [countless eyes](compendium/spells/countless-eyes-apg.md), [phantasmal killer](compendium/spells/phantasmal-killer.md) +- **5th** [strange geometry](compendium/spells/strange-geometry-apg.md) + +#### major staff of impossible visions *Item 16* + +- **Price**: 10000 gp + +- **6th** blinding fury, [phantasmal calamity](compendium/spells/phantasmal-calamity.md) +- **7th** [visions of danger](compendium/spells/visions-of-danger.md), [warp mind](compendium/spells/warp-mind.md) + +#### true staff of impossible visions *Item 20* + +- **Price**: 70000 gp + +- **8th** [spirit song](compendium/spells/spirit-song.md), [uncontrollable dance](compendium/spells/uncontrollable-dance.md) +- **9th** [unfathomable song](compendium/spells/unfathomable-song.md), [weird](compendium/spells/weird.md) + +--- *Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-natures-cunning-som.md b/compendium/equipment/items/staff-of-natures-cunning-som.md index fb005fd6e..3f5534475 100644 --- a/compendium/equipment/items/staff-of-natures-cunning-som.md +++ b/compendium/equipment/items/staff-of-natures-cunning-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/staff +- item/category/staff/ - trait/magical - trait/plant - trait/staff @@ -13,15 +13,42 @@ aliases: ["Staff Of Nature's Cunning"] # Staff Of Nature's Cunning *Item 7+* [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of nature's cunning *Item 7* + +- **Price**: 250 gp + +- **Cantrip** [tanglefoot](compendium/spells/tanglefoot.md) +- **1st** protector tree, [shillelagh](compendium/spells/shillelagh.md) +- **2nd** [entangle](compendium/spells/entangle.md), [shape wood](compendium/spells/shape-wood.md) + +#### greater staff of nature's cunning *Item 11* + +- **Price**: 1400 gp + +- **3rd** [tree shape](compendium/spells/tree-shape.md), [wall of thorns](compendium/spells/wall-of-thorns.md) +- **4th** [barkskin](compendium/spells/barkskin.md), [speak with plants](compendium/spells/speak-with-plants.md) + +#### major staff of nature's cunning *Item 15* + +- **Price**: 6500 gp + +- **5th** [plant form](compendium/spells/plant-form.md), [wall of thorns](compendium/spells/wall-of-thorns.md) +- **6th** nature's reprisal, [plant form](compendium/spells/plant-form.md) + +--- *Source: Secrets of Magic p. 167* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-natures-vengeance-apg.md b/compendium/equipment/items/staff-of-natures-vengeance-apg.md index 95d01c110..a51bfa291 100644 --- a/compendium/equipment/items/staff-of-natures-vengeance-apg.md +++ b/compendium/equipment/items/staff-of-natures-vengeance-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,15 +12,44 @@ aliases: ["Staff Of Nature's Vengeance"] # Staff Of Nature's Vengeance *Item 10+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh. +- **Bulk** 1; **Usage** held in 1 hand This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of [shillelagh](compendium/spells/shillelagh.md). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of nature's vengeance *Item 10* + +- **Price**: 900 gp + +- **Cantrip** [tanglefoot](compendium/spells/tanglefoot.md) +- **1st** [shocking grasp](compendium/spells/shocking-grasp.md), [spider sting](compendium/spells/spider-sting.md) +- **2nd** [flaming sphere](compendium/spells/flaming-sphere.md), [vomit swarm](compendium/spells/vomit-swarm-apg.md) +- **3rd** [earthbind](compendium/spells/earthbind.md), [wall of thorns](compendium/spells/wall-of-thorns.md) +- **4th** [bestial curse](compendium/spells/bestial-curse-apg.md), [spike stones](compendium/spells/spike-stones-apg.md) + +#### greater staff of nature's vengeance *Item 14* + +- **Price**: 4000 gp + +- **5th** [cloudkill](compendium/spells/cloudkill.md), [control water](compendium/spells/control-water.md) +- **6th** [purple worm sting](compendium/spells/purple-worm-sting.md), [tangling creepers](compendium/spells/tangling-creepers.md) + +#### major staff of nature's vengeance *Item 18* + +- **Price**: 24000 gp + +- **7th** [sunburst](compendium/spells/sunburst.md), [volcanic eruption](compendium/spells/volcanic-eruption.md) +- **8th** [earthquake](compendium/spells/earthquake.md), [punishing winds](compendium/spells/punishing-winds.md) + +--- *Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-necromancy.md b/compendium/equipment/items/staff-of-necromancy.md index aaacf2633..da6402478 100644 --- a/compendium/equipment/items/staff-of-necromancy.md +++ b/compendium/equipment/items/staff-of-necromancy.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/magical - trait/necromancy - trait/staff @@ -12,15 +12,42 @@ aliases: ["Staff of Necromancy"] # Staff of Necromancy *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of necromancy *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [chill touch](compendium/spells/chill-touch.md) +- **1st** [grim tendrils](compendium/spells/grim-tendrils.md), [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md) +- **2nd** [deafness](compendium/spells/deafness.md), [gentle repose](compendium/spells/gentle-repose.md) + +#### greater staff of necromancy *Item 10* + +- **Price**: 900 gp + +- **3rd** [blindness](compendium/spells/blindness.md), [vampiric touch](compendium/spells/vampiric-touch.md) +- **4th** [grim tendrils](compendium/spells/grim-tendrils.md), [vampiric touch](compendium/spells/vampiric-touch.md) + +#### major staff of necromancy *Item 14* + +- **Price**: 4000 gp + +- **5th** [cloudkill](compendium/spells/cloudkill.md), [gentle repose](compendium/spells/gentle-repose.md) +- **6th** [grim tendrils](compendium/spells/grim-tendrils.md), [vampiric exsanguination](compendium/spells/vampiric-exsanguination.md) + +--- *Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-power.md b/compendium/equipment/items/staff-of-power.md index 43ac60a15..243ecc300 100644 --- a/compendium/equipment/items/staff-of-power.md +++ b/compendium/equipment/items/staff-of-power.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/rare @@ -14,8 +14,8 @@ aliases: ["Staff of Power"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 10000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a +2 greater striking staff. @@ -24,7 +24,8 @@ Voluntarily destroying a staff of power unleashes an incredible blast of energy. You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md "Death Effect Trait") effect. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -37,4 +38,6 @@ You expend a number of charges from the staff to cast a spell from its list. - **7th** [cone of cold](compendium/spells/cone-of-cold.md), [fireball](compendium/spells/fireball.md), [lightning bolt](compendium/spells/lightning-bolt.md) ``` + +--- *Source: Core Rulebook p. 595* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-providence-apg.md b/compendium/equipment/items/staff-of-providence-apg.md index d245cecd6..4cce78212 100644 --- a/compendium/equipment/items/staff-of-providence-apg.md +++ b/compendium/equipment/items/staff-of-providence-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/staff @@ -12,15 +12,50 @@ aliases: ["Staff Of Providence"] # Staff Of Providence *Item 6+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) or [Subsist](rules/actions/subsist.md), and to [Religion](compendium/skills.md#Religion) checks to [Recall Knowledge](rules/actions/recall-knowledge.md). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of providence *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [guidance](compendium/spells/guidance.md), [light](compendium/spells/light.md) +- **1st** [bless](compendium/spells/bless.md), [create water](compendium/spells/create-water.md) +- **2nd** [augury](compendium/spells/augury.md), [create food](compendium/spells/create-food.md), [see invisibility](compendium/spells/see-invisibility.md), [status](compendium/spells/status.md) + +#### greater staff of providence *Item 10* + +- **Price**: 900 gp + +- **3rd** [safe passage](compendium/spells/safe-passage-apg.md), [wanderer's guide](compendium/spells/wanderers-guide.md) +- **4th** [remove curse](compendium/spells/remove-curse.md), [spell immunity](compendium/spells/spell-immunity.md), [status](compendium/spells/status.md) + +#### major staff of providence *Item 14* + +- **Price**: 4100 gp + +- **5th** [prying eye](compendium/spells/prying-eye.md), [see invisibility](compendium/spells/see-invisibility.md), [spell immunity](compendium/spells/spell-immunity.md) +- **6rd** [spell immunity](compendium/spells/spell-immunity.md), [scintillating safeguard](compendium/spells/scintillating-safeguard-apg.md), [true seeing](compendium/spells/true-seeing.md) + +#### true staff of providence *Item 20* + +- **Price**: 64000 gp + +- **7th** [energy aegis](compendium/spells/energy-aegis.md), [spell immunity](compendium/spells/spell-immunity.md) +- **8rd** [divine inspiration](compendium/spells/divine-inspiration.md), [spell immunity](compendium/spells/spell-immunity.md) +- **9th** [foresight](compendium/spells/foresight.md), [overwhelming presence](compendium/spells/overwhelming-presence.md), [spell immunity](compendium/spells/spell-immunity.md) + +--- *Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-sieges-ec6.md b/compendium/equipment/items/staff-of-sieges-ec6.md index f587e85e5..a14bdb2d1 100644 --- a/compendium/equipment/items/staff-of-sieges-ec6.md +++ b/compendium/equipment/items/staff-of-sieges-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -14,17 +14,19 @@ aliases: ["Staff Of Sieges"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 65000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Bulk** 1; **Usage** held in 1 hand This adamantine staff is fitted with mithral plates resembling battlements on a castle. Lesser cover, cover, and greater cover don't grant any bonus against your spell attacks or to saving throws against your spells that you cast from the staff. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. Cantrips shield, telekinetic projectile 1st gust of wind, longstrider 2nd obscuring mist, web 3rd fireball, wall of wind 4th hallucinatory terrain, solid fog, wall of fire 5th cloudkill, wall of stone 6th fireball, wall of force 7th magnificent mansion, prismatic spray 8th earthquake, scintillating pattern 9th meteor swarm. ``` + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-black-desert-ec5.md b/compendium/equipment/items/staff-of-the-black-desert-ec5.md index a3b846823..47452c94f 100644 --- a/compendium/equipment/items/staff-of-the-black-desert-ec5.md +++ b/compendium/equipment/items/staff-of-the-black-desert-ec5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec5 -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/staff @@ -13,15 +13,38 @@ aliases: ["Staff Of The Black Desert"] # Staff Of The Black Desert *Item 12+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to [Occultism](compendium/skills.md#Occultism) checks to identify aberrations and oozes native to the Darklands. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from this list. ``` +--- +### Variants + +#### staff of the Black Desert *Item 12* + +- **Price**: 1850 gp + +- **Cantrip** [know direction](compendium/spells/know-direction.md) +- **1st** [create water](compendium/spells/create-water.md), [purify food and drink](compendium/spells/purify-food-and-drink.md), [unseen servant](compendium/spells/unseen-servant.md) +- **2nd** [darkvision](compendium/spells/darkvision.md), [endure elements](compendium/spells/endure-elements.md) +- **3rd** [earthbind](compendium/spells/earthbind.md), [neutralize poison](compendium/spells/neutralize-poison.md), [wanderer's guide](compendium/spells/wanderers-guide.md) +- **4th** [air walk](compendium/spells/air-walk.md), [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md), [rope trick](compendium/spells/rope-trick.md) +- **5th** [pillars of sand](compendium/spells/pillars-of-sand-ec5.md), [veil](compendium/spells/veil.md). + +#### staff of the Black Desert (greater) *Item 16* + +- **Price**: 9500 gp + +- **6th** [purple worm sting](compendium/spells/purple-worm-sting.md), [summon entity](compendium/spells/summon-entity.md) +- **7th** [blightburn blast](compendium/spells/blightburn-blast-ec5.md), [control sand](compendium/spells/control-sand-ec5.md), [unfettered pack](compendium/spells/unfettered-pack.md). + +--- *Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-desert-winds-som.md b/compendium/equipment/items/staff-of-the-desert-winds-som.md index dd1fa1928..64254e9ab 100644 --- a/compendium/equipment/items/staff-of-the-desert-winds-som.md +++ b/compendium/equipment/items/staff-of-the-desert-winds-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/staff +- item/category/staff/ - trait/abjuration - trait/magical - trait/staff @@ -12,15 +12,50 @@ aliases: ["Staff Of The Desert Winds"] # Staff Of The Desert Winds *Item 6+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks to [Subsist](rules/actions/subsist.md), [Track](rules/actions/track.md), and [Cover Tracks](rules/actions/cover-tracks.md). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from the staff's list. ``` +--- +### Variants + +#### staff of the desert winds *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [know direction](compendium/spells/know-direction.md) +- **1st** [create water](compendium/spells/create-water.md), [pass without trace](compendium/spells/pass-without-trace.md) +- **2nd** [endure elements](compendium/spells/endure-elements.md), [enhance victuals](compendium/spells/enhance-victuals.md) + +#### greater staff of the desert winds *Item 12* + +- **Price**: 1750 gp + +- **3rd** [remove disease](compendium/spells/remove-disease.md), [wall of wind](compendium/spells/wall-of-wind.md) +- **4th** [air walk](compendium/spells/air-walk.md) +- **5th** [elemental form](compendium/spells/elemental-form.md) + +#### major staff of the desert winds *Item 16* + +- **Price**: 10000 gp + +- **6rd** [flesh to stone](compendium/spells/flesh-to-stone.md), [stone to flesh](compendium/spells/stone-to-flesh.md) +- **7th** [fiery body](compendium/spells/fiery-body.md) + +#### true staff of the desert winds *Item 20* + +- **Price**: 70000 gp + +- **8rd** [horrid wilting](compendium/spells/horrid-wilting.md), [wind walk](compendium/spells/wind-walk.md) +- **9th** [storm of vengeance](compendium/spells/storm-of-vengeance.md) + +--- *Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md index ba5ac950e..9bfcc47eb 100644 --- a/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md +++ b/compendium/equipment/items/staff-of-the-dreamlands-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/staff +- item/category/staff/ - trait/enchantment - trait/magical - trait/staff @@ -13,15 +13,44 @@ aliases: ["Staff Of The Dreamlands"] # Staff Of The Dreamlands *Item 6+* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. Whether one chooses to wander off the beaten path or accidentally turns too soon from the main thoroughfare, the Grand Bazaar's nooks, crannies, and winding lanes all hold vendors eager to catch the attention of any passersby. The following are but a small sample of the countless shops a visitor may encounter at the Grand Bazaar. +- **Bulk** 1; **Usage** held in 1 hand The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks while in the Dreamlands and to checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about creatures with the [dream](rules/traits/dream-b2.md "Dream Creature Type Trait") trait. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of the Dreamlands *Item 6* + +- **Price**: 250 gp + +- **Cantrip** [daze](compendium/spells/daze.md) +- **1st** [alarm](compendium/spells/alarm.md), [déjà vu](compendium/spells/deja-vu-apg.md), [sleep](compendium/spells/sleep.md) +- **2nd** phantasmal treasure, [silence](compendium/spells/silence.md) + +#### greater staff of the Dreamlands *Item 12* + +- **Price**: 2000 gp + +- **3rd** [dream message](compendium/spells/dream-message.md) +- **4th** [dream message](compendium/spells/dream-message.md), [nightmare](compendium/spells/nightmare.md), [sleep](compendium/spells/sleep.md) +- **5th** [dreaming potential](compendium/spells/dreaming-potential.md), [illusory scene](compendium/spells/illusory-scene.md) + +#### major staff of the Dreamlands *Item 18* + +- **Price**: 24000 gp + +- **6th** [illusory scene](compendium/spells/illusory-scene.md) +- **7th** [project image](compendium/spells/project-image.md), [visions of danger](compendium/spells/visions-of-danger.md) +- **8th** [dream council](compendium/spells/dream-council.md), [maze](compendium/spells/maze.md), [visions of danger](compendium/spells/visions-of-danger.md) + +--- *Source: Lost Omens: The Grand Bazaar p. 111* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-magi.md b/compendium/equipment/items/staff-of-the-magi.md index 98ff4073e..b16514f8e 100644 --- a/compendium/equipment/items/staff-of-the-magi.md +++ b/compendium/equipment/items/staff-of-the-magi.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/rare @@ -14,15 +14,16 @@ aliases: ["Staff of the Magi"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 90000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells. Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an [Interact](rules/actions/interact.md) action. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d10` force damage per charge remaining in the staff (DC 40 basic Reflex save), You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md "Death Effect Trait") effect. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -38,4 +39,6 @@ You expend a number of charges from the staff to cast a spell from its list. - **9th** [dispel magic](compendium/spells/dispel-magic.md), [meteor swarm](compendium/spells/meteor-swarm.md), [summon dragon](compendium/spells/summon-dragon.md) ``` + +--- *Source: Core Rulebook p. 595* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-transmutation.md b/compendium/equipment/items/staff-of-transmutation.md index 66e66b5b7..f223b1dbe 100644 --- a/compendium/equipment/items/staff-of-transmutation.md +++ b/compendium/equipment/items/staff-of-transmutation.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/magical - trait/staff - trait/transmutation @@ -12,17 +12,44 @@ aliases: ["Staff of Transmutation"] # Staff of Transmutation *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A glass orb atop this metal staff contains fine, undulating sand. While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of transmutation *Item 6* + +- **Price**: 230 gp + +- **Cantrip** [sigil](compendium/spells/sigil.md) +- **1st** [fleet step](compendium/spells/fleet-step.md), [jump](compendium/spells/jump.md) +- **2nd** [enlarge](compendium/spells/enlarge.md), [humanoid form](compendium/spells/humanoid-form.md) + +#### greater staff of transmutation *Item 10* + +- **Price**: 900 gp + +- **3rd** [feet to fins](compendium/spells/feet-to-fins.md), [jump](compendium/spells/jump.md) +- **4th** [gaseous form](compendium/spells/gaseous-form.md), [shape stone](compendium/spells/shape-stone.md) + +#### major staff of transmutation *Item 14* + +- **Price**: 4000 gp + +- **5th** humanoid transformation +- **6th** [baleful polymorph](compendium/spells/baleful-polymorph.md), [dragon form](compendium/spells/dragon-form.md), [flesh to stone](compendium/spells/flesh-to-stone.md) + +--- *Source: Core Rulebook p. 595* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-water-tv.md b/compendium/equipment/items/staff-of-water-tv.md index d185275c3..bbcbe9119 100644 --- a/compendium/equipment/items/staff-of-water-tv.md +++ b/compendium/equipment/items/staff-of-water-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -12,15 +12,45 @@ aliases: ["Staff of Water"] # Staff of Water *Item 3+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### staff of water *Item 3* + +- **Price**: 60 gp + +- Cantrip spout +- 1st create water, hydraulic push + +#### greater staff of water *Item 8* + +- **Price**: 450 gp + +The resistance is 5. + +- 2nd quench , water walk +- 3rd aqueous orb , wall of water + +#### major staff of water *Item 12* + +- **Price**: 1800 gp + +The resistance is 10. + +- 4th crashing wave , hydraulic torrent +- 5th control water, geyser + +--- *Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/staff-storing-shield-som.md b/compendium/equipment/items/staff-storing-shield-som.md index b1325b1f0..d7c216824 100644 --- a/compendium/equipment/items/staff-storing-shield-som.md +++ b/compendium/equipment/items/staff-storing-shield-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/extradimensional - trait/invested - trait/magical @@ -13,15 +13,35 @@ aliases: ["Staff-storing Shield"] # Staff-storing Shield *Item 7+* [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This magically reinforced [wooden shield](compendium/equipment/items/wooden-shield.md) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. ``` +--- +### Variants + +#### staff-storing shield *Item 7* + +- **Price**: 350 gp + +#### greater staff-storing shield *Item 11* + +- **Price**: 1300 gp + +#### major staff-storing shield *Item 15* + +- **Price**: 5500 gp + +#### true staff-storing shield *Item 20* + +- **Price**: 55000 gp + +--- *Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/staff.md b/compendium/equipment/items/staff.md index 27b4659a5..7669b7d6c 100644 --- a/compendium/equipment/items/staff.md +++ b/compendium/equipment/items/staff.md @@ -12,10 +12,12 @@ aliases: ["Staff"] - **Price** 0 gp - **Bulk** 1 -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Simple; **Group** Club This long piece of wood can aid in walking and deliver a mighty blow. + +--- *Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/stage-fright-missive-tv.md b/compendium/equipment/items/stage-fright-missive-tv.md index 68aa85613..11e5a3322 100644 --- a/compendium/equipment/items/stage-fright-missive-tv.md +++ b/compendium/equipment/items/stage-fright-missive-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/curse +- item/category/curse/ - trait/consumable - trait/curse - trait/enchantment @@ -16,10 +16,11 @@ aliases: ["Stage Fright Missive"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [missive](rules/traits/missive-tv.md "Missive Item Trait") - **Price** 22 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Curse +- **Bulk** —; **Usage** held in 1 hand +- **Activate** envision, [Interact](rules/actions/interact.md) Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. The activating creature must succeed at a DC 20 Will save or be overcome with embarrassment for 1 hour, taking a –1 status penalty to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks. During this time, if the creature attempts to speak or perform in front of an audience, they become [sickened](rules/conditions.md#Sickened). When they recover from this [sickened](rules/conditions.md#Sickened) condition, the missive's effects end. You choose when composing the missive whether it remains as a non‑magical document or burns to ash after imparting its magic. + +--- *Source: Treasure Vault p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/staining-gmg.md b/compendium/equipment/items/staining-gmg.md index 788efa474..3b7dcc13e 100644 --- a/compendium/equipment/items/staining-gmg.md +++ b/compendium/equipment/items/staining-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/magical - trait/rare @@ -14,8 +14,9 @@ aliases: ["Staining"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** curses gear or a weapon -- **Category** Curse This property is associated with a specific color, which is defined at the time of the curse's creation. Whenever you use the affected equipment while taking a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action with another object, the second object is permanently stained the associated color. For instance, if you used a set of yellow _staining lockpicks_ to open a door, the lock would permanently become yellow. This color change does not otherwise unnaturally persist and can be changed via any normal mundane or magical means. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/stalk-goggles-gw1.md b/compendium/equipment/items/stalk-goggles-gw1.md new file mode 100644 index 000000000..c849c439b --- /dev/null +++ b/compendium/equipment/items/stalk-goggles-gw1.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/gw1 +- item/category/worn/ +- trait/invested +- trait/magical +- trait/morph +- trait/rare +- trait/transmutation +aliases: ["Stalk Goggles"] +--- +# Stalk Goggles *Item 1+* +[invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") + +- **Bulk** —; **Usage** worn eyepiece + +These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves. + +```ad-embed-ability +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + +- **Frequency**: once per day + +**Effect** By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked. +``` + +--- +### Variants + +#### stalk goggles *Item 1* + +- **Price**: 20 gp + +#### greater stalk goggles *Item 3* + +- **Price**: 60 gp + +When you activate the goggles, you also gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight for the duration of the effect. + +#### major stalk goggles *Item 8* + +- **Price**: 450 gp + +When you activate the goggles, you also gain a +2 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight and low- light vision for the duration of the effect. + +--- +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/stalker-bane-snare.md b/compendium/equipment/items/stalker-bane-snare.md index 7e9db9629..046e233e7 100644 --- a/compendium/equipment/items/stalker-bane-snare.md +++ b/compendium/equipment/items/stalker-bane-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Stalker Bane Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp -- **Category** Snare This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save. @@ -25,4 +24,6 @@ This snare explodes in a burst of cloying powder that can cling to a creature st > - **Failure** Powder clumps on the target, constantly flaking away. Being [invisible](rules/conditions.md#Invisible) makes the target [concealed](rules/conditions.md#Concealed), rather than [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected), to creatures that could see it if it weren't [invisible](rules/conditions.md#Invisible). > - **Critical Failure** As failure, and the creature is [blinded](rules/conditions.md#Blinded) until the end of its next turn. + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/stalwarts-ring-fop.md b/compendium/equipment/items/stalwarts-ring-fop.md index e28ef7e27..8dc556740 100644 --- a/compendium/equipment/items/stalwarts-ring-fop.md +++ b/compendium/equipment/items/stalwarts-ring-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/worn +- item/category/worn/ - trait/invested - trait/necromancy - trait/uncommon @@ -14,10 +14,11 @@ aliases: ["Stalwart's Ring"] - **Price** 160 gp - **Usage** worn -- **Category** Worn This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf's head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points. These last until your next daily preparation, as long as you are wearing the ring. + +--- *Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/stampede-medallion-som.md b/compendium/equipment/items/stampede-medallion-som.md index bb4ca463f..2a1d8aceb 100644 --- a/compendium/equipment/items/stampede-medallion-som.md +++ b/compendium/equipment/items/stampede-medallion-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/eidolon - trait/evocation - trait/invested @@ -13,17 +13,38 @@ aliases: ["Stampede Medallion"] # Stampede Medallion *Item 12+* [eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. +- **Frequency**: once per day + +**Effect** Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes `8d6` bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked [prone](rules/conditions.md#Prone). After dealing damage, the stampede of eidolons vanishes as quickly as it appeared. ``` +--- +### Variants + +#### stampede medallion *Item 12* + +- **Price**: 1800 gp + +#### greater stampede medallion *Item 15* + +- **Price**: 6200 gp + +The activation's DC is 34 and the damage is `12d6`. + +#### major stampede medallion *Item 18* + +- **Price**: 21000 gp + +The item bonus is +3, the activation's DC is 38 and the damage is `14d6`. + +--- *Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/compendium/equipment/items/stanching-lotgb.md b/compendium/equipment/items/stanching-lotgb.md index 2f8aef956..003845a26 100644 --- a/compendium/equipment/items/stanching-lotgb.md +++ b/compendium/equipment/items/stanching-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,8 +13,33 @@ aliases: ["Stanching"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** etched onto armor -- **Category** Rune These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from 15 to 12 (7 with particularly effective assistance). +--- +### Variants + +#### stanching *Item 5* + +- **Price**: 130 gp + +#### greater stanching *Item 9* + +- **Price**: 600 gp + +The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance). + +#### major stanching *Item 13* + +- **Price**: 2500 gp + +The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance). + +#### true stanching *Item 17* + +- **Price**: 12500 gp + +The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the [persistent bleed damage](rules/conditions.md#Persistent%20Damage)). + +--- *Source: Lost Omens: The Grand Bazaar p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/standard-of-the-primeval-howl-tv.md b/compendium/equipment/items/standard-of-the-primeval-howl-tv.md index d2e5becfa..f0949c583 100644 --- a/compendium/equipment/items/standard-of-the-primeval-howl-tv.md +++ b/compendium/equipment/items/standard-of-the-primeval-howl-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/mental @@ -13,18 +13,20 @@ aliases: ["Standard of the Primeval Howl"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Price** 900 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, dragon, or similarly imposing creature. And while it might become lost on a battlefield scattered with gaudier standards, its effect bolsters those around a competent leader. When carrying this banner, you gain a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks and initiative rolls, and creatures in a 20-foot emanation also gain a +1 item bonus to initiative checks. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per hour - **Trigger**: An ally within 20 feet of you critically hits with a [Strike](rules/actions/strike.md) - **Requirements**: You have the [Battle Cry](compendium/feats/battle-cry.md) skill feat **Effect** You attempt to [Demoralize](rules/actions/demoralize.md) the foe the [Strike](rules/actions/strike.md) hit. ``` + +--- *Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/star-grenade-ooa3.md b/compendium/equipment/items/star-grenade-ooa3.md index 7b78f4e0f..1e944a22b 100644 --- a/compendium/equipment/items/star-grenade-ooa3.md +++ b/compendium/equipment/items/star-grenade-ooa3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa3 -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -15,12 +15,39 @@ aliases: ["Star Grenade"] # Star Grenade *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Activate** These unusual gunpowder bombs, , typically marked with a -- **Category** Bomb +- **Bulk** L; **Usage** held in 1 hand +- **Activate** These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they [Strike](rules/actions/strike.md) a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). [Any](rules/traits/any-b1.md "Any Alignment Trait") effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d8` fire damage and 1 splash damage. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d8` fire damage and 2 splash damage. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d8` fire damage and 3 splash damage. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d8` fire damage and 4 splash damage. + +--- *Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/star-of-cynosure-gw3.md b/compendium/equipment/items/star-of-cynosure-gw3.md index 90f762e4b..bfe3b9f9e 100644 --- a/compendium/equipment/items/star-of-cynosure-gw3.md +++ b/compendium/equipment/items/star-of-cynosure-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Star of Cynosure"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 175 gp -- **Usage** affix to armor; **Bulk** — +- **Bulk** —; **Usage** affix to armor - **Activate** envision; **Trigger** You attempt a Will save against a mental enchantment spell, but you haven't rolled yet; **Requirements** You have master proficiency in Will saves. -- **Category** Talisman Found throughout Golarion, these star-shaped talismans of whalebone scrimshaw are carved by Erutaki from the Crown of the World. They are popular with adherents to the cult of [Desna](compendium/setting/deities/desna.md), who believe the talismans protect their dreams. When you activate this talisman, you gain a +2 status bonus to saves against enchantment magic with the [mental](rules/traits/mental.md "Mental Effect Trait") trait for 1 minute. On the triggering save, if the outcome of the roll is a failure, you get a success instead, or if the outcome is a critical failure, you get a failure instead. + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/starfall-shield-tv.md b/compendium/equipment/items/starfall-shield-tv.md index 6d8a2c602..7b852eb66 100644 --- a/compendium/equipment/items/starfall-shield-tv.md +++ b/compendium/equipment/items/starfall-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Starfall Shield"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 23000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This high-grade adamantine heavy rondache (Hardness 17, HP 100, BT 50) bears a +3 greater striking shield boss and has dents that resemble craters on its surface. While wielding the shield, you have fire resistance 15. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) -You [Stride](rules/actions/stride.md) up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal `6d10` bludgeoning damage in a 10-foot emanation and `14d6` fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune. +- **Frequency**: once per day + +**Effect** You [Stride](rules/actions/stride.md) up to three times. This movement doesn't trigger reactions and ignores difficult terrain. At the end of your movement, you deal `6d10` bludgeoning damage in a 10-foot emanation and `14d6` fire damage in a 40-foot emanation (DC 40 basic Reflex save, with the results applying to both the bludgeoning and fire damage). The space where you end your movement and all adjacent spaces become difficult terrain for 1 minute, and the shield glows red-hot for 10 minutes, during which it gains the effect of the greater flaming property rune. ``` + +--- *Source: Treasure Vault p. 22* \ No newline at end of file diff --git a/compendium/equipment/items/starfaring-cloak-tv.md b/compendium/equipment/items/starfaring-cloak-tv.md index 3daf2b2df..7688d5782 100644 --- a/compendium/equipment/items/starfaring-cloak-tv.md +++ b/compendium/equipment/items/starfaring-cloak-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/conjuration - trait/divine @@ -15,31 +15,37 @@ aliases: ["Starfaring Cloak"] # Starfaring Cloak *Item 24* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [invested](rules/traits/invested.md "Invested Item Trait") [light](rules/traits/light.md "Light Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** worn The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim light to a range of 10 feet. While wearing the cloak, you gain a +10-foot item bonus to your Speed and a fly Speed equal to your Speed. You can survive comfortably without breathing, in the void of space, and in severe or extreme cold or heat. Also, you gain sustenance from starlight and sunlight, so if you're outdoors for an hour or more per day, you don't need to eat or drink. While wearing the cloak, you can navigate perfectly and unerringly by looking up at the sky. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You make an attack roll, skill check, or saving throw **Effect** Reroll the triggering roll and take the higher result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -The cloak casts sleep at 4th level (DC 42). +- **Frequency**: once per day + +**Effect** The cloak casts sleep at 4th level (DC 42). ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision + +- **Frequency**: once per week -The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that's safe for you. +**Effect** The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that's safe for you. Destruction If the wearer of a starfaring cloak is bound by imprisonment for a century and a day, the cloak dissolves into light. This time is reduced to a year and a day if the wearer is placed in eternal slumber by imprisonment and subjected to the [nightmare](compendium/spells/nightmare.md) spell once per day. ``` + +--- *Source: Treasure Vault p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/stargazer-tv.md b/compendium/equipment/items/stargazer-tv.md index 128b537b5..4729ef8fb 100644 --- a/compendium/equipment/items/stargazer-tv.md +++ b/compendium/equipment/items/stargazer-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divination - trait/invested - trait/magical @@ -15,8 +15,7 @@ aliases: ["Stargazer"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand When you invest this clear quartz crystal ball, it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use an [Interact](rules/actions/interact.md) action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club. @@ -24,4 +23,6 @@ While you're directing the stargazer, your hand is full, and you can send it bac On a critical hit, the stargazer pulses with hypnotic starlight, dazzling the struck creature for 1 round. A stargazer doesn't add critical specialization effects. + +--- *Source: Treasure Vault p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/staring-skull-tv.md b/compendium/equipment/items/staring-skull-tv.md index af9bf3963..6e1c3202d 100644 --- a/compendium/equipment/items/staring-skull-tv.md +++ b/compendium/equipment/items/staring-skull-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -14,9 +14,10 @@ aliases: ["Staring Skull"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 550 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your [dying](rules/conditions.md#Dying) condition increases to a value that would kill you, this tattoo reduces your [dying](rules/conditions.md#Dying) value to 1 fewer than would kill you. If a [death](rules/traits/death.md "Death Effect Trait") effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th level or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from [dying](rules/conditions.md#Dying), one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical. + +--- *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/starknife.md b/compendium/equipment/items/starknife.md index ba2df5fd1..ff3410490 100644 --- a/compendium/equipment/items/starknife.md +++ b/compendium/equipment/items/starknife.md @@ -16,10 +16,12 @@ aliases: ["Starknife"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Knife From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/starshot-arrow-lol.md b/compendium/equipment/items/starshot-arrow-lol.md index 2a4e10415..4ab7d2da3 100644 --- a/compendium/equipment/items/starshot-arrow-lol.md +++ b/compendium/equipment/items/starshot-arrow-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -15,8 +15,23 @@ aliases: ["Starshot Arrow"] - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target. +--- +### Variants + +#### lesser *Item 7* + +- **Price**: 55 gp + +The target must be within the maximum range of your weapon. + +#### greater *Item 14* + +- **Price**: 800 gp + +You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. + +--- *Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/compendium/equipment/items/starsong-nectar-tv.md b/compendium/equipment/items/starsong-nectar-tv.md index c75241137..5ba0886d7 100644 --- a/compendium/equipment/items/starsong-nectar-tv.md +++ b/compendium/equipment/items/starsong-nectar-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/fortune @@ -16,16 +16,19 @@ aliases: ["Starsong Nectar"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 14000 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion A liquid with the appearance of an expressive night sky and a taste that's sheer pleasure, starsong nectar grants you cheerful confidence and incredible luck for 10 minutes after you drink it. However, if you show too much caution at any point during this time (GM's discretion), you must succeed at a DC 6 flat check or the potion's effects end. While the potion lasts, you gain a +3 status bonus to attack rolls, initiative rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks, and you aren't [flat-footed](rules/conditions.md#Flat-footed) against [undetected](rules/conditions.md#Undetected) creatures or when flanked. You are temporarily immune to this potion for 24 hours once its effects end. While the potion lasts, though, if you take a moment to imagine the future, you choose the best courses of action. This aspect of the potion grants you the following activation. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -Until the start of your next turn, roll two d20s for any attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks you make and take the higher result. +- **Frequency**: once per round + +**Effect** Until the start of your next turn, roll two d20s for any attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks you make and take the higher result. ``` + +--- *Source: Treasure Vault p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/static-snare-lotgb.md b/compendium/equipment/items/static-snare-lotgb.md index c6d2014db..4d7072015 100644 --- a/compendium/equipment/items/static-snare-lotgb.md +++ b/compendium/equipment/items/static-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/electricity - trait/mechanical @@ -16,7 +16,6 @@ aliases: ["Static Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Category** Snare You hide insulating crystals or other material that releases a strong static charge when the first creature enters the snare's square. That creature must attempt a DC 18 Reflex saving throw. @@ -25,4 +24,6 @@ You hide insulating crystals or other material that releases a strong static cha > - **Failure** The target takes 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage) and takes a –1 circumstance penalty to saving throws against [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effects for as long as the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) lasts. > - **Critical Failure** As failure, and the target attracts nearby dirt and dust. If the target is or becomes [invisible](rules/conditions.md#Invisible), it's merely [hidden](rules/conditions.md#Hidden) to creatures that have sight as a precise sense. This effect lasts as long as the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) does. "I've bit off more than I can chew? Oh no, the bite's not just for me—meals are meant to be shared!" The Mask and Moon is one of the most notable restaurants in Absalom; its proprietor is equally famous. The main dining area is beneath a soaring, open-sided oak timber frame roofed with glazed clay tiles in white, red, blue, and gold. Two spiraling posts evoking the Mordant Spire flank the wide entrance. At the apex of the entryway hangs a full moon shield inlaid with a simplified Spire mask emblem. + +--- *Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/compendium/equipment/items/steam-winch-g-g.md b/compendium/equipment/items/steam-winch-g-g.md index 9f205bf47..1e04cb724 100644 --- a/compendium/equipment/items/steam-winch-g-g.md +++ b/compendium/equipment/items/steam-winch-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/rare - trait/steam aliases: ["Steam Winch"] @@ -12,8 +12,7 @@ aliases: ["Steam Winch"] [rare](rules/traits/rare.md "Rare Rarity Trait") [steam](rules/traits/steam-g-g.md "Steam Trait") - **Price** 425 gp -- **Usage** operated with two hands; **Bulk** 2 -- **Category** Adventuring Gear +- **Bulk** 2; **Usage** operated with two hands This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you could with a hand cranked winch or [comealong](compendium/equipment/items/comealong-lopsg.md). A steam winch allows you to slowly pull a heavy load (usually up to 50 Bulk) along a flat surface or up and down a vertical expanse. @@ -21,4 +20,6 @@ Attaching a steam winch to a device takes three [Interact](rules/actions/interac Every twenty minutes, the boiler must be refilled and heat levels maintained. + +--- *Source: Guns & Gears p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/steamflight-pack-g-g.md b/compendium/equipment/items/steamflight-pack-g-g.md index 1f4560b4b..ce8231b21 100644 --- a/compendium/equipment/items/steamflight-pack-g-g.md +++ b/compendium/equipment/items/steamflight-pack-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/worn +- item/category/worn/ - trait/clockwork - trait/rare - trait/steam @@ -13,17 +13,19 @@ aliases: ["Steamflight Pack"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [steam](rules/traits/steam-g-g.md "Steam Trait") - **Price** 6000 gp -- **Usage** worn backpack; **Bulk** 2 -- **Category** Worn +- **Bulk** 2; **Usage** worn backpack The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large nozzles mounted on the sides pointing downward. It also features metal arms reaching around the front that terminate in handles with activation buttons on them. When the user holds down an activation button, a complex series of mechanisms pumps water from the large tank in the backpack and releases it through the nozzles as powerful jets of steam, enabling the user to fly short distances. Tilting the handle adjusts the nozzles' angles, allowing the user to control the direction of their flight. When active, the steamflight pack gives the user a fly Speed of 20 feet. It carries enough water for 20 minutes of operation and can be refilled in five minutes with a supply of normal water and a funnel. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You turn the steamflight pack on or off. ``` + +--- *Source: Guns & Gears p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/steel-shield.md b/compendium/equipment/items/steel-shield.md index aebdb6548..cc76068d1 100644 --- a/compendium/equipment/items/steel-shield.md +++ b/compendium/equipment/items/steel-shield.md @@ -3,16 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ aliases: ["Steel Shield"] --- # Steel Shield *Item 0* - **Price** 2 gp - **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 5, **null HP** 20 (BT 10); **Speed Penalty** — -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 5, **HP** 20 (BT 10); **Speed Penalty** — +- **Group** Shield Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable. + +--- *Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/compendium/equipment/items/steelheart-21-g-g.md b/compendium/equipment/items/steelheart-21-g-g.md index 65768fcc8..c28caf86f 100644 --- a/compendium/equipment/items/steelheart-21-g-g.md +++ b/compendium/equipment/items/steelheart-21-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/large - trait/rare aliases: ["Steelheart 21"] @@ -13,12 +13,11 @@ aliases: ["Steelheart 21"] - **Price** 6000 gp - **Usage** mounted (black powder) -- **Category** Siege Weapon Named for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun artillery uses metallurgy and alchemy to negate nearly all of the immense amount of recoil a shot from a siege weapon usually produces. The barrel of the Steelheart 21 is suspended in a mix of alchemical fluids that first compress to dampen the recoil when fired, then expand to push the barrel back into place afterwards. The result reduces the amount of time needed to reset the aim of the siege weapon. The crew member who launches the Steelheart 21 can use the Quick Aim reaction (below), allowing them to adjust the weapon's aim on the fly as they fire to adapt to a faulty initial target, changing battlefield conditions, the use of illusions by the enemy, or any of a variety of other factors that lead to the need to alter the siege weapon's course. ```ad-embed-ability -title: Quick Aim [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Quick Aim** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: You Launch this siege weapon, after determining the effects of the Launch action. @@ -26,25 +25,32 @@ title: Quick Aim [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ``` ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 100 feet, minimum distance 150 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <500 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md), range increment <500 feet>) + `8d12` bludgeoning, 20-foot burst, DC 30 Reflex -%% #trait/manipulate #trait/range-increment-500-feet %% +%% + #trait/manipulate #trait/range-increment-500-feet +%% ``` + +--- *Source: Guns & Gears p. 175* \ No newline at end of file diff --git a/compendium/equipment/items/stepping-stone-shot-g-g.md b/compendium/equipment/items/stepping-stone-shot-g-g.md index 41f007ea1..bd0544fb5 100644 --- a/compendium/equipment/items/stepping-stone-shot-g-g.md +++ b/compendium/equipment/items/stepping-stone-shot-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -14,9 +14,24 @@ aliases: ["Stepping Stone Shot"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Ammunition** round -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Activate** envision, [Interact](rules/actions/interact.md) A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to [Stride](rules/actions/stride.md) up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the [scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a [Strike](rules/actions/strike.md) from your firearm (usually six times the firearm's range increment). +--- +### Variants + +#### stepping stone shot *Item 7* + +- **Price**: 65 gp + +The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them. + +#### greater stepping stone shot *Item 10* + +- **Price**: 185 gp + +The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them. + +--- *Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/stiletto-pen-lopsg.md b/compendium/equipment/items/stiletto-pen-lopsg.md index 7f34e0332..412726554 100644 --- a/compendium/equipment/items/stiletto-pen-lopsg.md +++ b/compendium/equipment/items/stiletto-pen-lopsg.md @@ -16,10 +16,12 @@ aliases: ["Stiletto Pen"] - **Price** 8 gp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Dart This weapon is a fully functional, lavish ink pen with a clip that can be attached to a pocket or bandoleer and easily retrieved as a free action. Using an action to Interact with the pen allows its wielder to disengage a stiletto blade that slides free of the upper body or reattach the previously removed blade. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/stole-of-civility-ec2.md b/compendium/equipment/items/stole-of-civility-ec2.md index 9b07a7bdc..15729e6ab 100644 --- a/compendium/equipment/items/stole-of-civility-ec2.md +++ b/compendium/equipment/items/stole-of-civility-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Stole Of Civility"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn cloak Woven from swaths of rich brocade silk and embroidered with ancient Azlanti script in golden thread, this stole imparts a noble appearance to even the homeliest of individuals when draped over the shoulders. While wearing a stole of civility, you receive a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) with humans or Make a [Request](rules/actions/request.md) of humans, and a +2 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks against humans. The stole also grants you full understanding of the Azlanti language. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -You gain 10 temporary Hit Points, which last for 10 minutes. +- **Frequency**: once per day + +**Effect** You gain 10 temporary Hit Points, which last for 10 minutes. ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/stone-body-mutagen-fop.md b/compendium/equipment/items/stone-body-mutagen-fop.md index dec888181..2355246fd 100644 --- a/compendium/equipment/items/stone-body-mutagen-fop.md +++ b/compendium/equipment/items/stone-body-mutagen-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -15,9 +15,8 @@ aliases: ["Stone Body Mutagen"] # Stone Body Mutagen *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This mutagen calcifies your body making it as hard as stone. @@ -25,4 +24,26 @@ Benefit You gain resistance to physical damage (except bludgeoning) equal to the Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 22 gp + +You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. + +#### moderate *Item 12* + +- **Price**: 300 gp + +You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. + +#### greater *Item 15* + +- **Price**: 920 gp + +You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour. + +--- *Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/stone-body-mutagen-tv.md b/compendium/equipment/items/stone-body-mutagen-tv.md index e80ec61b0..6e3d61cca 100644 --- a/compendium/equipment/items/stone-body-mutagen-tv.md +++ b/compendium/equipment/items/stone-body-mutagen-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,12 +14,33 @@ aliases: ["Stone Body Mutagen"] # Stone Body Mutagen *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 22 gp + +You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes. + +#### moderate *Item 12* + +- **Price**: 300 gp + +You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour. + +#### greater *Item 15* + +- **Price**: 920 gp + +You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour. + +--- *Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/stone-bullet.md b/compendium/equipment/items/stone-bullet.md index f0e6433ee..7b256a8fa 100644 --- a/compendium/equipment/items/stone-bullet.md +++ b/compendium/equipment/items/stone-bullet.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/consumable - trait/magical - trait/transmutation @@ -13,10 +13,12 @@ aliases: ["Stone Bullet"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1300 gp +- **Craft Requirements** Supply one casting of flesh to stone. - **Ammunition** [sling bullets](compendium/equipment/items/sling-bullets.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition This sling bullet looks like a [petrified](rules/conditions.md#Petrified) serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level [flesh to stone](compendium/spells/flesh-to-stone.md) spell (DC 34). + +--- *Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/stone-circle-lotgb.md b/compendium/equipment/items/stone-circle-lotgb.md index ac56286be..5b7bd91cb 100644 --- a/compendium/equipment/items/stone-circle-lotgb.md +++ b/compendium/equipment/items/stone-circle-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -13,17 +13,32 @@ aliases: ["Stone Circle"] # Stone Circle *Item 10+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [structure](rules/traits/structure.md "Structure General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in one hand; **Bulk** — (when not activated) -- **Category** Structure +- **Bulk** — (when not activated); **Usage** held in one hand A stone circle appears to be a thumb-sized rectangular gray stone until activated. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) envision, [Interact](rules/actions/interact.md) -When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an [Interact](rules/actions/interact.md) action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. +- **Frequency**: once per week + +**Effect** When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an [Interact](rules/actions/interact.md) action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. When you cast a ritual of 5th level or lower within the stone circle, the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form. ``` +--- +### Variants + +#### stone circle *Item 10* + +- **Price**: 1000 gp + +#### greater stone circle *Item 19* + +- **Price**: 32000 gp + +The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded. + +--- *Source: Lost Omens: The Grand Bazaar p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/stone-fist-elixir.md b/compendium/equipment/items/stone-fist-elixir.md index 10ae553f6..fedad3085 100644 --- a/compendium/equipment/items/stone-fist-elixir.md +++ b/compendium/equipment/items/stone-fist-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,10 +14,11 @@ aliases: ["Stone Fist Elixir"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [morph](rules/traits/morph.md "Morph Effect Trait") - **Price** 13 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Your fists become hard as stone. For 1 hour, your fists deal `1d6` bludgeoning damage and lose the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. + +--- *Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/stone-of-unrivaled-skill-da.md b/compendium/equipment/items/stone-of-unrivaled-skill-da.md index cb81f305f..ddd91d76f 100644 --- a/compendium/equipment/items/stone-of-unrivaled-skill-da.md +++ b/compendium/equipment/items/stone-of-unrivaled-skill-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,16 +13,19 @@ aliases: ["Stone of Unrivaled Skill"] # Stone of Unrivaled Skill *Item 17* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. Your bargained contract is sealed by sleeping with a pitch-black stone under your pillow every night. Choose one skill when you seal this bargained contract. You become an expert in that skill; if you were already an expert, you become a master, and if you were already a master, you become legendary. Once per day, from any distance, the hag that holds your contract can take over your senses for 10 minutes, during which time the hag hears, sees, smells, tastes, and feels everything you would typically experience. During this time, you are [dazzled](rules/conditions.md#Dazzled) by your own disjointed senses. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract. +- **Frequency**: once per day + +**Effect** You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract. ``` + +--- *Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/stone-of-weight-gmg.md b/compendium/equipment/items/stone-of-weight-gmg.md index 9dafd5025..52dbde81e 100644 --- a/compendium/equipment/items/stone-of-weight-gmg.md +++ b/compendium/equipment/items/stone-of-weight-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/held +- item/category/held/ - trait/conjuration - trait/cursed - trait/magical @@ -13,11 +13,12 @@ aliases: ["Stone Of Weight"] # Stone Of Weight *Item 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you've carried the stone on your person for 1 minute, its curse activates: the stone's size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can't be destroyed or thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a [remove curse](compendium/spells/remove-curse.md) spell or similar magic effect. Once the curse has activated for the first time, the stone fuses to you. + +--- *Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/compendium/equipment/items/stone-tv.md b/compendium/equipment/items/stone-tv.md index d226e9e24..1507a8e11 100644 --- a/compendium/equipment/items/stone-tv.md +++ b/compendium/equipment/items/stone-tv.md @@ -3,12 +3,11 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/material +- item/category/material/ aliases: ["Stone"] --- # Stone *Item 0+* -- **Category** Material Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material. @@ -19,4 +18,12 @@ Stone was one of the earliest materials used to create tools, and crafters can s | Structures | 14 | 48 | 24 | +--- +### Variants + +#### low-grade stone object *Item 0* + +- **Price**: 1 sp + +--- *Source: Treasure Vault p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/stoneraiser-javelin-ec4.md b/compendium/equipment/items/stoneraiser-javelin-ec4.md index 38736c63b..63417b3bc 100644 --- a/compendium/equipment/items/stoneraiser-javelin-ec4.md +++ b/compendium/equipment/items/stoneraiser-javelin-ec4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec4 -- item/category/held +- item/category/held/ - trait/conjuration - trait/earth - trait/magical @@ -14,15 +14,16 @@ aliases: ["Stoneraiser Javelin"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. +- **Frequency**: once per day + +**Effect** You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. The stalagmites are 10 feet tall. Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites' spaces are difficult terrain. @@ -39,4 +40,6 @@ Any creature in the area when the stalagmites appear is pushed to the nearest un > - **Critical Failure** The creature takes double damage and is knocked [prone](rules/conditions.md#Prone). ``` + +--- *Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/stonethroat-ammunition-lotgb.md b/compendium/equipment/items/stonethroat-ammunition-lotgb.md index 212cc9c80..3b34bd56d 100644 --- a/compendium/equipment/items/stonethroat-ammunition-lotgb.md +++ b/compendium/equipment/items/stonethroat-ammunition-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/magical - trait/transmutation @@ -16,7 +16,6 @@ aliases: ["Stonethroat Ammunition"] - **Price** 325 gp - **Ammunition** arrow, bolt - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Each piece of stonethroat ammunition is tipped with an unusual yellow stone. When an activated piece of stonethroat ammunition hits a target, the target must attempt a DC 30 Fortitude save. @@ -26,4 +25,6 @@ Each piece of stonethroat ammunition is tipped with an unusual yellow stone. Whe > - **Failure** The ammunition embeds itself deep in the target's throat. The target can't use its jaws or fangs [Strike](rules/actions/strike.md) (if it has one) or the Swallow Whole ability until the end of its next turn. > - **Critical Failure** As failure, and the target is [enfeebled](rules/conditions.md#Enfeebled) for 1 round. + +--- *Source: Lost Omens: The Grand Bazaar p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/storage-tv.md b/compendium/equipment/items/storage-tv.md index b657c144f..396dcfdd5 100644 --- a/compendium/equipment/items/storage-tv.md +++ b/compendium/equipment/items/storage-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment aliases: ["Storage"] --- @@ -11,11 +11,12 @@ aliases: ["Storage"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") - **Price** 1 gp -- **Usage** applied to armor or unarmored defense clothing; **Bulk** L -- **Category** Adjustment +- **Bulk** L; **Usage** applied to armor or unarmored defense clothing The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as [chain mail](compendium/equipment/items/chain-mail.md). While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait. If it already has the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, increase its penalty to [Stealth](compendium/skills.md#Stealth) checks by 1. + +--- *Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/storm-arrow.md b/compendium/equipment/items/storm-arrow.md index 5d4bc3cb7..61684e8ff 100644 --- a/compendium/equipment/items/storm-arrow.md +++ b/compendium/equipment/items/storm-arrow.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/air - trait/consumable - trait/electricity @@ -17,7 +17,6 @@ aliases: ["Storm Arrow"] - **Price** 130 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Activate** [Interact](rules/actions/interact.md) -- **Category** Ammunition The head of this arrow is made from gleaming copper. @@ -29,4 +28,6 @@ When an activated storm arrow hits a target, it is buffeted by raging winds and > - **Failure** The foe takes full damage and is buffeted by winds for 1 round, taking a –2 circumstance penalty to ranged attack rolls and a –10-foot circumstance penalty to its fly Speed. > - **Critical Failure** As failure, but the foe takes double damage. + +--- *Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/storm-chair-g-g.md b/compendium/equipment/items/storm-chair-g-g.md index 15abec77d..84a4e5fbe 100644 --- a/compendium/equipment/items/storm-chair-g-g.md +++ b/compendium/equipment/items/storm-chair-g-g.md @@ -19,15 +19,27 @@ aliases: ["Storm Chair"] This traveler's chair uses magic and Stasian technology, storing up power in its Stasian coils to arc lightning through your foes and grant brief spurts of flight. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) -You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take `2d6` electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature. +- **Frequency**: once per hour + +**Effect** You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take `2d6` electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature. +%% + #trait/electricity #trait/evocation #trait/magical +%% ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md), [magical](rules/traits/magical.md)) + +- **Frequency**: once per day -You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31. +**Effect** You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31. +%% + #trait/electricity #trait/evocation #trait/magical +%% ``` + +--- *Source: Guns & Gears p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/storm-flash.md b/compendium/equipment/items/storm-flash.md index 24757d0cd..2ba2320f4 100644 --- a/compendium/equipment/items/storm-flash.md +++ b/compendium/equipment/items/storm-flash.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/electricity - trait/evocation - trait/magical @@ -12,23 +12,39 @@ aliases: ["Storm Flash"] # Storm Flash *Item 14+* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon +- **Bulk** 1; **Usage** held in 1 hand This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You cast a 6th-level [lightning bolt](compendium/spells/lightning-bolt.md) (DC 33). +- **Frequency**: once per day + +**Effect** You cast a 6th-level [lightning bolt](compendium/spells/lightning-bolt.md) (DC 33). ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per 10 minutes - **Trigger**: An [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area **Effect** You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. ``` +--- +### Variants + +#### storm flash *Item 14* + +- **Price**: 4000 gp + +#### greater storm flash *Item 18* + +- **Price**: 21000 gp + +This is a +3 greater striking greater shock rapier. When activating the sword to cast [lightning bolt](compendium/spells/lightning-bolt.md), the spell is 8th level (DC 38). + +--- *Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/storm-hammer-bb.md b/compendium/equipment/items/storm-hammer-bb.md index c574b9d90..5c4158b25 100644 --- a/compendium/equipment/items/storm-hammer-bb.md +++ b/compendium/equipment/items/storm-hammer-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/weapon +- item/category/weapon/ - trait/electricity - trait/evocation - trait/magical @@ -13,16 +13,19 @@ aliases: ["Storm Hammer"] [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Category** Weapon Sparks of crackling electricity arc from this warhammer, and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts. ```ad-embed-ability -title: Electrify [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Electrify** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md)) + Until the end of your turn, the hammer deals `1d6` extra electricity damage instead of just 1. After you use this action, you can't use it again for 10 minutes. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` + +--- *Source: Beginner Box p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/stormbreaker-fulu-frp2.md b/compendium/equipment/items/stormbreaker-fulu-frp2.md index 60d116064..498f4bd2d 100644 --- a/compendium/equipment/items/stormbreaker-fulu-frp2.md +++ b/compendium/equipment/items/stormbreaker-fulu-frp2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp2 -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -17,8 +17,9 @@ aliases: ["Stormbreaker Fulu"] - **Price** 1900 gp - **Usage** affixed to armor - **Activate** command; **Trigger** You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. -- **Category** Consumable This paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect. + +--- *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/stormbreaker-fulu-som.md b/compendium/equipment/items/stormbreaker-fulu-som.md index bd63975d8..3886c9a56 100644 --- a/compendium/equipment/items/stormbreaker-fulu-som.md +++ b/compendium/equipment/items/stormbreaker-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -18,8 +18,9 @@ aliases: ["Stormbreaker Fulu"] - **Price** 1900 gp - **Usage** affixed to armor - **Activate** command; **Trigger** You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. -- **Category** Consumable This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather, and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect. + +--- *Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/stormfeather-som.md b/compendium/equipment/items/stormfeather-som.md index 55d259ac8..c1ccc11d4 100644 --- a/compendium/equipment/items/stormfeather-som.md +++ b/compendium/equipment/items/stormfeather-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -16,7 +16,6 @@ aliases: ["Stormfeather"] - **Price** 100 gp - **Usage** affixed to armor - **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert in [Acrobatics](compendium/skills.md#Acrobatics). -- **Category** Talisman Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze. @@ -24,4 +23,6 @@ When activated, the talisman casts fly on you, though the duration is 1 minute. If you do, you're affected by feather fall. + +--- *Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/storytellers-opus-som.md b/compendium/equipment/items/storytellers-opus-som.md index aead8f9d4..28e17a3ed 100644 --- a/compendium/equipment/items/storytellers-opus-som.md +++ b/compendium/equipment/items/storytellers-opus-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/illusion - trait/magical @@ -14,18 +14,20 @@ aliases: ["Storyteller's Opus"] - **Price** 230 gp - **Bulk** L -- **Category** Grimoire This green spellbook with gold trim contains a cautionary story about a boy who was eaten by a wolf after he previously lied about wolf attacks. When opened, the engravings on the front seem to move in a loop, enacting this story. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: A creature succeeds, but doesn't critically succeed, at a [Perception](compendium/skills.md#Perception) check to 0 spell you prepared from this grimoire **Effect** You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a [Deception](compendium/skills.md#Deception) check against the triggering creature's [Perception](compendium/skills.md#Perception) DC. If you succeed, the creature doesn't 0. ``` + +--- *Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/striking-snare.md b/compendium/equipment/items/striking-snare.md index dc6c4fda7..cf8b1b615 100644 --- a/compendium/equipment/items/striking-snare.md +++ b/compendium/equipment/items/striking-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,8 +14,9 @@ aliases: ["Striking Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 75 gp -- **Category** Snare You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare's square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones, the snare deals `9d8` bludgeoning damage; if you choose spikes, it deals `9d8` piercing damage. + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/striking.md b/compendium/equipment/items/striking.md index 3b67690fe..4519ee008 100644 --- a/compendium/equipment/items/striking.md +++ b/compendium/equipment/items/striking.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Striking"] @@ -12,10 +12,29 @@ aliases: ["Striking"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal `2d4` damage instead of `1d4` damage. You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. +--- +### Variants + +#### striking *Item 4* + +- **Price**: 65 gp + +#### greater striking *Item 12* + +- **Price**: 1065 gp + +The weapon deals three weapon damage dice. + +#### major striking *Item 19* + +- **Price**: 31065 gp + +The weapon deals four weapon damage dice. + +--- *Source: Core Rulebook p. 581* \ No newline at end of file diff --git a/compendium/equipment/items/studded-leather.md b/compendium/equipment/items/studded-leather.md index b3d10cff9..5c15b16b7 100644 --- a/compendium/equipment/items/studded-leather.md +++ b/compendium/equipment/items/studded-leather.md @@ -16,4 +16,6 @@ aliases: ["Studded Leather"] This [leather armor](compendium/equipment/items/leather.md) is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection. + +--- *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/stumbling-fulu-tv.md b/compendium/equipment/items/stumbling-fulu-tv.md index a409a471d..68dcf0b82 100644 --- a/compendium/equipment/items/stumbling-fulu-tv.md +++ b/compendium/equipment/items/stumbling-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/fulu - trait/magical @@ -14,11 +14,12 @@ aliases: ["Stumbling Fulu"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 10 gp -- **Usage** affixed to armor; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** affixed to armor The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target's belt for maximum effect. When the creature to which the fulu is affixed completes a [Stride](rules/actions/stride.md) action, the creature must attempt a DC 17 Reflex save. On a failure, some element of the armor the fulu is affixed to comes undone, making the wearer [clumsy](rules/conditions.md#Clumsy). On a critical failure, the target falls [prone](rules/conditions.md#Prone) and is [clumsy](rules/conditions.md#Clumsy). The [clumsy](rules/conditions.md#Clumsy) condition remains until the target takes a total of 1 [Interact](rules/actions/interact.md) action, plus 1 additional [Interact](rules/actions/interact.md) action per value of the [clumsy](rules/conditions.md#Clumsy) condition above 1, to properly reclothe itself. Once the fulu activates, it burns up, its magic lasting only as long as the conditions it has imposed. + +--- *Source: Treasure Vault p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/stunning-snare.md b/compendium/equipment/items/stunning-snare.md index d14d3f559..348ca96a5 100644 --- a/compendium/equipment/items/stunning-snare.md +++ b/compendium/equipment/items/stunning-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,7 +14,6 @@ aliases: ["Stunning Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 320 gp -- **Category** Snare You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals `6d6` bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 31 Reflex save. @@ -24,4 +23,6 @@ You rig a snare to disorient a creature with a quick bash, leaving it with littl > - **Failure** The creature takes full damage and is [flat-footed](rules/conditions.md#Flat-footed) for 1 round and [stunned](rules/conditions.md#Stunned). > - **Critical Failure** The creature takes double damage and is [flat-footed](rules/conditions.md#Flat-footed) for 1 minute and [stunned](rules/conditions.md#Stunned). + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/stupor-poison-av3.md b/compendium/equipment/items/stupor-poison-av3.md index df507b3d7..c3ed427fa 100644 --- a/compendium/equipment/items/stupor-poison-av3.md +++ b/compendium/equipment/items/stupor-poison-av3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av3 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/incapacitation @@ -17,9 +17,8 @@ aliases: ["Stupor Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 16 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. @@ -39,4 +38,6 @@ title: Saving Throw: DC 20 Fortitude **Stage 4** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up (`1d6` hours) ``` + +--- *Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/stupor-poison-tv.md b/compendium/equipment/items/stupor-poison-tv.md index a8a8a51c7..f710111df 100644 --- a/compendium/equipment/items/stupor-poison-tv.md +++ b/compendium/equipment/items/stupor-poison-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/incapacitation @@ -17,9 +17,8 @@ aliases: ["Stupor Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 16 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Stupor poison is a more potent distillation of lethargy poison. @@ -41,4 +40,6 @@ title: Saving Throw: DC 20 Fortitude **Stage 4** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up (1d6 hours) ``` + +--- *Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/sturdy-satchel-lopsg.md b/compendium/equipment/items/sturdy-satchel-lopsg.md index 18be6e75d..3eb2b5bb0 100644 --- a/compendium/equipment/items/sturdy-satchel-lopsg.md +++ b/compendium/equipment/items/sturdy-satchel-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Sturdy Satchel"] --- @@ -11,9 +11,10 @@ aliases: ["Sturdy Satchel"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 30 gp -- **Usage** worn; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn This heavy backpack of alchemically treated cloth layered over a metal mesh protects its contents from water damage and other harmful effects. It holds up to 4 Bulk of items, and the first 2 Bulk contained within the sturdy satchel do not count against your Bulk limits. The bag has Hardness 5 and 20 Hit Points. As long as the bag remains closed and is not [broken](rules/conditions.md#Broken), water and other liquids can't seep into it. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/compendium/equipment/items/sturdy-shield.md b/compendium/equipment/items/sturdy-shield.md index bb293d219..252b4dc61 100644 --- a/compendium/equipment/items/sturdy-shield.md +++ b/compendium/equipment/items/sturdy-shield.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ - trait/abjuration - trait/magical aliases: ["Sturdy Shield"] @@ -11,9 +11,49 @@ aliases: ["Sturdy Shield"] # Sturdy Shield *Item 4+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield +- **Bulk** 1; **Usage** held in 1 hand +- **Group** Shield With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy. +--- +### Variants + +#### minor *Item 4* + +- **Price**: 100 gp + +The shield has Hardness 8, HP 64, and BT 32. + +#### lesser *Item 7* + +- **Price**: 360 gp + +The shield has Hardness 10, HP 80, and BT 40. + +#### moderate *Item 10* + +- **Price**: 1000 gp + +The shield has Hardness 13, HP 104, and BT 52. + +#### greater *Item 13* + +- **Price**: 3000 gp + +The shield has Hardness 15, HP 120, and BT 60. + +#### major *Item 16* + +- **Price**: 10000 gp + +The shield has Hardness 17, HP 136, and BT 68. + +#### supreme *Item 19* + +- **Price**: 40000 gp + +The shield has Hardness 20, HP 160, and BT 80. + +--- *Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/subterfuge-suit-g-g.md b/compendium/equipment/items/subterfuge-suit-g-g.md index 630c653e5..c9b7b17ef 100644 --- a/compendium/equipment/items/subterfuge-suit-g-g.md +++ b/compendium/equipment/items/subterfuge-suit-g-g.md @@ -12,10 +12,12 @@ aliases: ["Subterfuge Suit"] - **Bulk** 1 - **AC Bonus** +1; **Dex Cap** +4 -- **Strength** 10; **Check Penalty** -1; **Speed Penalty** -null ft. +- **Strength** 10; **Check Penalty** -1; **Speed Penalty** — - **Category** Medium; **Group** Composite > [!pf2-note] > This armor is exclusive to the Inventor class with the Armor innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor. + +--- *Source: Guns & Gears p. 16* \ No newline at end of file diff --git a/compendium/equipment/items/sukgung-tv.md b/compendium/equipment/items/sukgung-tv.md index 37c3b9666..a145a7654 100644 --- a/compendium/equipment/items/sukgung-tv.md +++ b/compendium/equipment/items/sukgung-tv.md @@ -12,11 +12,13 @@ aliases: ["Sukgung"] - **Price** 7 gp - **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** Bolt (10); **Range** 200 ft.; **Reload** 1 + - **Damage**: `1d8` P + - **Ammunution** Bolt (10); **Range** 200 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Bow The sukgung is an extremely efficient crossbow most common in the nation of Hwanggot. Capable of lethal shots at remarkable distances, the sukgung is well-balanced enough to be fired with one hand. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/sulfur-bomb-lotgb.md b/compendium/equipment/items/sulfur-bomb-lotgb.md index 201bd15ae..f3e4b0e10 100644 --- a/compendium/equipment/items/sulfur-bomb-lotgb.md +++ b/compendium/equipment/items/sulfur-bomb-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/bomb +- item/category/bomb/ - trait/acid - trait/alchemical - trait/bomb @@ -16,12 +16,39 @@ aliases: ["Sulfur Bomb"] # Sulfur Bomb *Item 1+* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to [Perception](compendium/skills.md#Perception) checks and attack rolls until the end of its next turn, or becomes [sickened](rules/conditions.md#Sickened) on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bomb deals `1d4` acid damage and 1 acid splash damage. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d4` acid damage and 2 acid splash damage. + +#### greater *Item 11* + +- **Price**: 275 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d4` acid damage and 3 acid splash damage. + +#### major *Item 17* + +- **Price**: 2750 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d4` acid damage and 4 acid splash damage. + +--- *Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/compendium/equipment/items/summoning-handscroll-som.md b/compendium/equipment/items/summoning-handscroll-som.md index 0a387af63..b4247fab5 100644 --- a/compendium/equipment/items/summoning-handscroll-som.md +++ b/compendium/equipment/items/summoning-handscroll-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/conjuration - trait/grimoire - trait/magical @@ -14,16 +14,19 @@ aliases: ["Summoning Handscroll"] - **Price** 480 gp - **Bulk** L -- **Category** Grimoire Classic summoning circles are engraved into the batons of this massive papyrus scroll. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([metamagic](rules/traits/metamagic.md)) + If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute. -%% #trait/metamagic %% +%% + #trait/metamagic +%% ``` + +--- *Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/sun-dazzler-tv.md b/compendium/equipment/items/sun-dazzler-tv.md index da916e565..d1f870124 100644 --- a/compendium/equipment/items/sun-dazzler-tv.md +++ b/compendium/equipment/items/sun-dazzler-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/alchemical - trait/light - trait/visual @@ -13,9 +13,8 @@ aliases: ["Sun Dazzler"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [light](rules/traits/light.md "Light Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Held This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a sunrod, and refastened using 3 [Interact](rules/actions/interact.md) actions. @@ -27,4 +26,6 @@ A loaded sun dazzler can be activated to burn the sunrod to dust in a single foc > - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round or until it spends an [Interact](rules/actions/interact.md) action to rub its eyes, ending the [blinded](rules/conditions.md#Blinded) condition. > - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round. + +--- *Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/sun-orchid-elixir-lowg.md b/compendium/equipment/items/sun-orchid-elixir-lowg.md index cd46b1694..0e838cb4b 100644 --- a/compendium/equipment/items/sun-orchid-elixir-lowg.md +++ b/compendium/equipment/items/sun-orchid-elixir-lowg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lowg -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Sun Orchid Elixir"] # Sun Orchid Elixir *Item 20* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age. @@ -24,4 +23,6 @@ Any physical or mental imperfections— including scars, lost limbs, and curses, Unlike [Crafting](compendium/skills.md#Crafting) most items, brewing the sun orchid elixir takes 1 month's time. While an individual vial of sun orchid elixir isn't unique, the formula is unique, and it's known only to Artokus Kirran of Thuvia. + +--- *Source: Lost Omens: World Guide p. 56* \ No newline at end of file diff --git a/compendium/equipment/items/sun-orchid-poultice-lol.md b/compendium/equipment/items/sun-orchid-poultice-lol.md index 057fc734e..ddb3ee058 100644 --- a/compendium/equipment/items/sun-orchid-poultice-lol.md +++ b/compendium/equipment/items/sun-orchid-poultice-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/rare @@ -13,10 +13,11 @@ aliases: ["Sun Orchid Poultice"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 5000 gp -- **Usage** held in 1 hands; **Bulk** L +- **Bulk** L; **Usage** held in 1 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Artokus commonly sells this paste to Thuvian natives who can't purchase the elixir proper and uses the income to support his alchemy students. When you apply the sun orchid poultice, it reduces your [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), and [enfeebled](rules/conditions.md#Enfeebled) condition values by 2. In addition, the poultice provides a youthful burst of energy, granting you a +3 item bonus to saves and 20 temporary Hit Points for 1 hour. + +--- *Source: Lost Omens: Legends p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/sun-shot-sot4.md b/compendium/equipment/items/sun-shot-sot4.md index 17daedcf2..309150012 100644 --- a/compendium/equipment/items/sun-shot-sot4.md +++ b/compendium/equipment/items/sun-shot-sot4.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot4 -- item/category/ammunition +- item/category/ammunition/ aliases: ["Sun Shot"] --- # Sun Shot *Item 0* - **Price** 1 sp - **Bulk** L -- **Category** Ammunition A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots. + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/sun-sight-tv.md b/compendium/equipment/items/sun-sight-tv.md index 0b3e15551..7028410c6 100644 --- a/compendium/equipment/items/sun-sight-tv.md +++ b/compendium/equipment/items/sun-sight-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/evocation - trait/invested - trait/magical @@ -14,15 +14,18 @@ aliases: ["Sun Sight"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 850 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to [Perception](compendium/skills.md#Perception) checks that involve sight. If you're [dazzled](rules/conditions.md#Dazzled), you receive a new save at the start of each of your turns to end your [dazzled](rules/conditions.md#Dazzled) condition. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) envision -The tattoo casts a 4th-level [scorching ray](compendium/spells/scorching-ray-som.md), with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines scorching ray's number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract level 5th, counteract modifier +19). +- **Frequency**: once per day + +**Effect** The tattoo casts a 4th-level [scorching ray](compendium/spells/scorching-ray-som.md), with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines scorching ray's number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract level 5th, counteract modifier +19). ``` + +--- *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/sun-sling-sot4.md b/compendium/equipment/items/sun-sling-sot4.md index d92976020..f4bc64e0e 100644 --- a/compendium/equipment/items/sun-sling-sot4.md +++ b/compendium/equipment/items/sun-sling-sot4.md @@ -14,11 +14,13 @@ aliases: ["Sun Sling"] - **Price** 3 gp - **Bulk** L -- **Damage** `1d8` P -- **Ammunution** [Sun Shot](compendium/equipment/items/sun-shot-sot4.md); **Range** 100 ft.; **Reload** 1 -- **Damage** `1d8` P + - **Damage**: `1d8` P + - **Ammunution** [Sun Shot](compendium/equipment/items/sun-shot-sot4.md); **Range** 100 ft.; **Reload** 1 + - **Damage**: `1d8` P - **Category** Martial A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots. + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/sun-wheel-tio.md b/compendium/equipment/items/sun-wheel-tio.md index 5f0c4b6e0..77b282a34 100644 --- a/compendium/equipment/items/sun-wheel-tio.md +++ b/compendium/equipment/items/sun-wheel-tio.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tio -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Sun Wheel"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 150 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn Created by the priests of a Qadiran sect of [Sarenites](compendium/setting/deities/sarenrae.md), the _sun wheels_ were designed to protect the [Dawnflower](compendium/setting/deities/sarenrae.md)'s followers in their quest to hunt down a dangerous cult trying to raise a spawn of the evil god [Rovagug](compendium/setting/deities/rovagug.md). Once they completed their crusade, these priests disbanded and went on to minister other congregations. They each took their _sun wheels_ with them, handing them down to the next generations. @@ -24,15 +23,19 @@ This copper medallion is etched with a stylized sun, its rays shaped like the sp You must be good-aligned to use the _sun wheel_'s true power: the following activation, which provides you a shield of burning force. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md)) + The sun wheel casts a [shield](compendium/spells/shield.md) spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal `2d6` fire damage to it, which it gets a DC 21 basic Reflex save to resist. If you choose to deal the fire damage, you can't [Activate](rules/actions/activate-an-item.md) the sun wheel again until the next morning. If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for [shield](compendium/spells/shield.md). -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` + +--- *Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/compendium/equipment/items/sunflower-censer-loil.md b/compendium/equipment/items/sunflower-censer-loil.md index 3a6d50810..716089663 100644 --- a/compendium/equipment/items/sunflower-censer-loil.md +++ b/compendium/equipment/items/sunflower-censer-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/worn +- item/category/worn/ - trait/illusion - trait/magical - trait/rare @@ -13,15 +13,18 @@ aliases: ["Sunflower Censer"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 480 gp -- **Usage** worn or held in one hand; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn or held in one hand This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily affixed to a belt or bag, allowing it to be worn without a free hand. As long as the censer is burning, the bearer benefits from the [undetectable alignment](compendium/spells/undetectable-alignment.md) spell. They also don't appear undead to divination spells or abilities, or to senses such as lifesense, unless those abilities successfully counteract the censer. The censer can be lit or extinguished with an [Interact](rules/actions/interact.md) action. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -Smoke bellows from the censer with the effects of an obscuring mist centered on you. +- **Frequency**: once per hour + +**Effect** Smoke bellows from the censer with the effects of an obscuring mist centered on you. ``` + +--- *Source: Lost Omens: Impossible Lands p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/sunken-pistol-g-g.md b/compendium/equipment/items/sunken-pistol-g-g.md index bc9180b73..31716de2a 100644 --- a/compendium/equipment/items/sunken-pistol-g-g.md +++ b/compendium/equipment/items/sunken-pistol-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/arcane - trait/cn - trait/enchantment @@ -14,8 +14,7 @@ aliases: ["Sunken Pistol"] # Sunken Pistol *Item 8* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [cn](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a beautiful and artistically wrought weapon, a sunken pistol is coated in a fine layer of dried salt and encrusted with barnacles. Each shot fired from this dragon mouth pistol is now coated in a layer of salty ectoplasm and has the effects of a [ghost touch](compendium/equipment/items/ghost-touch.md) rune. You can shoot the sunken pistol underwater, even when using black powder ammunition. @@ -24,15 +23,21 @@ A sunken pistol urges you to amass a horde of treasure even a dragon would be pr In pursuit of treasure, a sunken pistol offers nautical and navigation advice to you, though it refuses such aid during less lucrative ventures. If you prove a profitable partner, the sunken pistol aids you in combat by Demoralizing your opponents (see the first Activation below). If you prove charitable or unwilling to retrieve its treasure, the sunken pistol turns its ire on you, Demoralizing you during combat until you relent. If you repeatedly refuse the sunken pistol, it would be wise to not accept water breathing from it, as it might attempt to drown you to allow a more suitable wielder to acquire it from your corpse. The sunken pistol can use the following activations. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command -The sunken pistol curses and insults a creature it can see, attempting an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) that creature. +- **Frequency**: once per minute + +**Effect** The sunken pistol curses and insults a creature it can see, attempting an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) that creature. ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command + +- **Frequency**: once per day -The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can [Dismiss](rules/actions/dismiss.md) this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe! +**Effect** The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can [Dismiss](rules/actions/dismiss.md) this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe! ``` + +--- *Source: Guns & Gears p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/sunrod.md b/compendium/equipment/items/sunrod.md index 5f94796bf..36d764647 100644 --- a/compendium/equipment/items/sunrod.md +++ b/compendium/equipment/items/sunrod.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/tool +- item/category/tool/ - trait/alchemical - trait/consumable - trait/light @@ -13,10 +13,11 @@ aliases: ["Sunrod"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [light](rules/traits/light.md "Light Effect Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Tool This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet). + +--- *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/support-lotgb.md b/compendium/equipment/items/support-lotgb.md index dcd98e120..ec2a89f7b 100644 --- a/compendium/equipment/items/support-lotgb.md +++ b/compendium/equipment/items/support-lotgb.md @@ -16,4 +16,6 @@ Supports, also commonly known as braces, can be applied to any of the following You can still use your limb or joint even if you're not wearing your support, but you might feel aches and pains that are worse than usual and may manifest into physical symptoms. + +--- *Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/sure-step-crampons-tv.md b/compendium/equipment/items/sure-step-crampons-tv.md index 86f5156b7..693828c89 100644 --- a/compendium/equipment/items/sure-step-crampons-tv.md +++ b/compendium/equipment/items/sure-step-crampons-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,17 +13,18 @@ aliases: ["Sure-Step Crampons"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 210 gp -- **Usage** worn shoes; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn shoes Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: You're standing on an earthen, icy, or wooden surface **Effect** You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you [prone](rules/conditions.md#Prone). The bonus lasts until you move from your current spot. ``` + +--- *Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/sure-step-potion-tv.md b/compendium/equipment/items/sure-step-potion-tv.md index f1c842ae7..e51409bcd 100644 --- a/compendium/equipment/items/sure-step-potion-tv.md +++ b/compendium/equipment/items/sure-step-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,10 +14,11 @@ aliases: ["Sure-Step Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 17 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) for 1 hour. In addition, you can [Step](rules/actions/step.md) into difficult terrain, and you aren't [flat-footed](rules/conditions.md#Flat-footed) on uneven ground. + +--- *Source: Treasure Vault p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/survey-map.md b/compendium/equipment/items/survey-map.md index 1771d5e2f..a9ebe607d 100644 --- a/compendium/equipment/items/survey-map.md +++ b/compendium/equipment/items/survey-map.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Survey Map"] --- @@ -12,8 +12,21 @@ aliases: ["Survey Map"] - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and any skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location. +--- +### Variants + +#### Survey Map *Item 0* + +- **Price**: 10 gp + +#### Survey Map Atlas *Item 3* + +- **Price**: 50 gp + +Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/swallow-spike-tv.md b/compendium/equipment/items/swallow-spike-tv.md index 34e99c31d..19e0b142e 100644 --- a/compendium/equipment/items/swallow-spike-tv.md +++ b/compendium/equipment/items/swallow-spike-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Swallow-Spike"] @@ -12,30 +12,51 @@ aliases: ["Swallow-Spike"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto armor -- **Category** Rune Your armor responds to your desire to break free of a creature grabbing you by growing spikes. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision ([attack](rules/traits/attack.md)) - **Trigger**: You become [grabbed](rules/conditions.md#Grabbed), [restrained](rules/conditions.md#Restrained), or otherwise held [immobilized](rules/conditions.md#Immobilized) in a creature's grasp, such as by being engulfed or swallowed **Effect** Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals `2d6` piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional `1d6` damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount. -%% #trait/attack %% +%% + #trait/attack +%% ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([attack](rules/traits/attack.md)) - **Requirements**: You're being held [immobilized](rules/conditions.md#Immobilized) as described in the rune's other activation **Effect** Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation. -%% #trait/attack %% +%% + #trait/attack +%% ``` +--- +### Variants + +#### swallow-spike *Item 6* + +- **Price**: 200 gp + +#### greater *Item 12* + +- **Price**: 1750 gp + +The attack modifier increases to +22, the damage increases to `3d6`, and the extra damage to an engulfing or swallowing creature increases to `2d6`. + +#### major *Item 16* + +- **Price**: 19250 gp + +The attack modifier increases to +28, the damage increases to `5d6`, and the extra damage to an engulfing or swallowing creature increases to `3d6`. + +--- *Source: Treasure Vault p. 13* \ No newline at end of file diff --git a/compendium/equipment/items/swamp-lily-quilt-lol.md b/compendium/equipment/items/swamp-lily-quilt-lol.md index 94fb191a9..79b313980 100644 --- a/compendium/equipment/items/swamp-lily-quilt-lol.md +++ b/compendium/equipment/items/swamp-lily-quilt-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/rare @@ -13,12 +13,13 @@ aliases: ["Swamp Lily Quilt"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 12 gp -- **Usage** held in 2 hands; **Bulk** 2 +- **Bulk** 2; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a reagent that activates when the quilt is laid out across soil or earth. One round after you lay out the quilt, the ground beneath it becomes soft and muddy, creating difficult terrain in the area where the quilt was. You can leave the quilt to maintain the difficult terrain indefinitely, but the affected ground begins to dry once you remove the quilt with an [Interact](rules/actions/interact.md) action. The ground dries over the span of 1 hour, after which the ground returns to normal terrain. Placing the quilt on the ground uses up its infused reagents, and it becomes an ordinary quilt once removed from the ground. + +--- *Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/swarmeaters-clasp-aoe2.md b/compendium/equipment/items/swarmeaters-clasp-aoe2.md index f71306474..7cf62831c 100644 --- a/compendium/equipment/items/swarmeaters-clasp-aoe2.md +++ b/compendium/equipment/items/swarmeaters-clasp-aoe2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe2 -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,15 +14,21 @@ aliases: ["Swarmeater's Clasp"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 460 gp -- **Usage** worn; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn These small brooches usually feature carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([manipulate](rules/traits/manipulate.md)) -You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. +- **Frequency**: once per day + +**Effect** You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. +%% + #trait/manipulate +%% ``` + +--- *Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/swarmeaters-clasp-tv.md b/compendium/equipment/items/swarmeaters-clasp-tv.md index f4ead5981..c10a47394 100644 --- a/compendium/equipment/items/swarmeaters-clasp-tv.md +++ b/compendium/equipment/items/swarmeaters-clasp-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -13,17 +13,19 @@ aliases: ["Swarmeater's Clasp"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 460 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn A swarmeater's clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: a swarm creature is within your reach **Effect** You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](rules/traits/healing.md "Healing Effect Trait") effect. ``` + +--- *Source: Treasure Vault p. 154* \ No newline at end of file diff --git a/compendium/equipment/items/swarmform-collar-lotgb.md b/compendium/equipment/items/swarmform-collar-lotgb.md index e7739b2f1..f71b5b27c 100644 --- a/compendium/equipment/items/swarmform-collar-lotgb.md +++ b/compendium/equipment/items/swarmform-collar-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/primal @@ -15,15 +15,18 @@ aliases: ["Swarmform Collar"] [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 350 gp -- **Usage** worn collar; **Bulk** 1 -- **Category** Companion +- **Bulk** 1; **Usage** worn collar This sturdy leather collar is imprinted with tessellated animal shapes. When invested, the animal shapes change to match that of your companion. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes [Large](rules/traits/large-b1.md "Large Size Trait"), it gains the weaknesses and resistances of a spider swarm (Bestiary 306), and the [swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") trait, though it doesn't gain swarm mind, as it's [controlled](rules/conditions.md#Controlled) by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals `1d8` damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points. +- **Frequency**: once per day + +**Effect** You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes [Large](rules/traits/large-b1.md "Large Size Trait"), it gains the weaknesses and resistances of a spider swarm (Bestiary 306), and the [swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") trait, though it doesn't gain swarm mind, as it's [controlled](rules/conditions.md#Controlled) by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals `1d8` damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/swarming-tv.md b/compendium/equipment/items/swarming-tv.md index 5a1adeccc..40ecb233b 100644 --- a/compendium/equipment/items/swarming-tv.md +++ b/compendium/equipment/items/swarming-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/conjuration - trait/magical aliases: ["Swarming"] @@ -13,14 +13,17 @@ aliases: ["Swarming"] - **Price** 700 gp - **Usage** etched onto a thrown weapon -- **Category** Rune Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower of devastation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon's number of damage dice, with a DC 27 basic Reflex save. +- **Frequency**: once per hour + +**Effect** You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon's number of damage dice, with a DC 27 basic Reflex save. ``` + +--- *Source: Treasure Vault p. 33* \ No newline at end of file diff --git a/compendium/equipment/items/swarmsuit-lotgb.md b/compendium/equipment/items/swarmsuit-lotgb.md index 1ce393eb0..8ae0cea16 100644 --- a/compendium/equipment/items/swarmsuit-lotgb.md +++ b/compendium/equipment/items/swarmsuit-lotgb.md @@ -13,4 +13,18 @@ aliases: ["Swarmsuit"] These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength. +--- +### Variants + +#### swarmsuit *Item 1* + +- **Price**: 20 gp + +#### impenetrable swarmsuit *Item 8* + +- **Price**: 420 gp + +An impenetrable swarmsuit is made of expensive, finely crafted mesh designed to completely prevent swarms from getting inside. You gain resistance 10 to physical damage from swarms while wearing an impenetrable swarmsuit, rather than 3. + +--- *Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/swift-block-cabochon.md b/compendium/equipment/items/swift-block-cabochon.md index e525c04a2..ff4514f81 100644 --- a/compendium/equipment/items/swift-block-cabochon.md +++ b/compendium/equipment/items/swift-block-cabochon.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/abjuration - trait/consumable - trait/magical @@ -15,10 +15,11 @@ aliases: ["Swift Block Cabochon"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 70 gp -- **Usage** affixed to a shield; **Bulk** — +- **Bulk** —; **Usage** affixed to a shield - **Activate** envision; **Trigger** You take damage from a physical attack while you don't have the affixed shield raised. -- **Category** Talisman This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, you use the [Shield Block](compendium/feats/shield-block.md) reaction even if you hadn't raised the affixed shield (and even if you don't normally have that reaction). + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/swiftmount-saddle-lokl.md b/compendium/equipment/items/swiftmount-saddle-lokl.md index 45e144981..f9372eef2 100644 --- a/compendium/equipment/items/swiftmount-saddle-lokl.md +++ b/compendium/equipment/items/swiftmount-saddle-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/companion +- item/category/companion/ - trait/companion - trait/divination - trait/invested @@ -17,17 +17,19 @@ aliases: ["Swiftmount Saddle"] - **Access** Knights of Lastwall have access to this item. - **Price** 360 gp -- **Usage** worn saddle; **Bulk** 2 -- **Category** Companion +- **Bulk** 2; **Usage** worn saddle This sturdy leather saddle was designed to improve communication between mount and rider, allowing even inexperienced knights to command their mounts in battle. A swiftmount saddle grants a +2 item bonus to [Nature](compendium/skills.md#Nature) checks made to [Command an Animal](rules/actions/command-an-animal.md) for anyone who is riding the creature wearing it. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You're adjacent to the creature wearing the swiftmount saddle and could [Mount](rules/actions/mount.md) it **Effect** You [Mount](rules/actions/mount.md) the creature wearing the swiftmount saddle. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/swim-fins-lowg.md b/compendium/equipment/items/swim-fins-lowg.md index 8aa126708..6ffd59781 100644 --- a/compendium/equipment/items/swim-fins-lowg.md +++ b/compendium/equipment/items/swim-fins-lowg.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lowg -- item/category/worn +- item/category/worn/ aliases: ["Swim Fins"] --- # Swim Fins *Item 0* - **Price** 5 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes These flippers attach to your feet like tight shoes—donning or removing them requires three [Interact](rules/actions/interact.md) actions. While worn, you gain a +5-foot item bonus to the distance you move when rolling [Athletics](compendium/skills.md#Athletics) to [Swim](rules/actions/swim.md), not when using a swim Speed, and you take a –10-foot item penalty to your Speed. + +--- *Source: Lost Omens: World Guide p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/swirling-sand-da.md b/compendium/equipment/items/swirling-sand-da.md index 2929bec1d..09b0b6742 100644 --- a/compendium/equipment/items/swirling-sand-da.md +++ b/compendium/equipment/items/swirling-sand-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Swirling Sand"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 52 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a [suggestion](compendium/spells/suggestion.md) spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the [move](rules/traits/move.md "Move Combat Trait") trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand. + +--- *Source: Dark Archive p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/switchscythe-lotgb.md b/compendium/equipment/items/switchscythe-lotgb.md index 9ee8da8c1..e4e54e57f 100644 --- a/compendium/equipment/items/switchscythe-lotgb.md +++ b/compendium/equipment/items/switchscythe-lotgb.md @@ -15,10 +15,12 @@ aliases: ["Switchscythe"] - **Price** 12 gp - **Bulk** 2 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Advanced; **Group** Pick Another complex gnome invention, the switchscythe is designed for versatility. The curved blade is partly hollow, containing a long rod of wood or metal; the rod can be pulled perpendicular to the blade, turning the switchscythe from a sweeping, axe-like blade into a hooked pick capable of grappling a foe. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/sword-cane-apg.md b/compendium/equipment/items/sword-cane-apg.md index ab7e8cdcf..01cd52db2 100644 --- a/compendium/equipment/items/sword-cane-apg.md +++ b/compendium/equipment/items/sword-cane-apg.md @@ -14,10 +14,12 @@ aliases: ["Sword Cane"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` P + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial; **Group** Sword This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/swordstealer-shield-tv.md b/compendium/equipment/items/swordstealer-shield-tv.md index 3a542b688..a68e47eca 100644 --- a/compendium/equipment/items/swordstealer-shield-tv.md +++ b/compendium/equipment/items/swordstealer-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/shield +- item/category/shield/ - trait/deflecting-slashing aliases: ["Swordstealer Shield"] --- @@ -12,9 +12,11 @@ aliases: ["Swordstealer Shield"] - **Price** 6 gp - **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 4, **null HP** 20 (BT 10) -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 4, **HP** 20 (BT 10); **Speed Penalty** — +- **Group** Shield This specialized steel shield features several wide metal hooks along its surface. These hooks help catch swords and other blades, reducing the impact of their incoming attacks. + +--- *Source: Treasure Vault p. 21* \ No newline at end of file diff --git a/compendium/equipment/items/tablet-of-chained-souls-da.md b/compendium/equipment/items/tablet-of-chained-souls-da.md index 6fd1656fe..4be10924e 100644 --- a/compendium/equipment/items/tablet-of-chained-souls-da.md +++ b/compendium/equipment/items/tablet-of-chained-souls-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/held +- item/category/held/ - trait/cursed - trait/magical - trait/necromancy @@ -12,15 +12,17 @@ aliases: ["Tablet of Chained Souls"] # Tablet of Chained Souls *Item 8* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead order of scholars dedicated to [Pharasma](compendium/setting/deities/pharasma.md), the tablet of chained souls can be a powerful tool in laying uneasy spirits to rest, but its magic exacts a heavy cost. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") envision, [Interact](rules/actions/interact.md) + You present the tablet to a ghost, or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the unfinished business that keeps this spirit from rest. Upon reading the tablet's words, you are subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty ``` + +--- *Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/tack.md b/compendium/equipment/items/tack.md index 8aad9b9ce..07b9d6804 100644 --- a/compendium/equipment/items/tack.md +++ b/compendium/equipment/items/tack.md @@ -3,15 +3,16 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Tack"] --- # Tack *Item 0* - **Price** 4 gp - **Bulk** 1 -- **Category** Adventuring Gear Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. If carried, the Bulk increases to 2. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/tacticians-helm-tv.md b/compendium/equipment/items/tacticians-helm-tv.md index d70c3f1dd..fd82cd07d 100644 --- a/compendium/equipment/items/tacticians-helm-tv.md +++ b/compendium/equipment/items/tacticians-helm-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,14 +13,14 @@ aliases: ["Tactician's Helm"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 160 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician's helm, imparting knowledge of battlefield tactics that feeds off your minor victories. The helm grants you a +1 item bonus to [Warfare Lore](compendium/skills.md#Lore) checks. Also, a jewel adorns the brow of the helmet. This jewel becomes charged each time you hit a creature with an [Attack of Opportunity](rules/actions/attack-of-opportunity.md). A tactician's helm can hold up to 2 charges, and its charges reset to 0 when you invest it. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command +- **Frequency**: once per hour - **Requirements**: The helm's jewel is charged **Effect** One charge in the helm's jewel expires, and you choose one of the following effects. @@ -31,4 +31,6 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S - Re-Arm! [Interact](rules/actions/interact.md) up to three times. Each of these actions must be used to do something on Table 6–2: Changing Equipment (Core Rulebook 273). ``` + +--- *Source: Treasure Vault p. 152* \ No newline at end of file diff --git a/compendium/equipment/items/talespinners-lyre-tv.md b/compendium/equipment/items/talespinners-lyre-tv.md index 998b1e11d..05be8f562 100644 --- a/compendium/equipment/items/talespinners-lyre-tv.md +++ b/compendium/equipment/items/talespinners-lyre-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/auditory - trait/consumable - trait/illusion @@ -17,12 +17,13 @@ aliases: ["Talespinner's Lyre"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 235 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** envision, , [Interact](rules/actions/interact.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 2 hands +- **Activate** envision, [Interact](rules/actions/interact.md) Plucking a talespinner's lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that plays out your memory of the event in real time, complete with sights, sounds, and smells. You can Sustain the Activation for up to 1 minute to keep it playing. The scene reproduces only what's in its area, including nothing beyond that even if present in the memory. The scene is realistic, but all observers can clearly tell it's an illusion. Observers can't interact with the scene directly nor can they taste or touch elements of it to get a sensation you didn't personally experience, but they can attempt skill checks to discern more about the scene without altering its contents. For example, no one could see something you didn't, such as the true form of a creature polymorphed into a squirrel, but an observer might be able to use [Perception](compendium/skills.md#Perception) and [Sense Motive](rules/actions/sense-motive.md) to discern the squirrel was acting unlike a squirrel should. Once the magic is used, the lyre remains as a non-magical virtuoso instrument. + +--- *Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/taletellers-ring-da.md b/compendium/equipment/items/taletellers-ring-da.md index 0e98fdf08..6ab6ef3c2 100644 --- a/compendium/equipment/items/taletellers-ring-da.md +++ b/compendium/equipment/items/taletellers-ring-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/worn +- item/category/worn/ - trait/cursed - trait/enchantment - trait/invested @@ -13,9 +13,10 @@ aliases: ["Taleteller's Ring"] # Taleteller's Ring *Item 9* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn ring; **Bulk** – -- **Category** Worn +- **Bulk** –; **Usage** worn ring Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md), [Deception](compendium/skills.md#Deception) DCs against [Sense Motive](rules/actions/sense-motive.md), and [Performance](compendium/skills.md#Performance) checks for storytelling. Whenever you're under suspicion or being questioned by an authority figure, you find yourself compulsively spinning absurd, tall tales that are so unconvincing that they make you look guilty even when you're innocent. The ring's bonuses vanish, and any listener can quickly determine you're lying. Nevertheless, you're completely unable to be honest in such situations. + +--- *Source: Dark Archive p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/talisman-cord-lopsg.md b/compendium/equipment/items/talisman-cord-lopsg.md index e7d17c3b4..dbadf95dc 100644 --- a/compendium/equipment/items/talisman-cord-lopsg.md +++ b/compendium/equipment/items/talisman-cord-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/invested - trait/magical @@ -14,10 +14,29 @@ aliases: ["Talisman Cord"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** worn -- **Category** Worn This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans. When you [Affix a Talisman](rules/actions/affix-a-talisman.md) to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. +--- +### Variants + +#### lesser talisman cord *Item 4* + +- **Price**: 85 gp + +#### talisman cord *Item 10* + +- **Price**: 850 gp + +This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans. + +#### greater talisman cord *Item 16* + +- **Price**: 8500 gp + +The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 118* \ No newline at end of file diff --git a/compendium/equipment/items/talisman-of-the-sphere-gmg.md b/compendium/equipment/items/talisman-of-the-sphere-gmg.md index a8cb0adb4..fcdeefa7e 100644 --- a/compendium/equipment/items/talisman-of-the-sphere-gmg.md +++ b/compendium/equipment/items/talisman-of-the-sphere-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Talisman Of The Sphere"] [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** held in 1 hand -- **Category** Artifact This loop of adamantine can be slung on a chain to be worn as a necklace, but must be held to convey its benefits. A creature that can't cast either arcane or occult spells takes `8d6` mental damage just from picking up the item, and they take that damage again at the start of each of their turns if they continue to hold it. If the wielder can cast arcane or occult spells, they can use the talisman of the sphere to more easily control a sphere of annihilation. This reduces the DC of the check to control the sphere or Sustain the Activation by 10. + +--- *Source: Gamemastery Guide p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/talwar-loil.md b/compendium/equipment/items/talwar-loil.md index 7cce3d0d5..6e1e29446 100644 --- a/compendium/equipment/items/talwar-loil.md +++ b/compendium/equipment/items/talwar-loil.md @@ -14,10 +14,12 @@ aliases: ["Talwar"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword Longer, and with less curve than a scimitar, this blade is ubiquitous in guard and mercenary groups throughout Casmaron. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/tamchal-chakram-av2.md b/compendium/equipment/items/tamchal-chakram-av2.md index a93aac7be..64b2157c5 100644 --- a/compendium/equipment/items/tamchal-chakram-av2.md +++ b/compendium/equipment/items/tamchal-chakram-av2.md @@ -16,10 +16,12 @@ aliases: ["Tamchal Chakram"] - **Price** 5 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Advanced; **Group** Dart These circular weapons are among the many strange weapons used by urdefhans. The sharp metal circle contains numerous protruding blades, while an angled central handle provides a decent grip that spins the weapon as it's thrown. + +--- *Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/tanglefoot-bag.md b/compendium/equipment/items/tanglefoot-bag.md index 2635e267e..e568ed7c5 100644 --- a/compendium/equipment/items/tanglefoot-bag.md +++ b/compendium/equipment/items/tanglefoot-bag.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -12,9 +12,8 @@ aliases: ["Tanglefoot Bag"] # Tanglefoot Bag *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb A tanglefoot bag is filled with sticky substances. @@ -26,4 +25,32 @@ On a critical hit, a creature in contact with a solid surface becomes stuck to t The target can end any effects by [Escaping](rules/actions/escape.md) or spending a total of 3 [Interact](rules/actions/interact.md) actions to carefully remove the sticky substances. These [Interact](rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The target takes a –10-foot penalty, and the [Escape](rules/actions/escape.md) DC is 17. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the [Escape](rules/actions/escape.md) DC is 19. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the [Escape](rules/actions/escape.md) DC is 28. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the [Escape](rules/actions/escape.md) DC is 37. + +--- *Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/tanglefoot-extruder-tv.md b/compendium/equipment/items/tanglefoot-extruder-tv.md index b056fddf9..8d0569141 100644 --- a/compendium/equipment/items/tanglefoot-extruder-tv.md +++ b/compendium/equipment/items/tanglefoot-extruder-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/alchemical aliases: ["Tanglefoot Extruder"] --- @@ -11,10 +11,11 @@ aliases: ["Tanglefoot Extruder"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 50 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Held This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an [Interact](rules/actions/interact.md) action, you can attach a tanglefoot bag to the extruder. A loaded tanglefoot extruder can be activated to consume the attached tanglefoot bag and convert it into a 30-foot rope, whip, or net, depending on the nozzle die you choose when activating the device. The created object lasts for 1 hour. The DC to [Escape](rules/actions/escape.md) a created rope (if used to bind a creature) or net is equal to the consumed tanglefoot bag's DC and Escaping destroys the created object. + +--- *Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/tank-lotg.md b/compendium/equipment/items/tank-lotg.md index f82591dcf..0a60aab77 100644 --- a/compendium/equipment/items/tank-lotg.md +++ b/compendium/equipment/items/tank-lotg.md @@ -12,4 +12,16 @@ aliases: ["Tank"] +--- +### Variants + +#### stationary *Item 0* + +- **Price**: 1 gp + +#### traveling *Item 0* + +- **Price**: 10 gp + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/tar-rocket-snare-lotgb.md b/compendium/equipment/items/tar-rocket-snare-lotgb.md index c53e27958..439c8eb64 100644 --- a/compendium/equipment/items/tar-rocket-snare-lotgb.md +++ b/compendium/equipment/items/tar-rocket-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Tar Rocket Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 15 gp -- **Category** Snare You coat a small firework with a thick layer of resin and tar, so it sticks firmly onto a target. When a creature enters the square, the rocket launches at the creature and potentially sticks to it. You determine the direction the rocket faces when crafting the snare. The triggering creature must attempt a DC 20 Reflex save. @@ -25,4 +24,6 @@ You coat a small firework with a thick layer of resin and tar, so it sticks firm > - **Failure** The rocket's coating of tar and resin sticks to the creature, and it can't be shaken loose. The creature becomes [flat-footed](rules/conditions.md#Flat-footed) for 1 round, and [clumsy](rules/conditions.md#Clumsy) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 20). > - **Critical Failure** As failure, but the creature takes a direct hit. It takes `2d6` bludgeoning damage and is pushed 10 feet in the direction the rocket faces. + +--- *Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/tasters-folly-tv.md b/compendium/equipment/items/tasters-folly-tv.md index b321d5624..8b28a1ef2 100644 --- a/compendium/equipment/items/tasters-folly-tv.md +++ b/compendium/equipment/items/tasters-folly-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -14,9 +14,8 @@ aliases: ["Taster's Folly"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Devised to bypass detection, a dose of taster's folly consists of two compounds that aren't mixed but placed in the contents of one meal. Each compound is harmless on its own. The DC to [Recall Knowledge](rules/actions/recall-knowledge.md) about this poison from one of its components is 23 and attempts to use magic to detect the unmixed components require a successful DC 23 counteract check. The onset period begins only if a victim consumes both compounds during the same hour. If the two compounds mix prior to consumption, they become toxic and are detectable as such. The [sickened](rules/conditions.md#Sickened) condition can't be ended until the poison's effects end. @@ -35,4 +34,6 @@ title: Saving Throw: DC 21 Fortitude **Stage 3** `4d4` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) ``` + +--- *Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/tattletale-orb-tv.md b/compendium/equipment/items/tattletale-orb-tv.md index 98c93fe01..f2507bb27 100644 --- a/compendium/equipment/items/tattletale-orb-tv.md +++ b/compendium/equipment/items/tattletale-orb-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/cursed - trait/divination - trait/magical @@ -14,11 +14,37 @@ aliases: ["Tattletale Orb"] # Tattletale Orb *Item 14+* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your [scrying](compendium/spells/scrying.md) spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device. Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball. +--- +### Variants + +#### clear quartz *Item 14* + + +#### selenite *Item 15* + + +The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be [invisible](rules/conditions.md#Invisible) to the orb's scrying during that time. + +#### moonstone *Item 16* + + +The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb. + +#### peridot *Item 17* + + +The target can send you one telepathic demand. + +#### obsidian *Item 19* + + +The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb. + +--- *Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/taw-launcher-tv.md b/compendium/equipment/items/taw-launcher-tv.md index 0564f6d78..b88f1d61a 100644 --- a/compendium/equipment/items/taw-launcher-tv.md +++ b/compendium/equipment/items/taw-launcher-tv.md @@ -15,11 +15,13 @@ aliases: ["Taw Launcher"] - **Price** 10 gp - **Bulk** 1 -- **Damage** `1d6` modular -- **Ammunution** [Wooden Taws](compendium/equipment/items/wooden-taws-tv.md); **Range** 100 ft.; **Reload** 1 + - **Damage**: `1d6` modular + - **Ammunution** [Wooden Taws](compendium/equipment/items/wooden-taws-tv.md); **Range** 100 ft.; **Reload** 1 - **Hands** 2 - **Category** Advanced; **Group** Bow This complex device is a crossbow and fires small wooden bullets known as taws. A system of blades within the launcher can rapidly reshape a taw as it's loaded, allowing the launcher to fire taws of different shapes, such as fléchettes. + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/tear-away-clothing-lotgb.md b/compendium/equipment/items/tear-away-clothing-lotgb.md index ebc2786bc..eb3598f00 100644 --- a/compendium/equipment/items/tear-away-clothing-lotgb.md +++ b/compendium/equipment/items/tear-away-clothing-lotgb.md @@ -16,4 +16,6 @@ Performers and criminals are both known to use disposable clothing designed to b This garment is loose enough to be worn over another outfit, including light armor. You can remove tear-away clothing with an [Interact](rules/actions/interact.md) action. The price for tear-away clothing is to modify an existing outfit. If purchasing a new outfit, add the tear-away clothing's price to the outfit to modify it as part of the purchase. + +--- *Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/tears-of-death.md b/compendium/equipment/items/tears-of-death.md index d21fad1b9..4f75eca93 100644 --- a/compendium/equipment/items/tears-of-death.md +++ b/compendium/equipment/items/tears-of-death.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,8 @@ aliases: ["Tears of Death"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 12000 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. @@ -36,4 +35,6 @@ title: Saving Throw: DC 46 Fortitude **Stage 3** `30d6` poison damage and [paralyzed](rules/conditions.md#Paralyzed) (1 minute) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md b/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md index 093cba44f..3c8f9f176 100644 --- a/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md +++ b/compendium/equipment/items/tears-of-the-last-azlanti-ec6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec6 -- item/category/artifact +- item/category/artifact/ - trait/arcane - trait/artifact - trait/invested @@ -14,8 +14,7 @@ aliases: ["Tears Of The Last Azlanti"] # Tears Of The Last Azlanti *Item 25* [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** worn necklace; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** worn necklace This gold necklace sports six bails, each with a different aeon stone. The backside of each bail is engraved with a single ancient Azlanti rune: Patience, Remembrance, Resilience, Tenacity, Wisdom, Invention. @@ -62,4 +61,6 @@ Once per day, you can attempt to exchange the aeon stone in a given bail for ano + +--- *Source: Extinction Curse #6: The Apocalypse Prophet p. 69* \ No newline at end of file diff --git a/compendium/equipment/items/tekko-kagi-tv.md b/compendium/equipment/items/tekko-kagi-tv.md index 1dca6fbe0..4308e15a5 100644 --- a/compendium/equipment/items/tekko-kagi-tv.md +++ b/compendium/equipment/items/tekko-kagi-tv.md @@ -17,10 +17,12 @@ aliases: ["Tekko-Kagi"] - **Price** 2 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Brawling Four curved blades attached to a sturdy handlebar give the wielder of this close-combat weapon the illusion of having claws that extend from their fist. Adherents of Bastet favor the tekko-kagi for catching their foes off guard. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/telekinetic-converters-gw3.md b/compendium/equipment/items/telekinetic-converters-gw3.md index 4b0e692f9..a65e3dcc0 100644 --- a/compendium/equipment/items/telekinetic-converters-gw3.md +++ b/compendium/equipment/items/telekinetic-converters-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/rare @@ -14,21 +14,24 @@ aliases: ["Telekinetic Converters"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 1950 gp -- **Usage** worn gloves; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn gloves Copper cables run from these thick leather gloves to nodes that attach to the wearer's temples, allowing a spellcaster to convert the magic they normally cast to pure psychic intention. When you [Cast a Spell](rules/actions/cast-a-spell.md) using the telekinetic converters, you substitute any verbal spellcasting components for mental components of simple thought, granting the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to the spell you're casting. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You cast [telekinetic projectile](compendium/spells/telekinetic-projectile.md) as an occult cantrip, heightened to a spell level equal to half your level rounded up. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You cast your choice of telekinetic haul or [telekinetic maneuver](compendium/spells/telekinetic-maneuver.md) as a 5th-level occult spell, consuming one of your unexpended spell slots of the same level as if you had used it to cast the spell. ``` + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/temple-sword.md b/compendium/equipment/items/temple-sword.md index 20f10ff49..bfa1e8943 100644 --- a/compendium/equipment/items/temple-sword.md +++ b/compendium/equipment/items/temple-sword.md @@ -14,10 +14,12 @@ aliases: ["Temple Sword"] - **Price** 2 gp - **Bulk** 1 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 1 - **Category** Martial; **Group** Sword This heavy blade is favored by guardians of religious sites. It has a distinctive, crescent-shaped blade that seems to be a mix of a sickle and sword. It often has holes drilled into the blade or the pommel so that bells or other holy trinkets can be affixed to the weapon as an aid for prayer or mediation. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/ten-foot-pole.md b/compendium/equipment/items/ten-foot-pole.md index 10d7744f2..64001ec9d 100644 --- a/compendium/equipment/items/ten-foot-pole.md +++ b/compendium/equipment/items/ten-foot-pole.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Ten-Foot Pole"] --- # Ten-Foot Pole *Item 0* @@ -11,8 +11,9 @@ aliases: ["Ten-Foot Pole"] - **Price** 1 cp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear When wielding this long pole, you can use [Seek](rules/actions/seek.md) to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/tengu-gale-blade-apg.md b/compendium/equipment/items/tengu-gale-blade-apg.md index d183991e6..8bec354c3 100644 --- a/compendium/equipment/items/tengu-gale-blade-apg.md +++ b/compendium/equipment/items/tengu-gale-blade-apg.md @@ -16,10 +16,12 @@ aliases: ["Tengu Gale Blade"] - **Price** 4 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword This fan-shaped sword, designed by members of the tengu ancestry, has five broad blades that join at its hilt. Tengu sailors also use gale blades as makeshift weather vanes, as the sword spins to show the wind's direction when loosely held aloft. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/tent.md b/compendium/equipment/items/tent.md index 409da6203..cb48bb085 100644 --- a/compendium/equipment/items/tent.md +++ b/compendium/equipment/items/tent.md @@ -3,14 +3,29 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Tent"] --- # Tent *Item 0* - **Hands** 2 -- **Category** Adventuring Gear +--- +### Variants + +#### Pup *Item 0* + +- **Price**: 8 sp + +#### Four-person *Item 0* + +- **Price**: 5 gp + +#### Pavilion *Item 2* + +- **Price**: 40 gp + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/tentacle-cannon-g-g.md b/compendium/equipment/items/tentacle-cannon-g-g.md index 02114ff8b..3edd9450b 100644 --- a/compendium/equipment/items/tentacle-cannon-g-g.md +++ b/compendium/equipment/items/tentacle-cannon-g-g.md @@ -12,21 +12,23 @@ aliases: ["Tentacle Cannon"] # Tentacle Cannon *Item 7+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 +- **Bulk** 2; **Usage** held in 2 hands - **Category** Beast Gun A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals `1d8` piercing damage. It has the [capacity <5>](rules/traits/capacity-5-tv.md "Capacity Weapon Trait"), [concussive](rules/traits/concussive-g-g.md "Concussive Weapon Trait"), and [fatal ](rules/traits/fatal-d12.md "Fatal Weapon Trait") traits, a range increment of 30 feet, and [reload <2>](rules/traits/reload-2.md "Reload Weapon Trait"). The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([magical](rules/traits/magical.md), [transmutation](rules/traits/transmutation.md)) + You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to [Grapple](rules/actions/grapple.md) with a +13 bonus. It can attempt to [Grapple](rules/actions/grapple.md) any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you. -%% #trait/magical #trait/transmutation %% +%% + #trait/magical #trait/transmutation +%% ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) - **Requirements**: The tentacle cannon has a creature [grabbed](rules/conditions.md#Grabbed) @@ -36,9 +38,36 @@ Attempt another check to [Grapple](rules/actions/grapple.md) the creature with a ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per hour -The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 minute or until it removes the ink. On a critical failure, the creature becomes [blinded](rules/conditions.md#Blinded) and [dazzled](rules/conditions.md#Dazzled); both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an [Interact](rules/actions/interact.md) action to remove the ink from its eyes to remove the [blinded](rules/conditions.md#Blinded) and [dazzled](rules/conditions.md#Dazzled) conditions. +**Effect** The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 minute or until it removes the ink. On a critical failure, the creature becomes [blinded](rules/conditions.md#Blinded) and [dazzled](rules/conditions.md#Dazzled); both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an [Interact](rules/actions/interact.md) action to remove the ink from its eyes to remove the [blinded](rules/conditions.md#Blinded) and [dazzled](rules/conditions.md#Dazzled) conditions. ``` +--- +### Variants + +#### tentacle cannon *Item 7* + +- **Price**: 360 gp + +#### greater tentacle cannon *Item 13* + +- **Price**: 2000 gp + +A greater tentacle cannon is a +2 greater striking weapon. + +It has a +20 bonus to [Grapple](rules/actions/grapple.md), and its ink spray DC is 30. + +#### major tentacle cannon *Item 17* + +- **Price**: 15000 gp +- **Craft Requirements**: The initial raw materials must include the tentacles and ink glands of a creature with a tentacle [Strike](rules/actions/strike.md) and ink. + +A major tentacle cannon is a +3 greater striking weapon. + +It has a +27 bonus to [Grapple](rules/actions/grapple.md), and its ink spray DC is 37. + +--- *Source: Guns & Gears p. 156* \ No newline at end of file diff --git a/compendium/equipment/items/tentacle-potion-tv.md b/compendium/equipment/items/tentacle-potion-tv.md index 7eee783ce..cb629477e 100644 --- a/compendium/equipment/items/tentacle-potion-tv.md +++ b/compendium/equipment/items/tentacle-potion-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -13,9 +13,8 @@ aliases: ["Tentacle Potion"] # Tentacle Potion *Item 6+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm. @@ -23,4 +22,24 @@ Your clothing doesn't need to accommodate this limb of ghostly matter, which can If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type. +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 33 gp + +#### moderate *Item 10* + +- **Price**: 155 gp + +As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours. + +#### greater *Item 14* + +- **Price**: 660 gp + +As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals `1d6` bludgeoning damage and has the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait. This potion lasts 24 hours. + +--- *Source: Treasure Vault p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/terrifying-ammunition-apg.md b/compendium/equipment/items/terrifying-ammunition-apg.md index 5d8cefe2d..b6204669f 100644 --- a/compendium/equipment/items/terrifying-ammunition-apg.md +++ b/compendium/equipment/items/terrifying-ammunition-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/emotion - trait/enchantment @@ -18,7 +18,6 @@ aliases: ["Terrifying Ammunition"] - **Price** 50 gp - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, it fills the creature's mind with visions of their own failures, tragedies, and eventually, their own death. The creature must attempt a DC 20 Will save. @@ -28,4 +27,6 @@ This black-and-gray ammunition is etched with occult symbols and tiny, grinning > - **Failure** The creature is [frightened](rules/conditions.md#Frightened) and can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 until it spends an action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to calm itself down. > - **Critical Failure** As failure, but the creature is [frightened](rules/conditions.md#Frightened). + +--- *Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/the-whispering-reeds-av1.md b/compendium/equipment/items/the-whispering-reeds-av1.md index 60aa5a3d9..a4a38430a 100644 --- a/compendium/equipment/items/the-whispering-reeds-av1.md +++ b/compendium/equipment/items/the-whispering-reeds-av1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/av1 -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divination - trait/occult @@ -13,8 +13,7 @@ aliases: ["The Whispering Reeds"] # The Whispering Reeds *Item 10* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Artifact +- **Bulk** 2; **Usage** held in 2 hands This hefty tome was compiled centuries ago by an anonymous author who sought to collect all parables, myths, stories, and encounters with the Outer Goddess [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). According to the introduction, the author's original intent was to create a work that foes of the Empty Death could use to fight against her influence, but as one reads through the book, it becomes apparent that the opposite effect has been achieved—by compiling these stories, the author inadvertently generated a work that made it easier for [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md) to influence the world. Those who venerate the Empty Death seek copies of this book to use as a guide and religious text, while those who don't know better and peruse the book as though it were merely an anthology of stories find themselves unwittingly falling prey to [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md)'s cult or agents of the entity herself. Those who study from The Whispering Reeds for too long are often cursed to rise as ghosts after death— though their existence never lasts for long, as they are inevitably consumed by [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). @@ -27,31 +26,40 @@ Fewer than two dozen copies of this rare tome are believed to still exist. The b The Whispering Reeds provides several abilities, but you can't activate any of them while you are [stupefied](rules/conditions.md#Stupefied) unless you are a follower of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute [Investigate](rules/actions/investigate.md) + You gain a +2 item bonus to skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md), her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per hour -You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes `5d6` positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. +**Effect** You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes `5d6` positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take `4d6` mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the [emotion](rules/traits/emotion.md "Emotion Effect Trait") trait for 1 minute. You are exposed to the Empty Death each time you use this ability. +**Effect** You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take `4d6` mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the [emotion](rules/traits/emotion.md "Emotion Effect Trait") trait for 1 minute. You are exposed to the Empty Death each time you use this ability. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast one of the following spells at the lowest level possible (unless otherwise specified): [crushing despair](compendium/spells/crushing-despair.md) (one target within 30 feet only), [fear](compendium/spells/fear.md) (3rd), [paranoia](compendium/spells/paranoia.md), or [phantasmal killer](compendium/spells/phantasmal-killer.md). You are exposed to the Empty Death each time you use this ability. +- **Frequency**: three per day + +**Effect** You cast one of the following spells at the lowest level possible (unless otherwise specified): [crushing despair](compendium/spells/crushing-despair.md) (one target within 30 feet only), [fear](compendium/spells/fear.md) (3rd), [paranoia](compendium/spells/paranoia.md), or [phantasmal killer](compendium/spells/phantasmal-killer.md). You are exposed to the Empty Death each time you use this ability. Empty Death (curse, necromancy, occult) Saving Throw DC 27 Will; Effect If you activate The Whispering Reeds and are not a worshipper of [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md), you become [stupefied](rules/conditions.md#Stupefied) for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a chaotic evil ghost. Every 7 days that pass after you become a ghost, you must succeed at a DC 2 flat check— failure indicates that you are consumed by [Nhimbaloth](compendium/setting/deities/nhimbaloth-logm.md). A creature whose ghost is consumed in this way does not travel to the River of Souls and is utterly annihilated; this creature can only be restored to life via a 10th-level spell effect or ritual like [wish](compendium/spells/wish.md). ``` + +--- *Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/theatrical-mutagen-tv.md b/compendium/equipment/items/theatrical-mutagen-tv.md index 6544fcd8e..31b65c66b 100644 --- a/compendium/equipment/items/theatrical-mutagen-tv.md +++ b/compendium/equipment/items/theatrical-mutagen-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -14,9 +14,8 @@ aliases: ["Theatrical Mutagen"] # Theatrical Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Developed and widely used by students at the Kitharodian Academy in Oppara, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks. @@ -24,4 +23,32 @@ Benefit You gain the listed item bonus to [Acrobatics](compendium/skills.md#Acro Drawback You take a –1 penalty to [Perception](compendium/skills.md#Perception) checks and Will saves. After any round where you don't spend at least 1 action to [Interact](rules/actions/interact.md) with an object, [Perform](rules/actions/perform.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md), you're [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute. + +#### greater *Item 11* + +- **Price**: 300 gp + +The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes. + +#### major *Item 17* + +- **Price**: 3000 gp + +The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour. + +--- *Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/thieves-tools.md b/compendium/equipment/items/thieves-tools.md index a5699fa2c..114e5411b 100644 --- a/compendium/equipment/items/thieves-tools.md +++ b/compendium/equipment/items/thieves-tools.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Thieves' Tools"] --- # Thieves' Tools *Item 0* @@ -11,11 +11,29 @@ aliases: ["Thieves' Tools"] - **Price** 3 gp - **Bulk** L - **Hands** 1 or 2* -- **Category** Adventuring Gear You need thieves' tools to [Pick Locks](rules/actions/pick-a-lock.md) or [Disable Devices](rules/actions/disable-a-device.md) (of some types) using the [Thievery](compendium/skills.md#Thievery) skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the [Repair](rules/actions/repair.md) action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. > [!pf2-note] > You can use the set of tools with one hand if you are wearing it. +--- +### Variants + +#### Base *Item 0* + + +#### Infiltrator *Item 3* + +- **Price**: 50 gp + +Infiltrator thieves' tools add a +1 item bonus to checks to [Pick Locks](rules/actions/pick-a-lock.md) and [Disable Devices](rules/actions/disable-a-device.md). + +#### Concealable *Item 4* + +- **Price**: 80 gp + +Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks to [Conceal](rules/actions/conceal-an-object.md) these tools. They otherwise function as infiltrator thieves' tools. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/third-eye.md b/compendium/equipment/items/third-eye.md index 9a30f569f..bc6eaefbc 100644 --- a/compendium/equipment/items/third-eye.md +++ b/compendium/equipment/items/third-eye.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -13,8 +13,7 @@ aliases: ["Third Eye"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 40000 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. @@ -23,9 +22,13 @@ This grants you otherworldly sight and allows you to read auras. No one but you You continuously see magic auras, as a 9thlevel [detect magic](compendium/spells/detect-magic.md) spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a [Seek](rules/actions/seek.md) action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature's health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, command -You gain the effects of an 8th-level [true seeing](compendium/spells/true-seeing.md) spell. +- **Frequency**: once per day + +**Effect** You gain the effects of an 8th-level [true seeing](compendium/spells/true-seeing.md) spell. ``` + +--- *Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/thorn-whip-loil.md b/compendium/equipment/items/thorn-whip-loil.md index 19297f781..09cbce31f 100644 --- a/compendium/equipment/items/thorn-whip-loil.md +++ b/compendium/equipment/items/thorn-whip-loil.md @@ -17,10 +17,12 @@ aliases: ["Thorn whip"] - **Price** 6 sp - **Bulk** 1 -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Brawling Carefully woven from plant fibers, the thorn whip sports small spikes that protrude from various locations. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/thoughtwhip-claw-loil.md b/compendium/equipment/items/thoughtwhip-claw-loil.md index e2783e0ac..0a057e751 100644 --- a/compendium/equipment/items/thoughtwhip-claw-loil.md +++ b/compendium/equipment/items/thoughtwhip-claw-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/rare @@ -14,15 +14,18 @@ aliases: ["Thoughtwhip Claw"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 1350 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** worn [Abraxas](compendium/setting/deities/abraxas-logm.md) teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -[Abraxas](compendium/setting/deities/abraxas-logm.md) reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts [mind probe](compendium/spells/mind-probe.md) on a creature within range, with a DC of 28. +- **Frequency**: once per day + +**Effect** [Abraxas](compendium/setting/deities/abraxas-logm.md) reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts [mind probe](compendium/spells/mind-probe.md) on a creature within range, with a DC of 28. ``` + +--- *Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/thousand-blade-thesis-som.md b/compendium/equipment/items/thousand-blade-thesis-som.md index 70302bc9a..f30bc27b3 100644 --- a/compendium/equipment/items/thousand-blade-thesis-som.md +++ b/compendium/equipment/items/thousand-blade-thesis-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/held +- item/category/held/ - trait/extradimensional - trait/invested - trait/magical @@ -14,17 +14,20 @@ aliases: ["Thousand-blade Thesis"] [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This collection of lacquered rice paper scrolls mounted on flexible bamboo contains a wealth of calligraphic essays and paintings on the art of war, specifically focused on the use of various weapons in warfare and how to tactically deploy warriors using those weapons to the best possible advantage. Consulting the thesis grants a +2 item bonus to [Warfare Lore](compendium/skills.md#Lore) checks. Like most scholarly compendiums, this usage requires holding the thesis in one hand. The thesis also serves as an extradimensional armory for weapons and ammunition. The thesis has a capacity of 5 Bulk, and only weapons and ammunition can be stored within it. You and others can [Interact](rules/actions/interact.md) with the thesis to store or retrieve a weapon or piece of ammunition in it, like a mundane container. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to [Interact](rules/actions/interact.md) to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a [Disarm](rules/actions/disarm.md) check. You can't place weapons back into the thesis until the minute elapses. +- **Frequency**: once per day + +**Effect** The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to [Interact](rules/actions/interact.md) to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a [Disarm](rules/actions/disarm.md) check. You can't place weapons back into the thesis until the minute elapses. ``` + +--- *Source: Secrets of Magic p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/thousand-pains-fulu-tv.md b/compendium/equipment/items/thousand-pains-fulu-tv.md index c4345962c..9ebd2b3a0 100644 --- a/compendium/equipment/items/thousand-pains-fulu-tv.md +++ b/compendium/equipment/items/thousand-pains-fulu-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/fulu - trait/magical @@ -14,12 +14,53 @@ aliases: ["Thousand-Pains Fulu"] # Thousand-Pains Fulu *Item 5+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [fulu](rules/traits/fulu-som.md "Fulu Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** affixed to a creature; **Bulk** — -- **Category** Consumable +- **Bulk** —; **Usage** affixed to a creature Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type. > [!success-degree] > - **Failure** or critical failure primes the target for [persistent damage](rules/conditions.md#Persistent%20Damage) triggered by a specific condition that must be met within the fulu's duration. +--- +### Variants + +#### burl thousand-pains fulu *Item 17* + +- **Price**: 2700 gp + +Though this green fulu looks inviting, it has a foreboding aura. + +The DC is 35, and the fulu deals `10d8` poison damage, causing the target's body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes `2d8` [persistent poison damage](rules/conditions.md#Persistent%20Damage) as well. These effects have the [poison](rules/traits/poison.md "Poison Effect Trait") trait. + +#### blade thousand-pains fulu *Item 8* + +- **Price**: 90 gp + +This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals `5d6` slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") or [move](rules/traits/move.md "Move Combat Trait") trait on each of its turns, it takes `1d6` [persistent slashing damage](rules/conditions.md#Persistent%20Damage). + +#### icicle thousand-pains fulu *Item 14* + +- **Price**: 630 gp + +Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals `10d6` cold damage as the target's ki warps and drains. On a failure or critical failure, if the target takes damage from a [poison](rules/traits/poison.md "Poison Effect Trait") or [disease](rules/traits/disease.md "Disease Effect Trait") effect or becomes [sickened](rules/conditions.md#Sickened), it takes `2d6` [persistent cold damage](rules/conditions.md#Persistent%20Damage). These effects have the [cold](rules/traits/cold.md "Cold Energy & Element Trait") trait. + +#### needle thousand-pains fulu *Item 11* + +- **Price**: 270 gp + +Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals `7d6` piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the [move](rules/traits/move.md "Move Combat Trait") trait, it takes `2d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage). + +#### stone thousand-pains fulu *Item 5* + +- **Price**: 30 gp + +This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals `3d6` bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes `1d6` [persistent bludgeoning damage](rules/conditions.md#Persistent%20Damage) as well. + +#### void thousand-pains fulu *Item 20* + +- **Price**: 8100 gp + +The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals `12d10` negative damage by dissipating the target's ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes `2d10` [persistent negative damage](rules/conditions.md#Persistent%20Damage) as well. These effects have the [death](rules/traits/death.md "Death Effect Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") traits. Each time the target takes this [persistent damage](rules/conditions.md#Persistent%20Damage), any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the [persistent damage](rules/conditions.md#Persistent%20Damage) taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute. + +--- *Source: Treasure Vault p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/thrasher-tail-tv.md b/compendium/equipment/items/thrasher-tail-tv.md index d8327493c..12e2918bc 100644 --- a/compendium/equipment/items/thrasher-tail-tv.md +++ b/compendium/equipment/items/thrasher-tail-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/clockwork - trait/kobold - trait/mechanical @@ -14,19 +14,20 @@ aliases: ["Thrasher Tail"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 620 gp -- **Usage** worn; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides numerous blades and spikes, tensioned and wound around a spring-loaded trigger at the base of the prosthesis. Resetting and reattaching a sprung thrasher tail takes 10 minutes. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: You're [grabbed](rules/conditions.md#Grabbed) **Effect** Your tail comes off in your opponent's hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals `8d6` slashing damage to the opponent who has you [grabbed](rules/conditions.md#Grabbed) with a DC 25 basic Reflex save. Regardless of the result of their save, you're no longer [grabbed](rules/conditions.md#Grabbed). ``` + +--- *Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/three-peaked-tree-g-g.md b/compendium/equipment/items/three-peaked-tree-g-g.md index e51a8843d..c4875f024 100644 --- a/compendium/equipment/items/three-peaked-tree-g-g.md +++ b/compendium/equipment/items/three-peaked-tree-g-g.md @@ -21,14 +21,16 @@ aliases: ["Three Peaked Tree"] - **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles - **Price** 12 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d4` P +- **Ranged**: + - **Damage**: `1d4` P - **Ammunution** round; **Range** 60 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` P +- **Melee**: + - **Damage**: `1d8` P - **Hands** 2 - **Category** Martial A recently developed weapon created for an elven champion from Jinin, the three-peaked tree can be used as both a trident and a mithral tree. A three-peaked tree has a length of silken rope attached to the butt of its haft, allowing it to be quickly retrieved after thrown. + +--- *Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/compendium/equipment/items/three-section-naginata-tv.md b/compendium/equipment/items/three-section-naginata-tv.md index af29f42cc..b6d142af9 100644 --- a/compendium/equipment/items/three-section-naginata-tv.md +++ b/compendium/equipment/items/three-section-naginata-tv.md @@ -16,10 +16,12 @@ aliases: ["Three-section Naginata"] - **Price** 12 gp - **Bulk** 2 -- **Damage** `1d8` S + - **Damage**: `1d8` S - **Hands** 2 - **Category** Advanced; **Group** Flail A fusion of a naginata and sansetsukon, this three-section weapon has a sweeping, curved blade along each of the outer sections. Though difficult for anyone but an expert weapon master to use effectively, the three-section naginata can be wielded at devastating speed to slice or smash apart a foe. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/thrice-fried-mudwings-lotgb.md b/compendium/equipment/items/thrice-fried-mudwings-lotgb.md index 19bbe0773..46e6f91af 100644 --- a/compendium/equipment/items/thrice-fried-mudwings-lotgb.md +++ b/compendium/equipment/items/thrice-fried-mudwings-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/magical @@ -14,14 +14,13 @@ aliases: ["Thrice-fried Mudwings"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Frying mudwings—the remains of magical winged creatures found in blighted swamps—is a delicate balance. Cooked for too long and they lose their potency; cooked too briefly and the toxins in their system could end up harming whoever eats them. When you consume a perfectly cooked tapas, you grow two sets of mudwings that grant you a fly Speed of 30 feet or your Speed, whichever is lower, for 10 minutes. You can also use the following Activation. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You would take damage from a physical attack @@ -32,4 +31,6 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R The shop's interior, which smells brightly of fresh fir tips and petrichor, is a marriage between opulence and austerity. Marble floors the color of freshly fallen snow and plaster bas-reliefs depicting birch trees frame arched entryways and extend upwards, supporting the vaulted ceilings. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/compendium/equipment/items/throwers-bandolier-tv.md b/compendium/equipment/items/throwers-bandolier-tv.md index 577ea11f3..441f51f00 100644 --- a/compendium/equipment/items/throwers-bandolier-tv.md +++ b/compendium/equipment/items/throwers-bandolier-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -13,15 +13,17 @@ aliases: ["Thrower's Bandolier"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 60 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier. ``` + +--- *Source: Treasure Vault p. 146* \ No newline at end of file diff --git a/compendium/equipment/items/throwing-knife-ec1.md b/compendium/equipment/items/throwing-knife-ec1.md index 71e1244b9..c26963126 100644 --- a/compendium/equipment/items/throwing-knife-ec1.md +++ b/compendium/equipment/items/throwing-knife-ec1.md @@ -15,10 +15,12 @@ aliases: ["Throwing Knife"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Knife This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for characters focused on thrown weapons. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/throwing-shield-lokl.md b/compendium/equipment/items/throwing-shield-lokl.md index 24b2686f1..b43590723 100644 --- a/compendium/equipment/items/throwing-shield-lokl.md +++ b/compendium/equipment/items/throwing-shield-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment - trait/uncommon aliases: ["Throwing Shield"] @@ -14,8 +14,9 @@ aliases: ["Throwing Shield"] - **Access** Knights of Lastwall have access to this item. - **Price** 5 gp - **Usage** applied to a buckler or shield -- **Category** Adjustment These special straps and weightings fit over a shield or buckler, but not a tower shield. They are designed to let you doff and throw the shield in one swift movement. You can quickly remove the shield by spending a free action as part of the [Strike](rules/actions/strike.md) to throw the shield. When thrown in this way, the shield is a martial thrown weapon that deals `1d6` bludgeoning damage and has the thrown <20 feet> trait. A shield with the throwing shield attachment can't have any attached weapons, such as shield spikes or a shield boss, and the adjustments to make it more aerodynamic make it slightly less sturdy, reducing its Hardness by 1. + +--- *Source: Lost Omens: Knights of Lastwall p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-helm-ooa2.md b/compendium/equipment/items/thunder-helm-ooa2.md index 8dc221cbb..dd9ac9bf4 100644 --- a/compendium/equipment/items/thunder-helm-ooa2.md +++ b/compendium/equipment/items/thunder-helm-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -14,17 +14,20 @@ aliases: ["Thunder Helm"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 160 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear The creator of the original thunder helm tried and failed time and again to craft a reliable, helmet-mounted firearm that enabled hands-free gunplay, but even after resorting to magical enhancements, they were never quite able to realize their vision. The allure of the thunder helm continues to compel certain mindsets in the Mana Wastes, and these items continue to be crafted to this day. A thunder helm appears as a cylindrical iron helmet adorned with a crown-like display of gun barrels extending out in all directions. A slit in the front allows for limited visibility, while sound is muffled by the inner lining. As long as a creature wears a thunder helm, it takes a –1 circumstance penalty to auditory and visual [Perception](compendium/skills.md#Perception) checks but also gain a +1 circumstance bonus to saving throws against [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") effects. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within a 20-foot emanation takes `4d6` piercing damage (DC 19 basic Reflex save). When determining a creature's resistance or immunity to this damage, use the weaker of the target's resistance or immunity to piercing or bludgeoning. +- **Frequency**: once per day + +**Effect** The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within a 20-foot emanation takes `4d6` piercing damage (DC 19 basic Reflex save). When determining a creature's resistance or immunity to this damage, use the weaker of the target's resistance or immunity to piercing or bludgeoning. ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-sling-loag.md b/compendium/equipment/items/thunder-sling-loag.md index 890d4c6e8..79e3c8341 100644 --- a/compendium/equipment/items/thunder-sling-loag.md +++ b/compendium/equipment/items/thunder-sling-loag.md @@ -15,11 +15,13 @@ aliases: ["Thunder Sling"] - **Price** 5 gp - **Bulk** L -- **Damage** `1d6` P -- **Range** 50 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Range** 50 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Sling Tengu use these specialized slings to fire darts further and with greater force than when thrown by hand, which is particularly effective when attacking from great heights. A thunder sling uses [darts](compendium/equipment/items/dart.md) as ammunition. It can also hurl [blowgun darts](compendium/equipment/items/blowgun-dart.md) as ammunition but deals `1d4` piercing damage instead of `1d6` when used this way. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-sling-tv.md b/compendium/equipment/items/thunder-sling-tv.md index a45b5c5a3..a36774ab8 100644 --- a/compendium/equipment/items/thunder-sling-tv.md +++ b/compendium/equipment/items/thunder-sling-tv.md @@ -15,11 +15,13 @@ aliases: ["Thunder Sling"] - **Price** 5 gp - **Bulk** L -- **Damage** `1d6` P -- **Range** 50 ft.; **Reload** 1 + - **Damage**: `1d6` P + - **Range** 50 ft.; **Reload** 1 - **Hands** 1 - **Category** Martial; **Group** Sling + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/thunder-snare-ec1.md b/compendium/equipment/items/thunder-snare-ec1.md index abd73d0ed..56c7c7bc0 100644 --- a/compendium/equipment/items/thunder-snare-ec1.md +++ b/compendium/equipment/items/thunder-snare-ec1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec1 -- item/category/snare +- item/category/snare/ - trait/auditory - trait/consumable - trait/mechanical @@ -15,7 +15,7 @@ aliases: ["Thunder Snare"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 6 gp -- **Category** Snare +- **Craft Requirements** 1 lesser thunderstone. The snare makes a thunderous noise when a creature enters the snare's square, which can be heard up to 1,000 feet away. The creature must attempt a DC 18 Fortitude saving throw. @@ -25,4 +25,6 @@ The snare makes a thunderous noise when a creature enters the snare's square, wh > - **Failure** As success, and the target also takes 1 sonic damage. > - **Critical Failure** As success, and the target also takes `1d4` sonic damage. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/thunderbird-tuft-som.md b/compendium/equipment/items/thunderbird-tuft-som.md index aa8b7bd34..a0bb0165a 100644 --- a/compendium/equipment/items/thunderbird-tuft-som.md +++ b/compendium/equipment/items/thunderbird-tuft-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -12,9 +12,36 @@ aliases: ["Thunderbird Tuft"] # Thunderbird Tuft *Item 1+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a [shocking grasp](compendium/spells/shocking-grasp.md) spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The nimbus deals `1d4` electricity damage, or `1d6` electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute. + +#### moderate *Item 5* + +- **Price**: 25 gp + +The nimbus deals `1d4` electricity damage, or `1d6` electricity damage if the creature is using a metal weapon. + +#### greater *Item 9* + +- **Price**: 125 gp + +The nimbus deals `2d4` electricity damage, or `2d6` electricity damage if the creature is using a metal weapon. + +#### major *Item 13* + +- **Price**: 500 gp + +The nimbus deals `3d4` electricity damage, or `3d6` electricity damage if the creature is using a metal weapon. + +--- *Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/thunderblast-slippers-tv.md b/compendium/equipment/items/thunderblast-slippers-tv.md index 5ce4d203a..971dd6e9a 100644 --- a/compendium/equipment/items/thunderblast-slippers-tv.md +++ b/compendium/equipment/items/thunderblast-slippers-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -13,15 +13,32 @@ aliases: ["Thunderblast Slippers"] # Thunderblast Slippers *Item 9+* [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Usage** worn footwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn footwear Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision, [Interact](rules/actions/interact.md) -You move like the wind, with precision and speed. You [Stride](rules/actions/stride.md) up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals `2d6` bludgeoning damage and `2d6` sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked [prone](rules/conditions.md#Prone). +- **Frequency**: once per day + +**Effect** You move like the wind, with precision and speed. You [Stride](rules/actions/stride.md) up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals `2d6` bludgeoning damage and `2d6` sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked [prone](rules/conditions.md#Prone). ``` +--- +### Variants + +#### thunderblast slippers *Item 9* + +- **Price**: 650 gp + +#### greater thunderblast slippers *Item 15* + +- **Price**: 6500 gp + +The distance you can [Stride](rules/actions/stride.md) increases to 120 feet, the damage is `3d6` of each type, and the Fortitude DC is 34. + +Headwear + +--- *Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/thundercrasher-tv.md b/compendium/equipment/items/thundercrasher-tv.md index 8a366576c..95ebef48d 100644 --- a/compendium/equipment/items/thundercrasher-tv.md +++ b/compendium/equipment/items/thundercrasher-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/arcane - trait/evocation - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Thundercrasher"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 155 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands While looking straight down the barrel of this +1 striking blunderbussG&G, the spark gun's magical core is visible amid several reflectors. All damage dealt by a thundercrasher is sonic damage. On a critical hit, the target must succeed at a Fortitude save against your class DC or be [deafened](rules/conditions.md#Deafened) for 1 minute. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its [scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") trait, making the area difficult terrain. +- **Frequency**: once per hour + +**Effect** You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its [scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") trait, making the area difficult terrain. ``` + +--- *Source: Treasure Vault p. 39* \ No newline at end of file diff --git a/compendium/equipment/items/thundering.md b/compendium/equipment/items/thundering.md index 01c18b1e0..1c705cf1d 100644 --- a/compendium/equipment/items/thundering.md +++ b/compendium/equipment/items/thundering.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical - trait/sonic @@ -13,8 +13,21 @@ aliases: ["Thundering"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - **Usage** etched onto a weapon -- **Category** Rune This weapon lets out a peal of thunder when it hits, dealing an extra `1d6` sonic damage on a successful [Strike](rules/actions/strike.md). On a critical hit, the target has to succeed at a DC 24 Fortitude save or be [deafened](rules/conditions.md#Deafened) for 1 minute (or 1 hour on a critical failure). +--- +### Variants + +#### thundering *Item 8* + +- **Price**: 500 gp + +#### greater thundering *Item 15* + +- **Price**: 6500 gp + +The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance. + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/thundermace-lotgb.md b/compendium/equipment/items/thundermace-lotgb.md index 53dbe348c..380b288a9 100644 --- a/compendium/equipment/items/thundermace-lotgb.md +++ b/compendium/equipment/items/thundermace-lotgb.md @@ -13,10 +13,12 @@ aliases: ["Thundermace"] - **Price** 2 sp - **Bulk** 2 -- **Damage** `1d8` B + - **Damage**: `1d8` B - **Hands** 2 - **Category** Simple; **Group** Club This deceptively dangerous weapon is essentially a mace with a longer haft and larger, often flanged head. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/thunderstone.md b/compendium/equipment/items/thunderstone.md index 2a42d25a0..e2231e161 100644 --- a/compendium/equipment/items/thunderstone.md +++ b/compendium/equipment/items/thunderstone.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,10 +14,37 @@ aliases: ["Thunderstone"] # Thunderstone *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be [deafened](rules/conditions.md#Deafened) until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 3 gp + +The bomb deals `1d4` sonic damage and 1 sonic splash damage, and the DC is 17. + +#### moderate *Item 3* + +- **Price**: 10 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d4` sonic damage and 2 sonic splash damage, and the DC is 20. + +#### greater *Item 11* + +- **Price**: 250 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d4` sonic damage and 3 sonic splash damage, and the DC is 28. + +#### major *Item 17* + +- **Price**: 2500 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d4` sonic damage and 4 sonic splash damage, and the DC is 36. + +--- *Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/compendium/equipment/items/thurible-of-revelation.md b/compendium/equipment/items/thurible-of-revelation.md index 06b04309b..4b41e1320 100644 --- a/compendium/equipment/items/thurible-of-revelation.md +++ b/compendium/equipment/items/thurible-of-revelation.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/divination - trait/divine aliases: ["Thurible of Revelation"] @@ -11,17 +11,37 @@ aliases: ["Thurible of Revelation"] # Thurible of Revelation *Item 3+* [divination](rules/traits/divination.md "Divination School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to [Religion](compendium/skills.md#Religion) checks, and any critical failure you roll when you [Decipher Writing](rules/actions/decipher-writing.md) of a religious nature is a failure instead. ``` +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 55 gp + +#### moderate *Item 10* + +- **Price**: 900 gp + +The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an [Interact](rules/actions/interact.md) action to gain the effects of see invisibility for 1 round by peering through the smoke. + +#### greater *Item 18* + +- **Price**: 19000 gp + +The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of true seeing. + +--- *Source: Core Rulebook p. 575* \ No newline at end of file diff --git a/compendium/equipment/items/tiger-menuki.md b/compendium/equipment/items/tiger-menuki.md index 470d7c69f..8f78e2877 100644 --- a/compendium/equipment/items/tiger-menuki.md +++ b/compendium/equipment/items/tiger-menuki.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -14,10 +14,11 @@ aliases: ["Tiger Menuki"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 30 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** You [Strike](rules/actions/strike.md) with the affixed weapon. -- **Category** Talisman This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the affixed weapon gains the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait for the triggering attack and all other attacks for 1 minute. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/tigers-claw-g-g.md b/compendium/equipment/items/tigers-claw-g-g.md index 4c04cdc83..2f8949a79 100644 --- a/compendium/equipment/items/tigers-claw-g-g.md +++ b/compendium/equipment/items/tigers-claw-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/illusion - trait/primal - trait/rare @@ -13,17 +13,20 @@ aliases: ["Tiger's Claw"] [illusion](rules/traits/illusion.md "Illusion School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand This +2 striking fearsome dueling pistol (Advanced Player's Guide 260) is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Zenj family for delivery of rare healing and diseaseabating herbs during an outbreak of a deadly disease in the Grand Duchy of Alkenstar, these firearms are now passed down to those who have done brave acts in service to the Zenj people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm's report sounds like a tiger's growl. Clever wielders use the firearm's report to panic their prey into mistakes and then pounce for the kill. This firearm's bullets deal slashing damage instead of piercing and add an additional `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit. This [persistent bleed damage](rules/conditions.md#Persistent%20Damage) causes tiger-claw-shaped wounds to appear on the target. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged [Strike](rules/actions/strike.md) with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level [phantasmal killer](compendium/spells/phantasmal-killer.md) with a spell DC of 28. While phantasmal killer typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger. +- **Frequency**: once per day + +**Effect** You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged [Strike](rules/actions/strike.md) with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level [phantasmal killer](compendium/spells/phantasmal-killer.md) with a spell DC of 28. While phantasmal killer typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger. ``` + +--- *Source: Guns & Gears p. 166* \ No newline at end of file diff --git a/compendium/equipment/items/time-shield-potion-apg.md b/compendium/equipment/items/time-shield-potion-apg.md index b64651dda..402397ec2 100644 --- a/compendium/equipment/items/time-shield-potion-apg.md +++ b/compendium/equipment/items/time-shield-potion-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/potion +- item/category/potion/ - trait/consumable - trait/magical - trait/potion @@ -14,12 +14,13 @@ aliases: ["Time Shield Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion, you are frozen in time for `2d4` rounds. You can't act or be targeted, you become immune to all effects, and you vanish from your space; as far as the universe is concerned, you simply don't exist as long as the potion lasts. The durations of any effects targeting you when you drink the potion are suspended until it wears off. Once the potion's duration expires, you return to the normal flow of time and your former space; if that space is now occupied, you get shunted to the nearest unoccupied space. Effects with durations immediately resume affecting you, elapsing as though no time has passed. If you are within the area of an effect created while you were outside of time, you immediately take those effects upon returning. The GM might determine that other changes that occurred while you were outside of time (such as the ground beneath you crumbling) also affect you upon your return. + +--- *Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/compendium/equipment/items/timeless-salts-apg.md b/compendium/equipment/items/timeless-salts-apg.md index 58755a4a3..3c8a5b810 100644 --- a/compendium/equipment/items/timeless-salts-apg.md +++ b/compendium/equipment/items/timeless-salts-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Timeless Salts"] @@ -12,12 +12,13 @@ aliases: ["Timeless Salts"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 14 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic, as well as the wait time required before a corpse can be targeted again with [talking corpse](compendium/spells/talking-corpse.md). The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an [Interact](rules/actions/interact.md) action to disperse the salts from an unattended object and end this effect. + +--- *Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/timepiece-g-g.md b/compendium/equipment/items/timepiece-g-g.md index bd8824d28..3fdda0c23 100644 --- a/compendium/equipment/items/timepiece-g-g.md +++ b/compendium/equipment/items/timepiece-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/clockwork - trait/uncommon aliases: ["Timepiece"] @@ -11,10 +11,25 @@ aliases: ["Timepiece"] # Timepiece *Item 1+* [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Category** Adventuring Gear Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second. Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. +--- +### Variants + +#### desktop clock *Item 1* + +- **Price**: 10 gp + +Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually. + +#### grand clock *Item 3* + +- **Price**: 50 gp + +These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer. + +--- *Source: Guns & Gears p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/tin-cobra-g-g.md b/compendium/equipment/items/tin-cobra-g-g.md index 57eae929a..9a6c41f5b 100644 --- a/compendium/equipment/items/tin-cobra-g-g.md +++ b/compendium/equipment/items/tin-cobra-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/snare +- item/category/snare/ - trait/clockwork - trait/consumable - trait/mechanical @@ -17,7 +17,6 @@ aliases: ["Tin Cobra"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 23 gp -- **Category** Snare This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing `3d6` poison damage. The target must attempt a DC 21 Fortitude save. @@ -27,4 +26,6 @@ This clockwork cobra activates when a creature enters its square, at which point > - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). > - **Critical Failure** The creature takes double damage is [sickened](rules/conditions.md#Sickened). Simple Hazards The following hazards have simple effects, but they create those effects using steam or Stasian technology. + +--- *Source: Guns & Gears p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/tindertwig.md b/compendium/equipment/items/tindertwig.md index f2bd6406a..c846f2c5c 100644 --- a/compendium/equipment/items/tindertwig.md +++ b/compendium/equipment/items/tindertwig.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/tool +- item/category/tool/ - trait/alchemical - trait/consumable - trait/fire @@ -13,10 +13,11 @@ aliases: ["Tindertwig"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - **Price** 2 sp -- **Usage** held in 1 hand; **Bulk** — +- **Bulk** —; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Tool An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same [Interact](rules/actions/interact.md) action. + +--- *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/titans-grasp-som.md b/compendium/equipment/items/titans-grasp-som.md index c9267d108..be0ef88aa 100644 --- a/compendium/equipment/items/titans-grasp-som.md +++ b/compendium/equipment/items/titans-grasp-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/apex +- item/category/apex/ - trait/apex - trait/evocation - trait/invested @@ -14,17 +14,16 @@ aliases: ["Titan's Grasp"] [apex](rules/traits/apex.md "Apex Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 24000 gp -- **Usage** worn gloves; **Bulk** L -- **Category** Apex +- **Bulk** L; **Usage** worn gloves These bronze gauntlets each have a small red gem embedded in the wrist. You gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks and a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Grapple](rules/actions/grapple.md). If you successfully [Grapple](rules/actions/grapple.md) an enemy that's at least one size category larger than you, the gauntlets dig into it, dealing bludgeoning damage equal to your Strength modifier, plus an additional `2d6` on a critical success. When you invest the gloves, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([sonic](rules/traits/sonic.md)) +- **Frequency**: once per day - **Requirements**: You have two hands free **Effect** You clap the gauntlets together with a thunderous crack that deals `6d10` sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save. @@ -34,7 +33,11 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S > - **Success** The creature takes half damage. > - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for 1 round. > - **Critical Failure** The creature takes double damage, is [deafened](rules/conditions.md#Deafened) for 1 minute, and is [stunned](rules/conditions.md#Stunned). -%% #trait/sonic %% +%% + #trait/sonic +%% ``` + +--- *Source: Secrets of Magic p. 191* \ No newline at end of file diff --git a/compendium/equipment/items/tlil-mask-sot1.md b/compendium/equipment/items/tlil-mask-sot1.md index 5947289a7..991cbdb13 100644 --- a/compendium/equipment/items/tlil-mask-sot1.md +++ b/compendium/equipment/items/tlil-mask-sot1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot1 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,19 +13,34 @@ aliases: ["Tlil Mask"] # Tlil Mask *Item 5+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn mask; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn mask Colorful, beaded tlil masks are most commonly found on the distant continent of Arcadia, but trade between the two regions means that they can be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. +- **Frequency**: once per day + +**Effect** Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be [concealed](rules/conditions.md#Concealed) from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. ``` +--- +### Variants + +#### tlil mask *Item 5* + +- **Price**: 30 gp + +#### greater tlil mask *Item 9* + +- **Price**: 240 gp + +The effect lasts for 10 minutes. + +--- *Source: Strength of Thousands #1: Kindled Magic p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/tlil-mask-tv.md b/compendium/equipment/items/tlil-mask-tv.md index a1e6ffd85..644e8b0f3 100644 --- a/compendium/equipment/items/tlil-mask-tv.md +++ b/compendium/equipment/items/tlil-mask-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,30 @@ aliases: ["Tlil Mask"] # Tlil Mask *Item 5+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn mask; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn mask Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be [concealed](rules/conditions.md#Concealed) from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. +- **Frequency**: once per day + +**Effect** Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be [concealed](rules/conditions.md#Concealed) from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md), this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute. ``` +--- +### Variants + +#### tlil mask *Item 5* + +- **Price**: 130 gp + +#### greater tlil mask *Item 9* + +- **Price**: 600 gp + +The effect lasts for 10 minutes. + +--- *Source: Treasure Vault p. 155* \ No newline at end of file diff --git a/compendium/equipment/items/toadskin-salve-lotgb.md b/compendium/equipment/items/toadskin-salve-lotgb.md index 586d7cf33..7a2457d19 100644 --- a/compendium/equipment/items/toadskin-salve-lotgb.md +++ b/compendium/equipment/items/toadskin-salve-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/poison @@ -13,13 +13,12 @@ aliases: ["Toadskin Salve"] # Toadskin Salve *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison +- **Bulk** L; **Usage** held in 1 hand This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You hit a creature with a melee @@ -27,11 +26,31 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You are hit with a melee attack that deals physical damage **Effect** The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack. ``` +--- +### Variants + +#### toadskin salve *Item 3* + +- **Price**: 10 gp + +#### greater toadskin salve *Item 7* + +- **Price**: 55 gp + +The [persistent poison damage](rules/conditions.md#Persistent%20Damage) increases to `2d4`, and the resistance increases to 5. + +#### major toadskin salve *Item 11* + +- **Price**: 225 gp + +The [persistent poison damage](rules/conditions.md#Persistent%20Damage) increases to `3d4`, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the reaction. + +--- *Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/tome-of-restorative-cleansing-tv.md b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md index 72d2c3557..41a54b02a 100644 --- a/compendium/equipment/items/tome-of-restorative-cleansing-tv.md +++ b/compendium/equipment/items/tome-of-restorative-cleansing-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/magical - trait/necromancy @@ -13,18 +13,41 @@ aliases: ["Tome of Restorative Cleansing"] [grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Bulk** L -- **Category** Grimoire This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([healing](rules/traits/healing.md), [necromancy](rules/traits/necromancy.md), [positive](rules/traits/positive.md)) +- **Frequency**: once per day - **Requirements**: Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally **Effect** Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour. -%% #trait/healing #trait/necromancy #trait/positive %% +%% + #trait/healing #trait/necromancy #trait/positive +%% ``` +--- +### Variants + +#### lesser tome of restorative cleansing *Item 5* + +- **Price**: 130 gp + +The creature gains `1d8` temporary Hit Points. + +#### moderate tome of restorative cleansing *Item 9* + +- **Price**: 600 gp + +The creature gains `2d8` temporary Hit Points. + +#### greater tome of restorative cleansing *Item 14* + +- **Price**: 3750 gp + +The creature gains `3d8` temporary Hit Points. + +--- *Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/tome-of-scintillating-sleet-tv.md b/compendium/equipment/items/tome-of-scintillating-sleet-tv.md index 8945adffc..d3e628ee4 100644 --- a/compendium/equipment/items/tome-of-scintillating-sleet-tv.md +++ b/compendium/equipment/items/tome-of-scintillating-sleet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/cold - trait/evocation - trait/grimoire @@ -15,16 +15,19 @@ aliases: ["Tome of Scintillating Sleet"] - **Price** 430 gp - **Bulk** L -- **Category** Grimoire The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen kar, a species of ice-dwelling humanoids. The story is a tale of a saumen kar stricken with snow blindness after spending too long under the sun building snow giants. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also [dazzled](rules/conditions.md#Dazzled) for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 3 rounds. +- **Frequency**: once per day + +**Effect** If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also [dazzled](rules/conditions.md#Dazzled) for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead [blinded](rules/conditions.md#Blinded) for 1 round and then [dazzled](rules/conditions.md#Dazzled) for 3 rounds. ``` + +--- *Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/tonfa-lotgb.md b/compendium/equipment/items/tonfa-lotgb.md index 15ddae533..d182b2df7 100644 --- a/compendium/equipment/items/tonfa-lotgb.md +++ b/compendium/equipment/items/tonfa-lotgb.md @@ -17,10 +17,12 @@ aliases: ["Tonfa"] - **Price** 1 sp - **Bulk** L -- **Damage** `1d4` B + - **Damage**: `1d4` B - **Hands** 1 - **Category** Martial; **Group** Brawling These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/tool.md b/compendium/equipment/items/tool.md index 9e2908eae..5012323b6 100644 --- a/compendium/equipment/items/tool.md +++ b/compendium/equipment/items/tool.md @@ -3,13 +3,24 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Tool"] --- # Tool *Item 0* -- **Category** Adventuring Gear This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing `1d4` damage for a short tool or `1d6` for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. +--- +### Variants + +#### Long *Item 0* + +- **Price**: 1 gp + +#### Short *Item 0* + +- **Price**: 4 sp + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md b/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md index a13941602..eade1c686 100644 --- a/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md +++ b/compendium/equipment/items/toolkit-of-bronze-whispers-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/divine - trait/intelligent - trait/rare @@ -13,9 +13,10 @@ aliases: ["Toolkit of Bronze Whispers"] # Toolkit of Bronze Whispers *Item 5* [divine](rules/traits/divine.md "Divine Tradition Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands Sacred to the faith of [Brigh](compendium/setting/deities/brigh-logm.md), a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that can be a blessing to a partnered crafter. A toolkit of bronze whispers functions as a set of sterling artisan's tools. Such toolkits focus on new creations and enthusiastically suggest crafting techniques to wielders. A toolkit of bronze whispers knows common item formulas of its level or lower and any other formulas the GM chooses. It can teach these formulas. You must still spend the time to copy a formula before you can use it. + +--- *Source: Treasure Vault p. 197* \ No newline at end of file diff --git a/compendium/equipment/items/tooth-and-claw-tattoo-tv.md b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md index e0fa2eb66..65d802eea 100644 --- a/compendium/equipment/items/tooth-and-claw-tattoo-tv.md +++ b/compendium/equipment/items/tooth-and-claw-tattoo-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -13,25 +13,48 @@ aliases: ["Tooth and Claw Tattoo"] # Tooth and Claw Tattoo *Item 6+* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[morph](rules/traits/morph.md "Morph Effect Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command ([morph](rules/traits/morph.md)) + You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws. -%% #trait/morph %% +%% + #trait/morph +%% ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision ([polymorph](rules/traits/polymorph.md)) + The tattoo casts 3rd-level [animal form](compendium/spells/animal-form.md) to transform you into the animal that matches your tattoo. -%% #trait/polymorph %% +%% + #trait/polymorph +%% ``` +--- +### Variants + +#### tooth and claw tattoo *Item 6* + +- **Price**: 250 gp + +#### greater tooth and claw tattoo *Item 8* + +- **Price**: 500 gp + +The tattoo casts 4th-level [animal form](compendium/spells/animal-form.md) instead of 3rd. + +#### major tooth and claw tattoo *Item 10* + +- **Price**: 1000 gp + +The tattoo casts 5th-level [animal form](compendium/spells/animal-form.md) instead of 3rd. + +--- *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/toothwort-extract-lotg.md b/compendium/equipment/items/toothwort-extract-lotg.md index 311bd454e..c1f4f026b 100644 --- a/compendium/equipment/items/toothwort-extract-lotg.md +++ b/compendium/equipment/items/toothwort-extract-lotg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/plant +- item/category/plant/ - trait/additive-1 - trait/alchemical - trait/consumable @@ -13,10 +13,11 @@ aliases: ["Toothwort Extract"] [additive <1>](rules/traits/additive-1.md "Additive Feat Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 9 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level. -- **Category** Plant Originally used in dental procedures, toothwort numbs the gums by deadening nerves. When the oils are extracted and distilled, toothwort has a secondary reputation among alchemists for enhancing the duration of poisons. When adding toothwort extract to an alchemical poison, you can extend the maximum duration of the poison by 1 round. + +--- *Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/topology-protoplasm-som.md b/compendium/equipment/items/topology-protoplasm-som.md index 1e9f5d073..9a06f0dff 100644 --- a/compendium/equipment/items/topology-protoplasm-som.md +++ b/compendium/equipment/items/topology-protoplasm-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -14,10 +14,11 @@ aliases: ["Topology Protoplasm"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 70 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet in any dimension, the protoplasm shifts it into an ooze-like state for 1 minute, allowing the subject to squash and stretch harmlessly. In this state, a creature that attempts a check to [Squeeze](rules/actions/squeeze.md) uses the outcome one degree of success better than it rolls and can move its full Speed while [Squeezing](rules/actions/squeeze.md), and an object can fit through a space 2 feet across. One vial can cover a creature or object of up to Large size, but as each vial is made from a specific ooze, multiple vials can't be combined together to cover a larger object, as the two gels simply negate each other. + +--- *Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/torags-silver-anvil-logm.md b/compendium/equipment/items/torags-silver-anvil-logm.md index 7805b22d4..7de02c59e 100644 --- a/compendium/equipment/items/torags-silver-anvil-logm.md +++ b/compendium/equipment/items/torags-silver-anvil-logm.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/logm -- item/category/held +- item/category/held/ - trait/divine - trait/magical - trait/transmutation @@ -15,8 +15,7 @@ aliases: ["Torag's Silver Anvil"] - **Access** follower of [Torag](compendium/setting/deities/torag.md) - **Price** 24000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung. @@ -24,4 +23,6 @@ Torag's Silver Anvil can be wielded as a +3 holy greater flaming greater strikin Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks involving metalworking. When you use the anvil to successfully [Repair](rules/actions/repair.md) a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success). + +--- *Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/torch.md b/compendium/equipment/items/torch.md index 67b637fc3..c82bbeae8 100644 --- a/compendium/equipment/items/torch.md +++ b/compendium/equipment/items/torch.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Torch"] --- # Torch *Item 0* @@ -11,8 +11,9 @@ aliases: ["Torch"] - **Price** 1 cp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/torrent-snare-ec1.md b/compendium/equipment/items/torrent-snare-ec1.md index a92b70766..a726f303f 100644 --- a/compendium/equipment/items/torrent-snare-ec1.md +++ b/compendium/equipment/items/torrent-snare-ec1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec1 -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -15,7 +15,6 @@ aliases: ["Torrent Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 9 gp -- **Category** Snare You pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare's square. When a creature enters the square, the snare's square and all adjacent squares become slippery difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw, with the following effects. @@ -24,4 +23,6 @@ You pile waterlogged plants or access a nearby source of water to rain down on a > - **Failure** The target falls [prone](rules/conditions.md#Prone). > - **Critical Failure** The target falls [prone](rules/conditions.md#Prone) and is forced into one of the other squares soaked by the snare. + +--- *Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/torrent-spellgun-tv.md b/compendium/equipment/items/torrent-spellgun-tv.md index cd143c076..badab02ce 100644 --- a/compendium/equipment/items/torrent-spellgun-tv.md +++ b/compendium/equipment/items/torrent-spellgun-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/attack - trait/consumable - trait/evocation @@ -15,9 +15,8 @@ aliases: ["Torrent Spellgun"] # Torrent Spellgun *Item 3+* [attack](rules/traits/attack.md "Attack Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](rules/actions/interact.md), , [Strike](rules/actions/strike.md) -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand +- **Activate** [Interact](rules/actions/interact.md), [Strike](rules/actions/strike.md) Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand. @@ -25,4 +24,32 @@ Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps a > - **Critical Success** The target takes double damage and is knocked back 10 feet. > - **Success** The target takes full damage and is knocked back 5 feet. +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 12 gp + +The damage is `2d6`. + +#### moderate *Item 7* + +- **Price**: 70 gp + +The damage is `7d6`. + +#### greater *Item 11* + +- **Price**: 275 gp + +The damage is `12d6`. + +#### major *Item 15* + +- **Price**: 1250 gp + +The damage is `16d6`. + +--- *Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/toshigami-blossom-tv.md b/compendium/equipment/items/toshigami-blossom-tv.md index f8c4bcbb0..9f4d286e6 100644 --- a/compendium/equipment/items/toshigami-blossom-tv.md +++ b/compendium/equipment/items/toshigami-blossom-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/intelligent - trait/invested @@ -14,29 +14,36 @@ aliases: ["Toshigami Blossom"] # Toshigami Blossom *Item 15* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn An encounter with a toshigami, the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve such an encounter. Only a handful of mortals can truthfully claim to have seen a toshigami, let alone met one, though many popular fireside tales tell of virtuous souls receiving a toshigami's blessing to fight for a worthy cause. Such stories have a basis in fact; every so often, a toshigami gives a worthy mortal a flower from their ward, time-locked in perfect bloom and granted sapience. Such toshigami blossoms are more sociable than their creators. Like toshigami, a blossom has a strong curiosity about the mortal world. If you wear a toshigami blossom, it can intercede for you, helping you make a good impression. A toshigami blossom has the following activations. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level. +- **Frequency**: once per day + +**Effect** The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + +- **Frequency**: once per hour -The blossom casts soothing blossoms (Secrets of Magic 129) to your specifications. +**Effect** The blossom casts soothing blossoms (Secrets of Magic 129) to your specifications. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + +- **Frequency**: once per minute -The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become [concealed](rules/conditions.md#Concealed), and creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. When you or an ally succeeds with a [Strike](rules/actions/strike.md) against a creature in the blossoms, the [Strike](rules/actions/strike.md) deals an additional `1d6` mental damage and an additional `1d6` negative damage to living creatures, or an additional `1d6` positive damage to undead. +**Effect** The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become [concealed](rules/conditions.md#Concealed), and creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. When you or an ally succeeds with a [Strike](rules/actions/strike.md) against a creature in the blossoms, the [Strike](rules/actions/strike.md) deals an additional `1d6` mental damage and an additional `1d6` negative damage to living creatures, or an additional `1d6` positive damage to undead. ``` + +--- *Source: Treasure Vault p. 197* \ No newline at end of file diff --git a/compendium/equipment/items/tower-shield.md b/compendium/equipment/items/tower-shield.md index 4bbaecf83..31e75c2fc 100644 --- a/compendium/equipment/items/tower-shield.md +++ b/compendium/equipment/items/tower-shield.md @@ -3,19 +3,21 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ aliases: ["Tower Shield"] --- # Tower Shield *Item 0* - **Price** 10 gp - **Bulk** 4 -- **AC Bonus** +2/+2; **null Hardness** 5, **null HP** 20 (BT 10); **Speed Penalty** -5 ft. -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 5, **HP** 20 (BT 10); **Speed Penalty** -5 ft. +- **Group** Shield These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal. > [!pf2-note] > When you have a [tower shield](compendium/equipment/items/tower-shield.md) raised, you can use the [Take Cover](rules/actions/take-cover.md) action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can [Take Cover](rules/actions/take-cover.md) as normal using the cover from your shield). + +--- *Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/compendium/equipment/items/toy-carriage-lotgb.md b/compendium/equipment/items/toy-carriage-lotgb.md index 4e7cc34e6..8415f0afc 100644 --- a/compendium/equipment/items/toy-carriage-lotgb.md +++ b/compendium/equipment/items/toy-carriage-lotgb.md @@ -3,13 +3,30 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Toy Carriage"] --- # Toy Carriage *Item 0+* -- **Category** Adventuring Gear A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course. +--- +### Variants + +#### toy carriage *Item 0* + +- **Price**: 5 sp + +If pushed and released as an [Interact](rules/actions/interact.md) action, a toy carriage rolls along the ground up to 20 feet. + +#### windup toy carriage *Item 2* + +- **Price**: 5 gp + +A tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet. + +Each [Interact](rules/actions/interact.md) action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further. + +--- *Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/compendium/equipment/items/trackers-goggles.md b/compendium/equipment/items/trackers-goggles.md index 1ee47bac7..7f8b976fc 100644 --- a/compendium/equipment/items/trackers-goggles.md +++ b/compendium/equipment/items/trackers-goggles.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/magical @@ -13,8 +13,21 @@ aliases: ["Tracker's Goggles"] [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** worn eyepiece -- **Category** Worn These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) and [Track](rules/actions/track.md). If you fail a check to [Track](rules/actions/track.md), you can try again after 30 minutes rather than an hour. +--- +### Variants + +#### tracker's goggles *Item 3* + +- **Price**: 60 gp + +#### greater tracker's goggles *Item 9* + +- **Price**: 660 gp + +The goggles grant a +2 bonus. If you fail a check to [Track](rules/actions/track.md), you can try again after 15 minutes rather than an hour. + +--- *Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/trackers-stew-tv.md b/compendium/equipment/items/trackers-stew-tv.md index 4946ac0de..abb6151c5 100644 --- a/compendium/equipment/items/trackers-stew-tv.md +++ b/compendium/equipment/items/trackers-stew-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/processed @@ -13,10 +13,11 @@ aliases: ["Tracker's Stew"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [processed](rules/traits/processed-tv.md "Processed Item Trait") - **Price** 10 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Alchemical reagents add punch to tracker's stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It's usually served with or over rice or noodles. Once you've eaten the stew, it improves your ability to sense and follow tracks for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks to [Cover Tracks](rules/actions/cover-tracks.md) and [Track](rules/actions/track.md). You can do either while moving at full speed or both while moving at half speed. + +--- *Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/tracking-fulu-som.md b/compendium/equipment/items/tracking-fulu-som.md index 0da97d274..339fb4509 100644 --- a/compendium/equipment/items/tracking-fulu-som.md +++ b/compendium/equipment/items/tracking-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/abjuration - trait/consumable - trait/fulu @@ -16,8 +16,9 @@ aliases: ["Tracking Fulu"] - **Price** 25 gp - **Usage** affixed to creature or object - **Activate** envision -- **Category** Consumable Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target before activating its pair. When activated, the unaffixed fulu flutters toward the affixed one at a speed of 30 feet per round, traveling for up to 1 hour and fluttering more rapidly the closer it comes to its pair. The unaffixed fulu always moves in a straight line towards the affixed fulu; it can't solve mazes or find its way through winding paths. + +--- *Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/trackless-tv.md b/compendium/equipment/items/trackless-tv.md index de0862d50..95cdd14fa 100644 --- a/compendium/equipment/items/trackless-tv.md +++ b/compendium/equipment/items/trackless-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/rune +- item/category/rune/ - trait/abjuration - trait/magical aliases: ["Trackless"] @@ -12,8 +12,29 @@ aliases: ["Trackless"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** applied to footwear -- **Category** Rune Trackless runes are common among hunters and trappers, as well as thieves and anyone [fleeing](rules/conditions.md#Fleeing) pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace. +--- +### Variants + +#### trackless *Item 6* + +- **Price**: 225 gp + +#### greater trackless *Item 10* + +- **Price**: 900 gp + +The rune has an activation. + +```ad-embed-ability +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + +- **Frequency**: once per day + +**Effect** You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can [Dismiss](rules/actions/dismiss.md) this effect. +``` + +--- *Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/tradecraft-tattoo-tv.md b/compendium/equipment/items/tradecraft-tattoo-tv.md index 9c031f06f..eb87d34ec 100644 --- a/compendium/equipment/items/tradecraft-tattoo-tv.md +++ b/compendium/equipment/items/tradecraft-tattoo-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/conjuration - trait/invested - trait/magical @@ -13,15 +13,30 @@ aliases: ["Tradecraft Tattoo"] # Tradecraft Tattoo *Item 9+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to [Crafting](compendium/skills.md#Crafting) checks. Furthermore, when you roll a critical failure on a [Crafting](compendium/skills.md#Crafting) check to [Earn Income](rules/actions/earn-income.md), treat it as a failure instead. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) -The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th level. +- **Frequency**: once per day + +**Effect** The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th level. ``` +--- +### Variants + +#### tradecraft tattoo *Item 9* + +- **Price**: 700 gp + +#### greater tradecraft tattoo *Item 17* + +- **Price**: 13000 gp + +The item bonus to [Crafting](compendium/skills.md#Crafting) checks is +3. The [creation](compendium/spells/creation.md) spell's duration is unlimited but ends when you Activate the tattoo again. + +--- *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/traitors-ring-da.md b/compendium/equipment/items/traitors-ring-da.md index ecab171d1..0fcc4f4f8 100644 --- a/compendium/equipment/items/traitors-ring-da.md +++ b/compendium/equipment/items/traitors-ring-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/worn +- item/category/worn/ - trait/uncommon aliases: ["Traitor's Ring"] --- @@ -12,11 +12,12 @@ aliases: ["Traitor's Ring"] - **Access** Member of a secret society - **Price** 15 sp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be taken to any jeweler or blacksmith to be adjusted to different hands or fingers from the original make. There is a tiny clasp at the side of the gem that, when pressed, opens the gem, revealing a small, hinged compartment. This compartment is designed to hold one dose of poison, allowing wearers to slip the contents of the ring into the food or drink of an intended target. The compartment can be closed again by gently pressing the gem back into place. Noticing the compartment requires a DC 15 [Perception](compendium/skills.md#Perception) check for anyone inspecting the ring. + +--- *Source: Dark Archive p. 78* \ No newline at end of file diff --git a/compendium/equipment/items/transposition-ammunition-lotgb.md b/compendium/equipment/items/transposition-ammunition-lotgb.md index 82e1f5a58..684dabdbe 100644 --- a/compendium/equipment/items/transposition-ammunition-lotgb.md +++ b/compendium/equipment/items/transposition-ammunition-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -16,8 +16,21 @@ aliases: ["Transposition Ammunition"] - **Ammunition** any - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your [Strike](rules/actions/strike.md) against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails. +--- +### Variants + +#### transposition ammunition *Item 9* + +- **Price**: 125 gp + +#### greater transposition ammunition *Item 15* + +- **Price**: 1250 gp + +When you teleport, you can take along up to two willing adjacent creatures. These creatures must each arrive in unoccupied squares adjacent to the transposition ammunition; if there's not enough space for both of them, you choose which one is teleported. + +--- *Source: Lost Omens: The Grand Bazaar p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/travelers-any-tool.md b/compendium/equipment/items/travelers-any-tool.md index 4a01ffaf5..858f6963e 100644 --- a/compendium/equipment/items/travelers-any-tool.md +++ b/compendium/equipment/items/travelers-any-tool.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Traveler's Any-tool"] @@ -12,17 +12,19 @@ aliases: ["Traveler's Any-tool"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 200 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands Before it's activated, this item appears to be an ash rod capped with steel on either end. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md), envision + You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an [Interact](rules/actions/interact.md) action. ``` + +--- *Source: Core Rulebook p. 576* \ No newline at end of file diff --git a/compendium/equipment/items/travelers-chair-g-g.md b/compendium/equipment/items/travelers-chair-g-g.md index 8f669ae01..2c82bff8c 100644 --- a/compendium/equipment/items/travelers-chair-g-g.md +++ b/compendium/equipment/items/travelers-chair-g-g.md @@ -16,4 +16,6 @@ This wheelchair is tailored for adventures and travels. The design is sleek and Magical Wheelchairs The following wheelchairs use technology and magic for incredible effects, in addition to the basic benefits granted from the base wheelchair (typically a traveler's chair). + +--- *Source: Guns & Gears p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/travelers-cloak-lokl.md b/compendium/equipment/items/travelers-cloak-lokl.md index 011be3851..ffc3b2bb3 100644 --- a/compendium/equipment/items/travelers-cloak-lokl.md +++ b/compendium/equipment/items/travelers-cloak-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Traveler's Cloak"] --- @@ -13,8 +13,9 @@ aliases: ["Traveler's Cloak"] - **Access** Knights of Lastwall have access to this item. - **Price** 7 gp - **Bulk** L -- **Category** Adventuring Gear These cloaks are designed to accommodate long treks through various climates. Traveler's cloaks for hot climates might be bleached white and created from lighter materials, while those intended for cold climates are made of thicker materials and have linings intended to retain heat. While wearing a traveler's cloak for the appropriate type of weather, increase the time it takes to become fatigued from temperature effects by 2 hours (Core Rulebook 518). A traveler's cloak has no effect at extreme or incredible temperatures. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/traveling-companions-chair-tv.md b/compendium/equipment/items/traveling-companions-chair-tv.md index 44f2e96a4..c10f33a61 100644 --- a/compendium/equipment/items/traveling-companions-chair-tv.md +++ b/compendium/equipment/items/traveling-companions-chair-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/companion +- item/category/companion/ - trait/barding - trait/companion aliases: ["Traveling Companion's Chair"] @@ -13,8 +13,9 @@ aliases: ["Traveling Companion's Chair"] - **Price** 4 gp - **Bulk** 1 -- **Category** Companion This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler's chair, small mechanisms built into the wheels and support struts allow the user to traverse up and down stairs without any additional difficulty (though moving up stairs is still difficult terrain, just like for other adventurers) and move without additional difficulty through ladders, uneven ground, and other common adventuring terrain. + +--- *Source: Treasure Vault p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/treats-lotg.md b/compendium/equipment/items/treats-lotg.md index b31a25d0d..a7e98b98d 100644 --- a/compendium/equipment/items/treats-lotg.md +++ b/compendium/equipment/items/treats-lotg.md @@ -12,4 +12,16 @@ aliases: ["Treats"] +--- +### Variants + +#### standard *Item 0* + +- **Price**: 1 cp + +#### unique *Item 0* + +- **Price**: 1 sp + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/trebuchet-g-g.md b/compendium/equipment/items/trebuchet-g-g.md index 253996dc8..fb9157193 100644 --- a/compendium/equipment/items/trebuchet-g-g.md +++ b/compendium/equipment/items/trebuchet-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/siege-weapon +- item/category/siege-weapon/ - trait/gargantuan - trait/mounted - trait/uncommon @@ -14,30 +14,36 @@ aliases: ["Trebuchet"] - **Price** 2000 gp - **Usage** mounted -- **Category** Siege Weapon Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc. ```ad-embed-ability -title: Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Aim** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + 100 feet, minimum distance 200 feet ``` ```ad-embed-ability -title: Load [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Load** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([manipulate](rules/traits/manipulate.md)) + 3 times, requires a successful DC 20 [Athletics](compendium/skills.md#Athletics) check -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Launch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") range increment <400 feet> +title: **Launch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([attack](rules/traits/attack.md), [manipulate](rules/traits/manipulate.md), range increment <400 feet>) + `8d10` bludgeoning, 20-foot burst, DC 26 Reflex -%% #trait/attack #trait/manipulate #trait/range-increment-400-feet %% +%% + #trait/attack #trait/manipulate #trait/range-increment-400-feet +%% ``` + +--- *Source: Guns & Gears p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/tremorsensors-tv.md b/compendium/equipment/items/tremorsensors-tv.md index c7f37ac42..abc6ab9a9 100644 --- a/compendium/equipment/items/tremorsensors-tv.md +++ b/compendium/equipment/items/tremorsensors-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment - trait/mechanical - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Tremorsensors"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp -- **Usage** affixed to armor; **Bulk** L -- **Category** Adjustment +- **Bulk** L; **Usage** affixed to armor These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that's incredibly sensitive to vibrations in the earth. While typically worn on one's footwear, the device can be affixed to any part of your armor. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) -You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes. +- **Frequency**: once per day + +**Effect** You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes. ``` + +--- *Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/tri-bladed-katar-lotgb.md b/compendium/equipment/items/tri-bladed-katar-lotgb.md index 57a385445..d823fc99d 100644 --- a/compendium/equipment/items/tri-bladed-katar-lotgb.md +++ b/compendium/equipment/items/tri-bladed-katar-lotgb.md @@ -15,10 +15,12 @@ aliases: ["Tri-bladed Katar"] - **Price** 8 sp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Simple; **Group** Knife This punching dagger resembles the standard katar, save that a pair of blades can be folded out from the center blade, transforming the weapon into a starburst shape well suited to catching foes' weapons. + +--- *Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/triangular-teeth-tv.md b/compendium/equipment/items/triangular-teeth-tv.md index a022cdb43..5d04f679a 100644 --- a/compendium/equipment/items/triangular-teeth-tv.md +++ b/compendium/equipment/items/triangular-teeth-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Triangular Teeth"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 33 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. Seafarers, especially those on the seas of Minata, wear these tattoos in patterns, with multiple rows of regular triangles. You gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks to navigate bodies of water. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: You would be hit by an attack against your AC **Effect** You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, [aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next [Strike](rules/actions/strike.md) you make against the attacker before the end of your next turn. ``` + +--- *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/tricksters-mandolin-tv.md b/compendium/equipment/items/tricksters-mandolin-tv.md index f29d3d76e..80a70a50f 100644 --- a/compendium/equipment/items/tricksters-mandolin-tv.md +++ b/compendium/equipment/items/tricksters-mandolin-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/coda +- item/category/coda/ - trait/coda - trait/illusion - trait/occult @@ -13,21 +13,50 @@ aliases: ["Trickster's Mandolin"] # Trickster's Mandolin *Item 4+* [coda](rules/traits/coda-tv.md "Coda Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 2 hands; **Bulk** L -- **Category** Coda +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** L; **Usage** held in 2 hands Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to [Deception](compendium/skills.md#Deception) and [Performance](compendium/skills.md#Performance) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from this instrument to cast a spell from its list. ``` +--- +### Variants + +#### trickster's mandolin *Item 4* + +- **Price**: 90 gp + +- Cantrip prestidigitation +- 1st illusory disguise, item facade, ventriloquism + +#### greater trickster's mandolin *Item 8* + +- **Price**: 460 gp + +- 2nd illusory creature, illusory disguise, invisibility, mirror image +- 3rd illusory disguise, phantom prison , sculpt sound + +#### major trickster's mandolin *Item 12* + +- **Price**: 1900 gp + +The item bonuses are +2. + +- 4th confusion, invisibility, veil +- 5th hallucination, illusory scene, veil + +--- *Source: Treasure Vault p. 137* \ No newline at end of file diff --git a/compendium/equipment/items/tricky-pick-loag.md b/compendium/equipment/items/tricky-pick-loag.md index 2fc50f253..89ea06494 100644 --- a/compendium/equipment/items/tricky-pick-loag.md +++ b/compendium/equipment/items/tricky-pick-loag.md @@ -16,10 +16,12 @@ aliases: ["Tricky Pick"] - **Price** 10 gp - **Bulk** 1 -- **Damage** `1d6` modular + - **Damage**: `1d6` modular - **Hands** 1 - **Category** Advanced; **Group** Pick This ingenious kobold pick conceals several hidden traps, which the wielder can activate to trick and befuddle foes with a variety of damaging blades and bludgeoning surfaces. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/trident.md b/compendium/equipment/items/trident.md index a82cdd044..da4126640 100644 --- a/compendium/equipment/items/trident.md +++ b/compendium/equipment/items/trident.md @@ -12,10 +12,12 @@ aliases: ["Trident"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d8` P + - **Damage**: `1d8` P - **Hands** 1 - **Category** Martial; **Group** Spear This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/triggerbrand-loil.md b/compendium/equipment/items/triggerbrand-loil.md index cc39aecfc..30bc44683 100644 --- a/compendium/equipment/items/triggerbrand-loil.md +++ b/compendium/equipment/items/triggerbrand-loil.md @@ -18,14 +18,16 @@ aliases: ["Triggerbrand"] - **Price** 10 gp - **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P +- **Ranged**: + - **Damage**: `1d4` P - **Ammunution** round; **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` P +- **Melee**: + - **Damage**: `1d6` P - **Hands** 1 - **Category** Martial This unusual combination weapon integrates features of a [flintlock pistol](compendium/equipment/items/flintlock-pistol-g-g.md) and a [shortsword](compendium/equipment/items/shortsword.md). Like other combination weapons, a wielder can transform it between ranged and melee modes as an [Interact](rules/actions/interact.md) action. + +--- *Source: Lost Omens: Impossible Lands p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/trinity-geode-som.md b/compendium/equipment/items/trinity-geode-som.md index 8e6b604fc..965a8e3cf 100644 --- a/compendium/equipment/items/trinity-geode-som.md +++ b/compendium/equipment/items/trinity-geode-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/spellheart +- item/category/spellheart/ - trait/earth - trait/evocation - trait/magical @@ -14,7 +14,6 @@ aliases: ["Trinity Geode"] [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - **Usage** affixed to armor or a weapon -- **Category** Spellheart The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by [Activating](rules/actions/activate-an-item.md) this item is 17. @@ -22,9 +21,54 @@ The crystal chamber within this split geode is divided into three lobes of equal - **Weapon** After you cast an earth spell by [Activating](rules/actions/activate-an-item.md) the geode, your [Strikes](rules/actions/strike.md) with the weapon deal an additional `1d4` bludgeoning damage until the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [scatter scree](compendium/spells/scatter-scree-som.md). ``` +--- +### Variants + +#### trinity geode *Item 3* + +- **Price**: 60 gp + +#### greater trinity geode *Item 8* + +- **Price**: 460 gp + +Resistance when affixed to armor is 3, extra damage affixed to a weapon is `1d6`, and spell DC is 24. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [meld into stone](compendium/spells/meld-into-stone.md). +``` + +#### major trinity geode *Item 12* + +- **Price**: 1900 gp + +Resistance when affixed to armor is 5, extra damage when affixed to a weapon is `1d8`, and spell DC is 29. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 4th-level [meld into stone](compendium/spells/meld-into-stone.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [spike stones](compendium/spells/spike-stones-apg.md). +``` + +--- *Source: Secrets of Magic p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/trip-snare.md b/compendium/equipment/items/trip-snare.md index 2b55af62a..b937b2eca 100644 --- a/compendium/equipment/items/trip-snare.md +++ b/compendium/equipment/items/trip-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/mechanical - trait/snare @@ -14,7 +14,6 @@ aliases: ["Trip Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 15 gp -- **Category** Snare You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 20 Reflex save. @@ -28,4 +27,6 @@ For example, three trip snares in a 15-foot-line can trip a Huge creature coming > - **Failure** The creature falls [prone](rules/conditions.md#Prone). > - **Critical Failure** The creature falls [prone](rules/conditions.md#Prone) and takes `1d6` bludgeoning damage. + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/tripod-g-g.md b/compendium/equipment/items/tripod-g-g.md index 4eb85695f..ef09f9714 100644 --- a/compendium/equipment/items/tripod-g-g.md +++ b/compendium/equipment/items/tripod-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Tripod"] --- # Tripod *Item 0* @@ -11,8 +11,9 @@ aliases: ["Tripod"] - **Price** 2 sp - **Bulk** 1 - **Hands** 2 -- **Category** Adventuring Gear Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single [Interact](rules/actions/interact.md) action using one hand, setting the tripod in your square. While this sturdy piece of engineering is in use, you don't take the –2 penalty for firing a [kickback](rules/traits/kickback-g-g.md "Kickback Weapon Trait") weapon, even if your Strength isn't high enough to avoid the penalty. However, you must retrieve the tripod with a single [Interact](rules/actions/interact.md) action before you can move the firearm to a different position. Normally, when you're [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected), you become [observed](rules/conditions.md#Observed) if you do anything except [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or [Step](rules/actions/step.md). However, deploying or retrieving a tripod with an [Interact](rules/actions/interact.md) action doesn't automatically make you [observed](rules/conditions.md#Observed), so long as you don't set up or remove the tripod when it's in a spot where creatures can see the tripod itself. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/tritons-conch.md b/compendium/equipment/items/tritons-conch.md index 165242ae4..40bd799a8 100644 --- a/compendium/equipment/items/tritons-conch.md +++ b/compendium/equipment/items/tritons-conch.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Triton's Conch"] @@ -12,15 +12,20 @@ aliases: ["Triton's Conch"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 640 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([auditory](rules/traits/auditory.md)) -You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md) and can breathe under water. + +You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md) and can breathe under water. +%% + #trait/auditory +%% ``` + +--- *Source: Core Rulebook p. 576* \ No newline at end of file diff --git a/compendium/equipment/items/troll-hide-tv.md b/compendium/equipment/items/troll-hide-tv.md index 12ab161ce..cafeb53da 100644 --- a/compendium/equipment/items/troll-hide-tv.md +++ b/compendium/equipment/items/troll-hide-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/alchemical - trait/healing aliases: ["Troll Hide"] @@ -12,12 +12,13 @@ aliases: ["Troll Hide"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") - **Price** 6000 gp -- **Usage** worn armor; **Bulk** 2 +- **Bulk** 2; **Usage** worn armor - **Activate** [Interact](rules/actions/interact.md) -- **Category** Armor Tissue from a living troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 [Interact](rules/actions/interact.md) actions to install. For the armor to function properly, each elixir must be the same level. A loaded suit of troll hide can be activated, causing regenerating tissue from the armor to fill your wounds. At the start of each round, you regain Hit Points equal to the level of the loaded elixirs. Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an [Interact](rules/actions/interact.md) action to hold the body part to the area it was severed from. If you take acid or fire damage, the armor deactivates until the end of your next turn. In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The regeneration lasts for 8 rounds. Once activated, the armor can't be deactivated. The armor uses up the elixirs of life during the duration and can't be activated again until two new ones are installed. + +--- *Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/trollhound-vest-tv.md b/compendium/equipment/items/trollhound-vest-tv.md index 0d32e55bd..851443d86 100644 --- a/compendium/equipment/items/trollhound-vest-tv.md +++ b/compendium/equipment/items/trollhound-vest-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/necromancy @@ -14,19 +14,21 @@ aliases: ["Trollhound Vest"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 230 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include the hides of at least two trollhounds (Bestiary 2 268). +- **Bulk** 2; **Usage** worn armor This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast's vitality. Wearing this armor gives you a –1 circumstance penalty to all checks made using [Diplomacy](compendium/skills.md#Diplomacy) to interact with trolls and a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks used to [Make an Impression](rules/actions/make-an-impression.md) in communities traditionally plagued by troll attacks. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") [Interact](rules/actions/interact.md) - **Trigger**: You take damage from a melee attack while you have half or fewer of your normal maximum Hit Points **Effect** Your body knits itself back together, healing you for `3d8` Hit Points. ``` + +--- *Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/troubadours-cap-tv.md b/compendium/equipment/items/troubadours-cap-tv.md index 05a4f9a72..955b218d4 100644 --- a/compendium/equipment/items/troubadours-cap-tv.md +++ b/compendium/equipment/items/troubadours-cap-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/enchantment - trait/invested @@ -14,23 +14,28 @@ aliases: ["Troubadour's Cap"] [apex](rules/traits/apex.md "Apex Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 15000 gp -- **Usage** worn cap; **Bulk** — -- **Category** Apex +- **Bulk** —; **Usage** worn cap This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) and [Performance](compendium/skills.md#Performance) checks while wearing the cap. When you invest the cap, you either increase your Charisma score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision -You cast [hypnotic pattern](compendium/spells/hypnotic-pattern.md) (DC 37). +- **Frequency**: once per hour + +**Effect** You cast [hypnotic pattern](compendium/spells/hypnotic-pattern.md) (DC 37). ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35). +**Effect** Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35). ``` + +--- *Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/true-name-amulet-som.md b/compendium/equipment/items/true-name-amulet-som.md index 2e0bbcb3a..de3b2d89f 100644 --- a/compendium/equipment/items/true-name-amulet-som.md +++ b/compendium/equipment/items/true-name-amulet-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/rare @@ -13,7 +13,6 @@ aliases: ["True Name Amulet"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** worn amulet -- **Category** Worn This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. @@ -21,4 +20,24 @@ If you can read the language in which the name is written, that creature always Legendary amulets bearing the true names of creatures of level 21+ may exist. +--- +### Variants + +#### lesser true name amulet *Item 5* + +- **Price**: 150 gp + +#### moderate true name amulet *Item 10* + +- **Price**: 850 gp + +#### greater true name amulet *Item 15* + +- **Price**: 5500 gp + +#### major true name amulet *Item 20* + +- **Price**: 55000 gp + +--- *Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/compendium/equipment/items/trueshape-bomb-tv.md b/compendium/equipment/items/trueshape-bomb-tv.md index 11a231646..2fc89cb3c 100644 --- a/compendium/equipment/items/trueshape-bomb-tv.md +++ b/compendium/equipment/items/trueshape-bomb-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -14,12 +14,27 @@ aliases: ["Trueshape Bomb"] # Trueshape Bomb *Item 12+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, [persistent poison damage](rules/conditions.md#Persistent%20Damage), and poison splash damage, according to their type. If the primary target is under the effects of a [morph](rules/traits/morph.md "Morph Effect Trait") or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking [persistent poison damage](rules/conditions.md#Persistent%20Damage) from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a [morph](rules/traits/morph.md "Morph Effect Trait") or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect. The [persistent damage](rules/conditions.md#Persistent%20Damage) can last up to 1 minute. +--- +### Variants + +#### trueshape bomb *Item 12* + +- **Price**: 375 gp + +You gain a +2 item bonus to attack rolls, and the bomb deals `3d6` poison damage, `3d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 3 poison splash damage. The Fortitude DC is 30. + +#### greater trueshape bomb *Item 18* + +- **Price**: 3750 gp + +You gain a +3 item bonus to attack rolls, and the bomb deals `4d6` poison damage, `4d4` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and 4 poison splash damage. The Fortitude DC is 40. + +--- *Source: Treasure Vault p. 45* \ No newline at end of file diff --git a/compendium/equipment/items/truesight-potion.md b/compendium/equipment/items/truesight-potion.md index 79cc38aca..a8ae2362d 100644 --- a/compendium/equipment/items/truesight-potion.md +++ b/compendium/equipment/items/truesight-potion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/divination - trait/magical @@ -14,10 +14,11 @@ aliases: ["Truesight Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [potion](rules/traits/potion.md "Potion Item Trait") - **Price** 1500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level [true seeing](compendium/spells/true-seeing.md) spell that has a counteract modifier of +25. + +--- *Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/trustworthy-round-g-g.md b/compendium/equipment/items/trustworthy-round-g-g.md index f5c04bf0b..e3554ccb4 100644 --- a/compendium/equipment/items/trustworthy-round-g-g.md +++ b/compendium/equipment/items/trustworthy-round-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -15,10 +15,11 @@ aliases: ["Trustworthy Round"] - **Price** 9 gp - **Ammunition** any - **Activate** command -- **Category** Consumable This ammunition was developed in Dongun Hold to minimize casualties to [friendly](rules/conditions.md#Friendly) fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round, you must call out a target. You don't need to specify a name; the target could be "The angry tiger attacking our group on the left." The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn't have any capabilities beyond your own to determine whether someone is who you think they are, so you can't use it to determine a disguised creature's identity. If you specify a target of "Seltyiel" and shoot someone disguised as Seltyiel who you thought was Seltyiel, the attack will still hit, whereas if you were about to hit a disguised Seltyiel who you didn't recognize to be Seltyiel, the round would dissolve. + +--- *Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/compendium/equipment/items/truth-potion.md b/compendium/equipment/items/truth-potion.md index 74902547f..7f6a0ac33 100644 --- a/compendium/equipment/items/truth-potion.md +++ b/compendium/equipment/items/truth-potion.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/potion +- item/category/potion/ - trait/consumable - trait/enchantment - trait/magical @@ -16,9 +16,8 @@ aliases: ["Truth Potion"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [potion](rules/traits/potion.md "Potion Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 46 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion For 10 minutes after drinking this astringent potion, you can't intentionally lie and may be compelled to tell the truth. @@ -29,4 +28,6 @@ Upon drinking the potion, attempt a DC 19 Will save. You can voluntarily fail or > - **Failure** When you speak, you must tell the truth. > - **Critical Failure** As failure, and when someone asks you a question, you must attempt another DC 19 Will saving throw. If you fail this saving throw, you must answer the question truthfully if you are able to do so; if you succeed, you are temporarily immune to further attempts to ask the same question within the potion's duration. + +--- *Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/turnabout-shield-tv.md b/compendium/equipment/items/turnabout-shield-tv.md index b4c5a5838..c9460b51d 100644 --- a/compendium/equipment/items/turnabout-shield-tv.md +++ b/compendium/equipment/items/turnabout-shield-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical aliases: ["Turnabout Shield"] @@ -12,18 +12,20 @@ aliases: ["Turnabout Shield"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per 10 minutes - **Trigger**: A ranged [Strike](rules/actions/strike.md) using ammunition such as arrows, bolts, or bullets (but not siege rounds or larger projectiles) misses you - **Requirements**: You have the turnabout shield raised **Effect** The ammunition enters the shield and is redirected with the same force with which it was originally fired. Make a ranged [Strike](rules/actions/strike.md) using the ammunition with an attack modifier of +19, targeting a creature within 60 feet. ``` + +--- *Source: Treasure Vault p. 23* \ No newline at end of file diff --git a/compendium/equipment/items/turtle-lotg.md b/compendium/equipment/items/turtle-lotg.md index e3a1d433f..7cd7599b2 100644 --- a/compendium/equipment/items/turtle-lotg.md +++ b/compendium/equipment/items/turtle-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["Turtle"] --- # Turtle *Item 0* - **Price** 3 sp -- **Category** Pet + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/tusk-and-fang-chain-frp2.md b/compendium/equipment/items/tusk-and-fang-chain-frp2.md index 2cd2740eb..d489107cb 100644 --- a/compendium/equipment/items/tusk-and-fang-chain-frp2.md +++ b/compendium/equipment/items/tusk-and-fang-chain-frp2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/frp2 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/incapacitation - trait/magical @@ -17,7 +17,6 @@ aliases: ["Tusk And Fang Chain"] - **Price** 1800 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You Grab or restrain a creature or become [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by a creature -- **Category** Talisman This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral chain encircles the target creature's head and a cacophony of animal sounds clouds its mind. It must attempt a DC 35 Will save. @@ -27,4 +26,6 @@ This length of silver chain has a tiger's fang on one end and the tip of a dire > - **Failure** The creature is [confused](rules/conditions.md#Confused) for 1 round. > - **Critical Failure** The creature is [confused](rules/conditions.md#Confused) for 1 minute and the creature doesn't receive a flat check to end its confusion if it takes damage. At the end of each of its turns, it attempts a new Will save, ending the effect on a success. + +--- *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/twilight-lantern-sot4.md b/compendium/equipment/items/twilight-lantern-sot4.md index 4da7acba0..ac1178f17 100644 --- a/compendium/equipment/items/twilight-lantern-sot4.md +++ b/compendium/equipment/items/twilight-lantern-sot4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot4 -- item/category/held +- item/category/held/ - trait/light - trait/magical - trait/transmutation @@ -13,13 +13,13 @@ aliases: ["Twilight Lantern"] # Twilight Lantern *Item 6+* [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + You concentrate on the lantern's light and reduce or increase its radius. @@ -27,9 +27,37 @@ The light can have a minimum radius of 5 feet and a maximum radius equal to doub ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You raise the lantern and unleash a beam of powerful moonlight, targeting a [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. +**Effect** You raise the lantern and unleash a beam of powerful moonlight, targeting a [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. ``` +--- +### Variants + +#### lesser *Item 6* + +- **Price**: 235 gp + +#### moderate *Item 10* + +- **Price**: 850 gp + +The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius. + +#### greater *Item 14* + +- **Price**: 3700 gp + +As moderate twilight lantern, but the counteract modifier is +21. + +#### major *Item 18* + +- **Price**: 18750 gp + +The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius. + +--- *Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/twining-chains-lotgb.md b/compendium/equipment/items/twining-chains-lotgb.md index 0a9b7d79c..1f53db5ba 100644 --- a/compendium/equipment/items/twining-chains-lotgb.md +++ b/compendium/equipment/items/twining-chains-lotgb.md @@ -12,17 +12,19 @@ aliases: ["Twining Chains"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 5 gp -- **Usage** applied to armor; **Bulk** 1 +- **Bulk** 1; **Usage** applied to armor - **Category** Armor This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a user's body as a deterrent to attackers—and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2. ```ad-embed-ability -title: Thorns [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Thorns** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: You are hit by an unarmed attack **Effect** You twist to harm your attacker with your chains' spikes and blades. Make an attack roll against the triggering attacker using your unarmed attack modifier. On a hit, the attacking creature takes `1d6` piercing damage. This damage increases to `2d6` damage if the armor has a +1 potency rune, `3d6` damage if the armor has a +2 potency rune, or `4d6` damage if the armor has a +3 potency rune. However, whether you hit or miss, you take piercing damage equal to the number of d6s of piercing damage you would deal your attacker. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/twining-staff.md b/compendium/equipment/items/twining-staff.md index 28396bd6c..acceb1960 100644 --- a/compendium/equipment/items/twining-staff.md +++ b/compendium/equipment/items/twining-staff.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/weapon/ - trait/magical - trait/transmutation aliases: ["Twining Staff"] @@ -12,17 +12,19 @@ aliases: ["Twining Staff"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 250 gp -- **Usage** held in 1 or 2 hands; **Bulk** — to 2 -- **Category** Weapon +- **Bulk** — to 2; **Usage** held in 1 or 2 hands Appearing to be just a small, flat disc made of twigs, this item can grow and shrink. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff, or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation. When you expand the item, you can use the force of the expansion to [High Jump](rules/actions/high-jump.md) or to try to [Force Open](rules/actions/force-open.md) a door or the like by wedging the disc into a gap before activation. The staff makes the [Athletics](compendium/skills.md#Athletics) check with a +15 modifier. ``` + +--- *Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/tyrant-ampoule-tv.md b/compendium/equipment/items/tyrant-ampoule-tv.md index ca2f30eb9..08b0152bb 100644 --- a/compendium/equipment/items/tyrant-ampoule-tv.md +++ b/compendium/equipment/items/tyrant-ampoule-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/expandable @@ -13,10 +13,12 @@ aliases: ["Tyrant Ampoule"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 175 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply the corpse of a tyrannosaurus (Bestiary 101). +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing `2d10+12` bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once. + +--- *Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/tyrants-writs-loil.md b/compendium/equipment/items/tyrants-writs-loil.md index 973e9f133..8fde8cca5 100644 --- a/compendium/equipment/items/tyrants-writs-loil.md +++ b/compendium/equipment/items/tyrants-writs-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/grimoire +- item/category/grimoire/ - trait/grimoire - trait/magical - trait/necromancy @@ -15,21 +15,25 @@ aliases: ["Tyrant's Writs"] - **Price** 500 gp - **Bulk** L -- **Category** Grimoire A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Tar-Baphon, the necromancer Geb, or even the goddess [Urgathoa](compendium/setting/deities/urgathoa.md) herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the [animate dead](compendium/spells/animate-dead-apg.md) spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) to cast an [animate dead](compendium/spells/animate-dead-apg.md) spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead. +- **Frequency**: once per day + +**Effect** If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) to cast an [animate dead](compendium/spells/animate-dead-apg.md) spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead. - Bloody The undead gains fast healing equal to its level. - Explosive When it reaches 0 Hit Points, the undead explodes, dealing `4d6` fire damage to adjacent creatures, with a basic Reflex save using the [animate dead](compendium/spells/animate-dead-apg.md) spell's DC. As normal, since the [final sacrifice](compendium/spells/final-sacrifice-apg.md) spell doesn't reduce the target to 0 Hit Points, it doesn't cause this explosion. - Necrotic Speed The undead gains a +10-foot status bonus to all its Speeds. - Rotten Any living creature who starts its turn adjacent to the undead who isn't at full Hit Points takes `1d6` poison damage. -%% #trait/metamagic %% +%% + #trait/metamagic +%% ``` + +--- *Source: Lost Omens: Impossible Lands p. 179* \ No newline at end of file diff --git a/compendium/equipment/items/umbrella-injector-g-g.md b/compendium/equipment/items/umbrella-injector-g-g.md index c4f485711..fb25ec72c 100644 --- a/compendium/equipment/items/umbrella-injector-g-g.md +++ b/compendium/equipment/items/umbrella-injector-g-g.md @@ -16,7 +16,7 @@ aliases: ["Umbrella Injector"] - **Price** 4 gp - **Bulk** 1 -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Sword @@ -24,4 +24,6 @@ This umbrella's ferrule is a hollow-tipped blade three to four inches in length A receptacle inside the umbrella's shaft can be loaded with a single dose of injury poison and injected into a damaged target with the pull of a sliding trigger. Reinforced ribs enable you to parry and deflect blows with the umbrella's tear-resistant canopy. + +--- *Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/compendium/equipment/items/unbreakable-heart-tv.md b/compendium/equipment/items/unbreakable-heart-tv.md index 92aca6103..0f634b25a 100644 --- a/compendium/equipment/items/unbreakable-heart-tv.md +++ b/compendium/equipment/items/unbreakable-heart-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/enchantment - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Unbreakable Heart"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Price** 60 gp -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body The name of your beloved adorns this stylized image of a heart. @@ -28,4 +27,6 @@ The love exuding from you grants you a +1 item bonus to [Diplomacy](compendium/s - The tattoo casts stabilize on your beloved. - The tattoo casts light on your beloved's token from heartbond. + +--- *Source: Treasure Vault p. 122* \ No newline at end of file diff --git a/compendium/equipment/items/undead-compendium-lokl.md b/compendium/equipment/items/undead-compendium-lokl.md index 3978891d5..3212e9b17 100644 --- a/compendium/equipment/items/undead-compendium-lokl.md +++ b/compendium/equipment/items/undead-compendium-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/uncommon @@ -14,17 +14,21 @@ aliases: ["Undead Compendium"] - **Access** Knights of Lastwall have access to this item. - **Price** 6300 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The best minds among the Magaambyan, Iomedaean, and Pharasmin Knights of Lastwall joined together to create these small, leather-bound journals. While you're holding an undead compendium, the information it contains slips into your mind, granting you a +2 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) checks to obtain information about undead creatures. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute envision, [Interact](rules/actions/interact.md) ([auditory](rules/traits/auditory.md), [linguistic](rules/traits/linguistic.md)) -You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time. -%% #trait/auditory #trait/linguistic %% +- **Frequency**: once per day + +**Effect** You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time. +%% + #trait/auditory #trait/linguistic +%% ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/undead-detection-dye-botd.md b/compendium/equipment/items/undead-detection-dye-botd.md index 3eb6a0401..36e16042c 100644 --- a/compendium/equipment/items/undead-detection-dye-botd.md +++ b/compendium/equipment/items/undead-detection-dye-botd.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/botd -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -13,9 +13,8 @@ aliases: ["Undead Detection Dye"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable The liquid in this test tube is as clear as water. You can drop in a sample collected from the environment or a creature to reveal what kind of undead has been in contact with the sample in the past 24 hours. The water changes color, as seen on the table, or remains clear if it doesn't detect any traces of undead. The higher the undead's level or number of undead in contact with the sample, the more intense the color. This isn't a foolproof way to identify a disguised creature as undead, since any contact with undead causes the sample to change colors. If an undead has been disguising its undead nature or its presence in an area, the GM can roll a secret DC 20 [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) check for the creature when the dye is activated. On a success, the creature avoided leaving traces. @@ -23,4 +22,6 @@ This can't protect the undead from discovery if it actively uses its undead abil Color Undead Detected Red Vampire Orange Wight Yellow Mummy Green Ghost Blue Ghoul Indigo Wraith Purple Shadow Gray Mindless undead such as zombie or skeleton Black Lich White Other undead + +--- *Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/compendium/equipment/items/undead-scourge-lokl.md b/compendium/equipment/items/undead-scourge-lokl.md index 00be2cc96..435ba52e5 100644 --- a/compendium/equipment/items/undead-scourge-lokl.md +++ b/compendium/equipment/items/undead-scourge-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/uncommon @@ -14,19 +14,21 @@ aliases: ["Undead Scourge"] - **Access** Knights of Lastwall have access to this item. - **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand An undead scourge is a +1 striking disrupting dagger with a bluish-white metal blade that emits a faint glow. These used to be weapons of Pharasmin undead slayers only, but the slayers have since shared these daggers with the Knights of Lastwall. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per hour - **Trigger**: You damage an undead creature with the undead scourge **Effect** You disrupt the undead's connection to negative energy. For 1 minute, the undead damaged with the dagger can't be healed by negative energy unless the effect attempting to heal the undead first counteracts the undead scourge's effect, with a counteract level of 4 and DC of 25. Positive energy still has the usual effects on the undead. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/undertakers-manifest-tv.md b/compendium/equipment/items/undertakers-manifest-tv.md index 2b6e7130f..7fe2d974e 100644 --- a/compendium/equipment/items/undertakers-manifest-tv.md +++ b/compendium/equipment/items/undertakers-manifest-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/grimoire +- item/category/grimoire/ - trait/darkness - trait/evocation - trait/grimoire @@ -16,14 +16,17 @@ aliases: ["Undertaker's Manifest"] - **Price** 220 gp - **Bulk** L -- **Category** Grimoire This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by industrious necromancers looking to avoid catching the notice of cemetery guards and vigilant undertakers. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -If your next action is to cast a necromancy spell, the spell's casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light. +- **Frequency**: once per day + +**Effect** If your next action is to cast a necromancy spell, the spell's casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light. ``` + +--- *Source: Treasure Vault p. 113* \ No newline at end of file diff --git a/compendium/equipment/items/underwater-firing-mechanism-g-g.md b/compendium/equipment/items/underwater-firing-mechanism-g-g.md index 0fd2f42c1..4d884c736 100644 --- a/compendium/equipment/items/underwater-firing-mechanism-g-g.md +++ b/compendium/equipment/items/underwater-firing-mechanism-g-g.md @@ -17,4 +17,6 @@ aliases: ["Underwater Firing Mechanism"] This device replaces the attached firearm's normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing mechanism). When the firearm's wielder fires the weapon, a small rune etched on a piece of stone affixed inside the mechanism releases a magical spark that's propelled through the firing mechanism and into the firearm, launching its bullet. An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. + +--- *Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/compendium/equipment/items/unending-itch-tv.md b/compendium/equipment/items/unending-itch-tv.md index 509ef48e8..6b22dc71d 100644 --- a/compendium/equipment/items/unending-itch-tv.md +++ b/compendium/equipment/items/unending-itch-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Unending Itch"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") - **Price** 700 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can't be soothed. The victim experiences the poison damage as irritation rather than pain or sickness and must succeed at a DC 34 [Perception](compendium/skills.md#Perception) check to realize they're poisoned. The poison can also be identified with a DC 34 [Medicine](compendium/skills.md#Medicine) check. Once the victim has lost half or more of its Hit Points, the DC drops to 30 for either check. As long as the victim doesn't realize it's poisoned, the GM makes its saving throws in secret. @@ -27,4 +26,6 @@ title: Saving Throw: DC 34 Fortitude - **Maximum Duration**: 5 minutes; Stages 1–5 `1d6` poison damage (1 round) ``` + +--- *Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/unending-youth-lol.md b/compendium/equipment/items/unending-youth-lol.md index 2eeae3d1c..be1710412 100644 --- a/compendium/equipment/items/unending-youth-lol.md +++ b/compendium/equipment/items/unending-youth-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/contract +- item/category/contract/ - trait/conjuration - trait/contract - trait/invested @@ -14,14 +14,17 @@ aliases: ["Unending Youth"] # Unending Youth *Item 20* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against [death](rules/traits/death.md "Death Effect Trait") effects and resistance to negative damage equal to half your level. Once per day, from any distance, Abrogail Thrune II can recite a mandatory appearance clause in your Thrune contract as a 3-action activity to summon you to her side, where you are [controlled](rules/conditions.md#Controlled) by Abrogail for 1 minute before you return. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You recite a hold harmless provision from your Thrune contract. Reduce your [doomed](rules/conditions.md#Doomed) value to 0. Abrogail Thrune II is immediately made aware that you have used this ability. +- **Frequency**: once per day + +**Effect** You recite a hold harmless provision from your Thrune contract. Reduce your [doomed](rules/conditions.md#Doomed) value to 0. Abrogail Thrune II is immediately made aware that you have used this ability. ``` + +--- *Source: Lost Omens: Legends p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/unfathomable-stargazer-tv.md b/compendium/equipment/items/unfathomable-stargazer-tv.md index 4a09c5627..7ac96448f 100644 --- a/compendium/equipment/items/unfathomable-stargazer-tv.md +++ b/compendium/equipment/items/unfathomable-stargazer-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/cursed - trait/divination - trait/magical @@ -13,9 +13,10 @@ aliases: ["Unfathomable Stargazer"] # Unfathomable Stargazer *Item 15* [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 1 hand An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can observe the night sky with an unfathomable stargazer, however, the constellations you glimpse through the telescope distort with expanding and contracting fields of darkness among them. You use [Occultism](compendium/skills.md#Occultism) instead of [Perception](compendium/skills.md#Perception) or [Astronomy Lore](compendium/skills.md#Lore) when observing the skies with this item, and gain a +2 item bonus on all checks to do so. Once you use it, it fuses to you, and you must succeed at a DC 35 Will save to use another device to observe the stars, including your naked eyes. The telescope imposes a –4 circumstance penalty to [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) or navigate. If you critically fail this [Survival](compendium/skills.md#Survival) check, you're subjected to warp mind (DC 34) as you glimpse something horrifying and alien amid the darkness. + +--- *Source: Treasure Vault p. 193* \ No newline at end of file diff --git a/compendium/equipment/items/unholy-water.md b/compendium/equipment/items/unholy-water.md index b4b5bef54..f5d462dbe 100644 --- a/compendium/equipment/items/unholy-water.md +++ b/compendium/equipment/items/unholy-water.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divine - trait/evil @@ -15,9 +15,8 @@ aliases: ["Unholy Water"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Consumable An evil deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait to the attack made with it. @@ -25,4 +24,6 @@ Unholy water deals `1d6` evil damage and 1 evil splash damage. It damages only celestials and creatures that have a weakness to evil damage. + +--- *Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/compendium/equipment/items/unholy.md b/compendium/equipment/items/unholy.md index 2a57093d9..afe21b09d 100644 --- a/compendium/equipment/items/unholy.md +++ b/compendium/equipment/items/unholy.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evil - trait/evocation - trait/magical @@ -13,19 +13,22 @@ aliases: ["Unholy"] [evil](rules/traits/evil.md "Evil Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1400 gp +- **Craft Requirements** You are evil. - **Usage** etched onto a weapon without a holy rune -- **Category** Rune An unholy rune instills fiendish power into the etched weapon. A weapon with this rune deals an additional `1d6` evil damage when it hits a good target. If you are good, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per day - **Trigger**: You critically succeed at an attack roll against a good creature with the weapon **Effect** The target takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to `1d8` per weapon damage die of the etched weapon. ``` + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/universal-solvent-apg.md b/compendium/equipment/items/universal-solvent-apg.md index 08636926e..c2b27b7db 100644 --- a/compendium/equipment/items/universal-solvent-apg.md +++ b/compendium/equipment/items/universal-solvent-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Universal Solvent"] @@ -11,12 +11,33 @@ aliases: ["Universal Solvent"] # Universal Solvent *Item 5+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type. +--- +### Variants + +#### moderate *Item 5* + +- **Price**: 21 gp + +The serum has a counteract modifier of +9. + +#### greater *Item 12* + +- **Price**: 325 gp + +The serum has a counteract modifier of +19. + +#### major *Item 18* + +- **Price**: 3250 gp + +The serum has a counteract modifier of +28. + +--- *Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/compendium/equipment/items/unmemorable-mantle-locg.md b/compendium/equipment/items/unmemorable-mantle-locg.md index efae0bed4..bfab8b208 100644 --- a/compendium/equipment/items/unmemorable-mantle-locg.md +++ b/compendium/equipment/items/unmemorable-mantle-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -13,14 +13,14 @@ aliases: ["Unmemorable Mantle"] # Unmemorable Mantle *Item 7+* [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") worn -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn cloak This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) an individual and to [Lie](rules/actions/lie.md) while in character as that individual. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute envision, [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You are Impersonating someone else **Effect** While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. @@ -32,4 +32,24 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions > - **Critical Failure** You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM. ``` +--- +### Variants + +#### unmemorable mantle *Item 7* + +- **Price**: 300 gp + +#### greater unmemorable mantle *Item 9* + +- **Price**: 1300 gp + +The item bonus is +2, and the Will save DC is 28. + +#### major unmemorable mantle *Item 17* + +- **Price**: 21750 gp + +The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes. + +--- *Source: Lost Omens: Character Guide p. 73* \ No newline at end of file diff --git a/compendium/equipment/items/unsullied-blood-loil.md b/compendium/equipment/items/unsullied-blood-loil.md index 88f542f33..9b481c2bc 100644 --- a/compendium/equipment/items/unsullied-blood-loil.md +++ b/compendium/equipment/items/unsullied-blood-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,10 +13,35 @@ aliases: ["Unsullied Blood"] # Unsullied Blood *Item 5+* [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in one hand; **Bulk** L +- **Bulk** L; **Usage** held in one hand - **Activate** envision -- **Category** Consumable Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a [vampiric touch](compendium/spells/vampiric-touch.md) spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 30 gp + +#### moderate *Item 8* + +- **Price**: 85 gp + +You can add the catalyst to a [vampiric touch](compendium/spells/vampiric-touch.md) spell up to 5th level. In addition to the effects of lesser unsullied blood, if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points. + +#### greater *Item 10* + +- **Price**: 200 gp + +As moderate, except you can add the catalyst to a [vampiric touch](compendium/spells/vampiric-touch.md) or [vampiric maiden](compendium/spells/vampiric-maiden-apg.md) spell of up to 6th level. + +#### major *Item 14* + +- **Price**: 900 gp + +As moderate, except you can add the catalyst to a vampiric touch, [vampiric maiden](compendium/spells/vampiric-maiden-apg.md) or [vampiric exsanguination](compendium/spells/vampiric-exsanguination.md) spell of any level. + +--- *Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/compendium/equipment/items/urn-of-ashes-apg.md b/compendium/equipment/items/urn-of-ashes-apg.md index 37a58a200..8c7909c9e 100644 --- a/compendium/equipment/items/urn-of-ashes-apg.md +++ b/compendium/equipment/items/urn-of-ashes-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy - trait/negative @@ -14,12 +14,11 @@ aliases: ["Urn Of Ashes"] - **Price** 700 gp - **Usage** held in 1 hand -- **Category** Held This sealed pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: You would become [doomed](rules/conditions.md#Doomed) or your [doomed](rules/conditions.md#Doomed) value would increase - **Requirements**: The ashes aren't [doomed](rules/conditions.md#Doomed) @@ -28,9 +27,16 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision, [Interact](rules/actions/interact.md) ([attack](rules/traits/attack.md)) -The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals `4d4` negative damage (doubled on a critical success). +- **Frequency**: once per round + +**Effect** The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals `4d4` negative damage (doubled on a critical success). +%% + #trait/attack +%% ``` + +--- *Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/ursine-avenger-hood-tv.md b/compendium/equipment/items/ursine-avenger-hood-tv.md index d2057c117..25e6ce7ce 100644 --- a/compendium/equipment/items/ursine-avenger-hood-tv.md +++ b/compendium/equipment/items/ursine-avenger-hood-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/invested - trait/primal @@ -14,11 +14,12 @@ aliases: ["Ursine Avenger Hood"] # Ursine Avenger Hood *Item 2* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** worn; **Bulk** L -- **Category** Artifact +- **Bulk** L; **Usage** worn A gift passed from warrior to warrior, this cowl is made from a cave bear's skull and fur. Once invested, the wearer gains a +1 item bonus to [Nature](compendium/skills.md#Nature) checks to [Command an Animal](rules/actions/command-an-animal.md), which increases to +2 if the animal is a bear. The wearer of the hood feels a constant longing for the wilderness and wild places and takes a –1 item penalty to all [Diplomacy](compendium/skills.md#Diplomacy) checks to [Gather Information](rules/actions/gather-information.md) or [Make an Impression](rules/actions/make-an-impression.md) if they go more than 5 days inside a large town or city without spending at least 4 hours in the wilderness. Destruction Soak the Ursine Avenger Hood in the blood of a linnorm that is at least 16th level and then burn it in a fire that uses only oak and chrysanthemum as fuel. + +--- *Source: Treasure Vault p. 183* \ No newline at end of file diff --git a/compendium/equipment/items/urumi-tv.md b/compendium/equipment/items/urumi-tv.md index 25984f4e6..db6d22aca 100644 --- a/compendium/equipment/items/urumi-tv.md +++ b/compendium/equipment/items/urumi-tv.md @@ -14,10 +14,12 @@ aliases: ["Urumi"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Flail A bouquet of whiplike blades extends from the hilt of this sword, enabling deadly, sweeping attacks. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/vaccine-lol.md b/compendium/equipment/items/vaccine-lol.md index 0b7f42e79..98d6a8653 100644 --- a/compendium/equipment/items/vaccine-lol.md +++ b/compendium/equipment/items/vaccine-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/elixir +- item/category/elixir/ - trait/consumable - trait/elixir - trait/rare @@ -12,10 +12,31 @@ aliases: ["Vaccine"] # Vaccine *Item 1+* [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. +--- +### Variants + +#### minor *Item 1* + +- **Price**: 4 gp + +The duration is 1 hour. + +#### lesser *Item 3* + +- **Price**: 12 gp + +The duration is 24 hours. + +#### moderate *Item 6* + +- **Price**: 50 gp + +The duration is 1 week. + +--- *Source: Lost Omens: Legends p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/vaccine-tv.md b/compendium/equipment/items/vaccine-tv.md index 55eced59e..145df1029 100644 --- a/compendium/equipment/items/vaccine-tv.md +++ b/compendium/equipment/items/vaccine-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,10 +13,47 @@ aliases: ["Vaccine"] # Vaccine *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. +--- +### Variants + +#### minor *Item 1* + +- **Price**: 4 gp + +The duration is 1 hour. + +#### lesser *Item 3* + +- **Price**: 12 gp + +The duration is 24 hours. + +#### moderate *Item 6* + +- **Price**: 50 gp + +The duration is 1 week. + +#### greater *Item 12* + +- **Price**: 400 gp + +The duration is 1 year. + +#### major *Item 18* + +- **Price**: 5000 gp + +The duration is permanent. + +[Crafting](compendium/skills.md#Crafting) Requirements Creating a vaccine requires a sample of the disease in question. + +Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity. + +--- *Source: Treasure Vault p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/vampire-fang-morningstar-tv.md b/compendium/equipment/items/vampire-fang-morningstar-tv.md index 333a45336..a261d059a 100644 --- a/compendium/equipment/items/vampire-fang-morningstar-tv.md +++ b/compendium/equipment/items/vampire-fang-morningstar-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/necromancy aliases: ["Vampire-Fang Morningstar"] @@ -12,17 +12,20 @@ aliases: ["Vampire-Fang Morningstar"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Craft Requirements** The initial raw materials must include teeth from a vampire (Bestiary 318). +- **Bulk** 1; **Usage** held in 1 hand This +1 striking wounding morningstar is studded with teeth pulled from a vampire, which usually requires an animate donor, given vampires' tendency to turn to dust when destroyed. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) +- **Frequency**: once per minute - **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md) with this weapon and you're not in direct sunlight **Effect** The vampire-fang morningstar absorbs blood from the target, healing the wielder for 10 Hit Points. ``` + +--- *Source: Treasure Vault p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/vampiric-scythe-lotgb.md b/compendium/equipment/items/vampiric-scythe-lotgb.md index cf3e8b411..b389d9790 100644 --- a/compendium/equipment/items/vampiric-scythe-lotgb.md +++ b/compendium/equipment/items/vampiric-scythe-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/evil - trait/magical - trait/necromancy @@ -15,13 +15,12 @@ aliases: ["Vampiric Scythe"] [evil](rules/traits/evil.md "Evil Alignment Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command - **Trigger**: An enemy critically succeeds at an attempt to [Disarm](rules/actions/disarm.md) you @@ -29,9 +28,13 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command -The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute. +- **Frequency**: once per hour + +**Effect** The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/vanishing-coin.md b/compendium/equipment/items/vanishing-coin.md index c486be72a..36a81f93e 100644 --- a/compendium/equipment/items/vanishing-coin.md +++ b/compendium/equipment/items/vanishing-coin.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/magical @@ -14,10 +14,11 @@ aliases: ["Vanishing Coin"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 160 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a [Stealth](compendium/skills.md#Stealth) check for initiative, but you haven't rolled yet; **Requirements** You are a master in [Stealth](compendium/skills.md#Stealth). -- **Category** Talisman This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes [invisible](rules/conditions.md#Invisible) for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level [invisibility](compendium/spells/invisibility.md) spell on you, lasting until the end of your next turn. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/vanishing-wayfinder-locg.md b/compendium/equipment/items/vanishing-wayfinder-locg.md index 96202c918..b9885fbf1 100644 --- a/compendium/equipment/items/vanishing-wayfinder-locg.md +++ b/compendium/equipment/items/vanishing-wayfinder-locg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/locg -- item/category/worn +- item/category/worn/ - trait/evocation - trait/illusion - trait/invested @@ -16,14 +16,17 @@ aliases: ["Vanishing Wayfinder"] - **Price** 150 gp - **Usage** worn -- **Category** Worn A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell for 5 minutes. +- **Frequency**: once per day + +**Effect** You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell for 5 minutes. ``` + +--- *Source: Lost Omens: Character Guide p. 112* \ No newline at end of file diff --git a/compendium/equipment/items/vapor-sphere-som.md b/compendium/equipment/items/vapor-sphere-som.md index dc872ec65..6f71a399d 100644 --- a/compendium/equipment/items/vapor-sphere-som.md +++ b/compendium/equipment/items/vapor-sphere-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/magical - trait/talisman @@ -16,7 +16,6 @@ aliases: ["Vapor Sphere"] - **Price** 900 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You trigger a trap's reaction or an enemy that was [undetected](rules/conditions.md#Undetected) by you makes an attack against you -- **Category** Talisman You're an expert in the affixed armor and an expert in Reflex saves. @@ -24,4 +23,6 @@ Within this strange glass sphere swirls a cloud of smoke that occasionally appea This effect also prevents the reaction or attack from physically moving you (such as falling down a pit or being knocked [prone](rules/conditions.md#Prone)), and after the reaction or attack, you can [Fly](rules/actions/fly.md) 5 feet. When you end this flight, you leave your vaporous state and are exposed to any danger still at your location. + +--- *Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/compendium/equipment/items/vaporous-pipe-tv.md b/compendium/equipment/items/vaporous-pipe-tv.md index c002cb84a..6aa7be717 100644 --- a/compendium/equipment/items/vaporous-pipe-tv.md +++ b/compendium/equipment/items/vaporous-pipe-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Vaporous Pipe"] @@ -12,15 +12,18 @@ aliases: ["Vaporous Pipe"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 340 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you're holding a vaporous pipe, you don't take a circumstance penalty to [Perception](compendium/skills.md#Perception) checks due to thick smoke, and you can't suffocate from smoke and heated air (such as within a wildfire). As long as you are holding the pipe, you also gain resistance to fire equal to half your level. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are [concealed](rules/conditions.md#Concealed) from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind. +- **Frequency**: once per hour + +**Effect** You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are [concealed](rules/conditions.md#Concealed) from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind. ``` + +--- *Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/varisian-emblem-tv.md b/compendium/equipment/items/varisian-emblem-tv.md index b0dcf8f37..2065540e6 100644 --- a/compendium/equipment/items/varisian-emblem-tv.md +++ b/compendium/equipment/items/varisian-emblem-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -12,8 +12,7 @@ aliases: ["Varisian Emblem"] # Varisian Emblem *Item 3* [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body These tattoos are created using designs and techniques from Varisian culture. Such tattoos often depict the Varisian rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Varisian iconography. @@ -22,9 +21,57 @@ The tattoo allows you to understand and speak Varisian. If you already know that Each description lists the school of each Varisian emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Thassilonian magic that was once so prevalent in Varisia, these tattoos lack a symbol of divination. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies (The actions required to Activate the tattoo are the same as those needed to cast its spell) -The tattoo casts its spell. +- **Frequency**: once per day + +**Effect** The tattoo casts its spell. ``` +--- +### Variants + +#### avaria *Item 3* + +- **Price**: 60 gp + +This rune of transmutation can cast [longstrider](compendium/spells/longstrider.md). + +#### avidais *Item 3* + +- **Price**: 60 gp + +This rune of abjuration can cast [pass without trace](compendium/spells/pass-without-trace.md). + +#### carnasia *Item 3* + +- **Price**: 60 gp + +This rune of enchantment can cast [liberating command](compendium/spells/liberating-command-logm.md) (Pathfinder Lost Omens Gods & Magic 108). + +#### idolis *Item 3* + +- **Price**: 60 gp + +This rune of conjuration can cast [thoughtful gift](compendium/spells/thoughtful-gift-apg.md) (Advanced Player's Guide 226). + +#### ragario *Item 3* + +- **Price**: 60 gp + +This rune of evocation can cast [concordant choir](compendium/spells/concordant-choir-som.md) (Secrets of Magic 96). + +#### vangloris *Item 3* + +- **Price**: 60 gp + +This rune of illusion can cast [ventriloquism](compendium/spells/ventriloquism.md). + +#### voratalo *Item 3* + +- **Price**: 60 gp + +This rune of necromancy can cast [purify food and drink](compendium/spells/purify-food-and-drink.md). + +--- *Source: Treasure Vault p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/vat-grown-brain-gw3.md b/compendium/equipment/items/vat-grown-brain-gw3.md index f4e59ea59..a61b4478e 100644 --- a/compendium/equipment/items/vat-grown-brain-gw3.md +++ b/compendium/equipment/items/vat-grown-brain-gw3.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gw3 -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/rare @@ -13,12 +13,13 @@ aliases: ["Vat-Grown Brain"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 190 gp -- **Usage** held in 2 hands; **Bulk** 1 +- **Bulk** 1; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to counteract one condition of your choice that was gained from an ability with the [mental](rules/traits/mental.md "Mental Effect Trait") trait, which it does by drawing the negative mental impressions into itself. However, the artificial brain is not robust, and the strain of the transfer quickly destroys it. The vat-grown brain has a counteract level of 5 and a +17 modifier on the roll. + +--- *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/vaultbreakers-harness-aoe2.md b/compendium/equipment/items/vaultbreakers-harness-aoe2.md index 803ed1a2b..fd292efc4 100644 --- a/compendium/equipment/items/vaultbreakers-harness-aoe2.md +++ b/compendium/equipment/items/vaultbreakers-harness-aoe2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe2 -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -14,17 +14,19 @@ aliases: ["Vaultbreaker's Harness"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 230 gp -- **Usage** worn backpack; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn backpack This bulky leather harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. [Broken](rules/conditions.md#Broken) or destroyed items similarly reappear, restored, in their proper pockets at sunset. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + You cinch the harness to prepare for mischief. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and a +10-foot item bonus to your Speed for 1 minute. ``` + +--- *Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/vaultbreakers-harness-tv.md b/compendium/equipment/items/vaultbreakers-harness-tv.md index 007ea8bdb..47a83c1e0 100644 --- a/compendium/equipment/items/vaultbreakers-harness-tv.md +++ b/compendium/equipment/items/vaultbreakers-harness-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,17 @@ aliases: ["Vaultbreaker's Harness"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 230 gp -- **Usage** worn backpack; **Bulk** 1 -- **Category** Worn +- **Bulk** 1; **Usage** worn backpack A vaultbreaker's harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. [Broken](rules/conditions.md#Broken) or destroyed items similarly reappear, restored, in their proper pockets at sunset. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You cinch the harness to prepare for mischief. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and a +10-foot item bonus to your Speed for 1 minute. ``` + +--- *Source: Treasure Vault p. 145* \ No newline at end of file diff --git a/compendium/equipment/items/vengeful-arm-loil.md b/compendium/equipment/items/vengeful-arm-loil.md index c139f6f9d..9bd0b4c09 100644 --- a/compendium/equipment/items/vengeful-arm-loil.md +++ b/compendium/equipment/items/vengeful-arm-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -14,15 +14,17 @@ aliases: ["Vengeful Arm"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 100 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** worn [Abraxas](compendium/setting/deities/abraxas-logm.md) teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to [Society](compendium/skills.md#Society) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + [Abraxas](compendium/setting/deities/abraxas-logm.md) transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes, you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking. ``` + +--- *Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/venomed-tongue-loil.md b/compendium/equipment/items/venomed-tongue-loil.md index 8931212ad..654d24868 100644 --- a/compendium/equipment/items/venomed-tongue-loil.md +++ b/compendium/equipment/items/venomed-tongue-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/magical - trait/tattoo @@ -14,17 +14,20 @@ aliases: ["Venomed Tongue"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 333 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** worn Secrets must be unraveled, no matter how painful. This tattoo of braided tongues provides a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision -[Abraxas](compendium/setting/deities/abraxas-logm.md) fills your tongue with venom, causing your deceptions to poison your foes. You use [Deception](compendium/skills.md#Deception) to [Create a Diversion](rules/actions/create-a-diversion.md), [Feint](rules/actions/feint.md), or [Lie](rules/actions/lie.md). Choose one target against whom your [Deception](compendium/skills.md#Deception) check succeeded; that target takes `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage). +- **Frequency**: once per day + +**Effect** [Abraxas](compendium/setting/deities/abraxas-logm.md) fills your tongue with venom, causing your deceptions to poison your foes. You use [Deception](compendium/skills.md#Deception) to [Create a Diversion](rules/actions/create-a-diversion.md), [Feint](rules/actions/feint.md), or [Lie](rules/actions/lie.md). Choose one target against whom your [Deception](compendium/skills.md#Deception) check succeeded; that target takes `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage). ``` + +--- *Source: Lost Omens: Impossible Lands p. 305* \ No newline at end of file diff --git a/compendium/equipment/items/venomous-cure-fulu-som.md b/compendium/equipment/items/venomous-cure-fulu-som.md index 1497a5132..e42888d0c 100644 --- a/compendium/equipment/items/venomous-cure-fulu-som.md +++ b/compendium/equipment/items/venomous-cure-fulu-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/fulu - trait/magical @@ -17,10 +17,11 @@ aliases: ["Venomous Cure Fulu"] - **Price** 10 gp - **Usage** affixed to armor - **Activate** envision; **Trigger** You attempt a saving throw against an injected poison. -- **Category** Consumable This green fulu depicts venomous creatures and vermin. When activated, the venom from the fulu fights against the venom in your system, granting you a +2 status bonus to the triggering saving throw. + +--- *Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/compendium/equipment/items/ventriloquists-ring-bb.md b/compendium/equipment/items/ventriloquists-ring-bb.md index 81790d471..5bd981c83 100644 --- a/compendium/equipment/items/ventriloquists-ring-bb.md +++ b/compendium/equipment/items/ventriloquists-ring-bb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/bb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/magical aliases: ["Ventriloquist's Ring"] @@ -13,16 +13,19 @@ aliases: ["Ventriloquist's Ring"] - **Price** 30 gp - **Usage** worn headwear -- **Category** Worn This elegant copper ring has miniature images of songbirds engraved around its circumference, and while you wear it, you sometimes can swear that you hear the sound of songbirds singing from somewhere within 60 feet, even when you're sure there aren't any birds around. You gain a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. ```ad-embed-ability -title: Ventriloquism [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Ventriloquism** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([concentrate](rules/traits/concentrate.md)) + You can throw your voice for 10 minutes. Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt a DC 19 Perception check to overcome the illusion and determine the truth. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` + +--- *Source: Beginner Box p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/ventriloquists-ring.md b/compendium/equipment/items/ventriloquists-ring.md index a17633ccb..e7e6960b7 100644 --- a/compendium/equipment/items/ventriloquists-ring.md +++ b/compendium/equipment/items/ventriloquists-ring.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/illusion - trait/invested - trait/magical @@ -12,15 +12,30 @@ aliases: ["Ventriloquist's Ring"] # Ventriloquist's Ring *Item 3+* [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -Twisting the ring around your finger allows you to magically throw your voice, with the effects of a [ventriloquism](compendium/spells/ventriloquism.md) spell (DC 19). +- **Frequency**: once per day + +**Effect** Twisting the ring around your finger allows you to magically throw your voice, with the effects of a [ventriloquism](compendium/spells/ventriloquism.md) spell (DC 19). ``` +--- +### Variants + +#### ventriloquist's ring *Item 3* + +- **Price**: 60 gp + +#### greater ventriloquist's ring *Item 9* + +- **Price**: 670 gp + +The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-level [ventriloquism](compendium/spells/ventriloquism.md) (DC 27). You can activate the ring any number of times per day. + +--- *Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/verdant-branch-tv.md b/compendium/equipment/items/verdant-branch-tv.md index 28aa201c1..243cbc2d1 100644 --- a/compendium/equipment/items/verdant-branch-tv.md +++ b/compendium/equipment/items/verdant-branch-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/necromancy - trait/plant - trait/primal @@ -13,15 +13,18 @@ aliases: ["Verdant Branch"] [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 360 gp -- **Usage** worn; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command, envision -A branch grows from your prosthesis, quickly flowering and then producing `1d4` ripe and flavorful fruits. A creature can pick and eat a fruit with an [Interact](rules/actions/interact.md) action to regain `2d6+5` Hit Points. The fruits wither away after 10 minutes. +- **Frequency**: once per day + +**Effect** A branch grows from your prosthesis, quickly flowering and then producing `1d4` ripe and flavorful fruits. A creature can pick and eat a fruit with an [Interact](rules/actions/interact.md) action to regain `2d6+5` Hit Points. The fruits wither away after 10 minutes. ``` + +--- *Source: Treasure Vault p. 108* \ No newline at end of file diff --git a/compendium/equipment/items/verdant-staff.md b/compendium/equipment/items/verdant-staff.md index a334bca25..902c31cc0 100644 --- a/compendium/equipment/items/verdant-staff.md +++ b/compendium/equipment/items/verdant-staff.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/staff +- item/category/staff/ - trait/divination - trait/magical - trait/staff @@ -12,15 +12,36 @@ aliases: ["Verdant Staff"] # Verdant Staff *Item 6+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungus. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. ``` +--- +### Variants + +#### verdant staff *Item 6* + +- **Price**: 225 gp + +- **Cantrips** {tanglefoot} +- **1st** **shillelagh** (can target the verdant staff) +- **2nd** **barkskin**, **entangle**, **shape wood**, **tree shape** + +#### greater verdant staff *Item 12* + +- **Price**: 1750 gp + +- **3rd** **wall of thorns** +- **4th** **barkskin**, **speak with plants** +- **5th** **plant form**, **wall of thorns** + +--- *Source: Core Rulebook p. 595* \ No newline at end of file diff --git a/compendium/equipment/items/vermin-repellent-agent-lopsg.md b/compendium/equipment/items/vermin-repellent-agent-lopsg.md index f5bd55a09..7bdf441c8 100644 --- a/compendium/equipment/items/vermin-repellent-agent-lopsg.md +++ b/compendium/equipment/items/vermin-repellent-agent-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/uncommon @@ -12,9 +12,8 @@ aliases: ["Vermin Repellent Agent"] # Vermin Repellent Agent *Item 3+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This specialized cream serves as a repellent to stave off insects. @@ -26,4 +25,32 @@ The repellent also binds with a number of common insect venoms, dulling the pote > - **Failure** The creature is [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing). +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 8 gp + +You gain a +1 item bonus and the save DC is 17. + +#### moderate *Item 8* + +- **Price**: 75 gp + +You gain a +2 item bonus and the save DC is 24. + +#### greater *Item 12* + +- **Price**: 315 gp + +You gain a +3 item bonus and the save DC is 29. + +#### major *Item 16* + +- **Price**: 1350 gp + +You gain a +4 item bonus and the save DC is 35. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/vestige-lenses-lol.md b/compendium/equipment/items/vestige-lenses-lol.md index fb0cd63f9..dd45716db 100644 --- a/compendium/equipment/items/vestige-lenses-lol.md +++ b/compendium/equipment/items/vestige-lenses-lol.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lol -- item/category/worn +- item/category/worn/ - trait/alchemical - trait/rare aliases: ["Vestige Lenses"] @@ -12,9 +12,10 @@ aliases: ["Vestige Lenses"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 40 gp -- **Usage** worn eyepiece; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn eyepiece These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks to [Track](rules/actions/track.md) a creature marked with the incense and to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) any alchemical vapors. If the smoke is fresh, [Tracking](rules/actions/track.md) via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces. + +--- *Source: Lost Omens: Legends p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/vexing-vapor-lotgb.md b/compendium/equipment/items/vexing-vapor-lotgb.md index df1b87084..29361be38 100644 --- a/compendium/equipment/items/vexing-vapor-lotgb.md +++ b/compendium/equipment/items/vexing-vapor-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/bomb +- item/category/bomb/ - trait/alchemical - trait/bomb - trait/consumable @@ -17,10 +17,37 @@ aliases: ["Vexing Vapor"] # Vexing Vapor *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [bomb](rules/traits/bomb.md "Bomb Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [splash](rules/traits/splash.md "Splash Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Strike](rules/actions/strike.md) -- **Category** Bomb This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This lasts until the end of its next turn (1 minute on a critical hit). +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The bomb deals `1d6` mental damage and 1 mental splash damage. + +#### moderate *Item 3* + +- **Price**: 12 gp + +You gain a +1 item bonus to attack rolls. The bomb deals `2d6` mental damage and 2 mental splash damage. + +#### greater *Item 11* + +- **Price**: 300 gp + +You gain a +2 item bonus to attack rolls. The bomb deals `3d6` mental damage and 3 mental splash damage. + +#### major *Item 17* + +- **Price**: 3000 gp + +You gain a +3 item bonus to attack rolls. The bomb deals `4d6` mental damage and 4 mental splash damage. + +--- *Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md b/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md index 5b1010f4a..7900b202e 100644 --- a/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md +++ b/compendium/equipment/items/vial-of-the-immortal-wellspring-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/contract +- item/category/contract/ - trait/contract - trait/invested - trait/magical @@ -13,14 +13,17 @@ aliases: ["Vial of the Immortal Wellspring"] # Vial of the Immortal Wellspring *Item 20* [contract](rules/traits/contract-lol.md "Contract Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Contract At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your [dying](rules/conditions.md#Dying) value would increase above 3, you instead become [unconscious](rules/conditions.md#Unconscious) and are no longer [dying](rules/conditions.md#Dying); this doesn't prevent you from being killed by [death](rules/traits/death.md "Death Effect Trait") effects or the [doomed](rules/conditions.md#Doomed) condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command -You drink from the vial of water that seals your bargained contract. You gain the effects of a 9th-level, 2-action [heal](compendium/spells/heal.md) spell. +- **Frequency**: once per day + +**Effect** You drink from the vial of water that seals your bargained contract. You gain the effects of a 9th-level, 2-action [heal](compendium/spells/heal.md) spell. ``` + +--- *Source: Dark Archive p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/victory-plate-apg.md b/compendium/equipment/items/victory-plate-apg.md index 99fa62961..339631625 100644 --- a/compendium/equipment/items/victory-plate-apg.md +++ b/compendium/equipment/items/victory-plate-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/armor +- item/category/armor/ - trait/abjuration - trait/invested - trait/magical @@ -13,13 +13,12 @@ aliases: ["Victory Plate"] # Victory Plate *Item 9+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor +- **Bulk** 4; **Usage** worn armor The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate). @@ -27,9 +26,11 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) -You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): +- **Frequency**: once per hour + +**Effect** You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): - **Aberration or Fey** mental - **Celestial** good @@ -40,4 +41,18 @@ You touch one of the tabard's four fields representing one of your victories and - **Undead** negative ``` +--- +### Variants + +#### victory plate *Item 9* + +- **Price**: 675 gp + +#### greater victory plate *Item 15* + +- **Price**: 5500 gp + +The armor is a +2 greater resilient full plate. You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage. + +--- *Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/vigilant-eye-tv.md b/compendium/equipment/items/vigilant-eye-tv.md index c1416c7b7..15e8dae4b 100644 --- a/compendium/equipment/items/vigilant-eye-tv.md +++ b/compendium/equipment/items/vigilant-eye-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/divination - trait/magical - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Vigilant Eye"] # Vigilant Eye *Item 9+* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings. @@ -21,15 +20,58 @@ Carved in this wooden disc is a humanoid eye, painted in muted shades that blend - Weapon When you make a [Strike](rules/actions/strike.md) with the weapon against a target that's [concealed](rules/conditions.md#Concealed), [hidden](rules/conditions.md#Hidden), or [undetected](rules/conditions.md#Undetected), the DC of your flat check to target it is 4 if the target is [concealed](rules/conditions.md#Concealed) or 10 if it's [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected). ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [detect magic](compendium/spells/detect-magic.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [web](compendium/spells/web.md) of eyes . +``` + +--- +### Variants + +#### greater vigilant eye *Item 11* + +- **Price**: 1250 gp + +The flat check DC if the eye is affixed to a weapon is 3 if the target is [concealed](rules/conditions.md#Concealed) or 9 if it's [hidden](rules/conditions.md#Hidden). + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [clairvoyance](compendium/spells/clairvoyance.md). +``` + +#### major vigilant eye *Item 13* + +- **Price**: 2700 gp + +The flat check DC if the eye is affixed to a weapon is 2 if the target is [concealed](rules/conditions.md#Concealed) or 8 if it's [hidden](rules/conditions.md#Hidden). + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [web](compendium/spells/web.md) of eyes . +**Effect** You cast [clairvoyance](compendium/spells/clairvoyance.md). ``` +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [prying eye](compendium/spells/prying-eye.md). +``` + +--- *Source: Treasure Vault p. 129* \ No newline at end of file diff --git a/compendium/equipment/items/vine-arrow.md b/compendium/equipment/items/vine-arrow.md index 95bce350e..db2d413f7 100644 --- a/compendium/equipment/items/vine-arrow.md +++ b/compendium/equipment/items/vine-arrow.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/conjuration - trait/consumable - trait/magical @@ -15,8 +15,9 @@ aliases: ["Vine Arrow"] - **Price** 10 gp - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Activate** command -- **Category** Ammunition Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for `2d4` rounds, or until it [Escapes](rules/actions/escape.md) against a DC of 19. On a critical hit, the target is also [immobilized](rules/conditions.md#Immobilized) until it [Escapes](rules/actions/escape.md). + +--- *Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/vine-of-roses-lotgb.md b/compendium/equipment/items/vine-of-roses-lotgb.md index f0ab78cfd..c579c8fdb 100644 --- a/compendium/equipment/items/vine-of-roses-lotgb.md +++ b/compendium/equipment/items/vine-of-roses-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/evocation - trait/good - trait/light @@ -15,23 +15,26 @@ aliases: ["Vine Of Roses"] [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by [Activating](rules/actions/activate-an-item.md) the weapon again. ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You critically succeed at a [Strike](rules/actions/strike.md) against a fiend or undead **Effect** The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level [searing light](compendium/spells/searing-light.md) spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering [Strike](rules/actions/strike.md). ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/vine-whip-tv.md b/compendium/equipment/items/vine-whip-tv.md index e029928b6..b8c3f609f 100644 --- a/compendium/equipment/items/vine-whip-tv.md +++ b/compendium/equipment/items/vine-whip-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/transmutation aliases: ["Vine Whip"] @@ -12,13 +12,13 @@ aliases: ["Vine Whip"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held +- **Craft Requirements** The initial raw materials must include the vine from a plant creature with a vine attack. +- **Bulk** 1; **Usage** held in 1 hand This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine attack of the creature it was harvested from. For example, collecting a vine from an assassin vine would result in a vine whip that deals bludgeoning damage, while one from a mandragora or viper vine would deal piercing damage. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, [Interact](rules/actions/interact.md) - **Requirements**: You have soil or sand within your reach @@ -33,4 +33,6 @@ Each round, when the vine whip is finished using its actions, attempt a DC 6 fla You can't Activate the item again for 10 minutes. Removing the vine whip from the ground takes an [Interact](rules/actions/interact.md) action. While rooted, the vine whip gains fast healing 1. + +--- *Source: Treasure Vault p. 38* \ No newline at end of file diff --git a/compendium/equipment/items/violet-ray-g-g.md b/compendium/equipment/items/violet-ray-g-g.md index d8d1f6848..8fd55abb8 100644 --- a/compendium/equipment/items/violet-ray-g-g.md +++ b/compendium/equipment/items/violet-ray-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/held +- item/category/held/ - trait/rare aliases: ["Violet Ray"] --- @@ -11,8 +11,7 @@ aliases: ["Violet Ray"] [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 1893 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held +- **Bulk** 2; **Usage** held in 2 hands One of the many wondrous devices brought into the world by Stasian technology is the seemingly miraculous violet ray. @@ -21,11 +20,15 @@ Physicians claim it anything from headaches to heartburn, or nausea to deafness, The device is a glass vacuum with an insulated handle connected to a small Stasian coil. When powered, the glass tube fills with purple light and becomes warm to the touch. Pressing the tube to one's body is said to increase blood flow, eliminate toxins, and many other beneficial effects. A violet ray functions as a set of healer's tools and provides a +2 item bonus to [Medicine](compendium/skills.md#Medicine) checks to [Administer First Aid](rules/actions/administer-first-aid.md), [Treat Disease](rules/actions/treat-disease.md), [Treat Poison](rules/actions/treat-poison.md), or [Treat Wounds](rules/actions/treat-wounds.md). ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) -You apply the violet ray to an adjacent creature and attempt to counteract the [blinded](rules/conditions.md#Blinded), [clumsy](rules/conditions.md#Clumsy), [confused](rules/conditions.md#Confused), [deafened](rules/conditions.md#Deafened), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [sickened](rules/conditions.md#Sickened), or [stupefied](rules/conditions.md#Stupefied) condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition. +- **Frequency**: once per day + +**Effect** You apply the violet ray to an adjacent creature and attempt to counteract the [blinded](rules/conditions.md#Blinded), [clumsy](rules/conditions.md#Clumsy), [confused](rules/conditions.md#Confused), [deafened](rules/conditions.md#Deafened), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [sickened](rules/conditions.md#Sickened), or [stupefied](rules/conditions.md#Stupefied) condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition. Shockguard Coil Violet Ray. ``` + +--- *Source: Guns & Gears p. 83* \ No newline at end of file diff --git a/compendium/equipment/items/violet-venom-tv.md b/compendium/equipment/items/violet-venom-tv.md index fc8eae636..3d102e330 100644 --- a/compendium/equipment/items/violet-venom-tv.md +++ b/compendium/equipment/items/violet-venom-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/contact @@ -15,9 +15,8 @@ aliases: ["Violet Venom"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 12 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison. @@ -36,4 +35,6 @@ title: Saving Throw: DC 17 Fortitude **Stage 3** `2d6` poison plus [enfeebled](rules/conditions.md#Enfeebled) (1 round) ``` + +--- *Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/violin-of-the-waves-tv.md b/compendium/equipment/items/violin-of-the-waves-tv.md index 4bfa1b30b..29ae724d5 100644 --- a/compendium/equipment/items/violin-of-the-waves-tv.md +++ b/compendium/equipment/items/violin-of-the-waves-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/auditory - trait/evocation - trait/magical @@ -14,16 +14,16 @@ aliases: ["Violin of the Waves"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 700 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in 2 hands This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It's engraved with images of sailors working and waves gently rolling. When you make a [Performance](compendium/skills.md#Performance) check using the violin of the waves, you gain a +2 item bonus to the check. This bonus increases to +3 if the performer is currently aboard a ship, walking on the ocean, or otherwise immediately adjacent to ocean water. The violin was created to play a specific tune, one that springs instantly into the mind of anyone who so much as casually strums the instrument. It's a tune of calm waters and safety, but also of pranks played upon shipmates and revelry. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 5 minute [Interact](rules/actions/interact.md) +- **Frequency**: once per day - **Requirements**: You must be aboard a ship **Effect** You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other [magical](rules/traits/magical.md "Magical Item Trait") effects. @@ -31,4 +31,6 @@ title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry. ``` + +--- *Source: Treasure Vault p. 116* \ No newline at end of file diff --git a/compendium/equipment/items/viper-arrow.md b/compendium/equipment/items/viper-arrow.md index 56483f047..6cbfacb3f 100644 --- a/compendium/equipment/items/viper-arrow.md +++ b/compendium/equipment/items/viper-arrow.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/ammunition +- item/category/ammunition/ - trait/conjuration - trait/consumable - trait/magical @@ -13,12 +13,14 @@ aliases: ["Viper Arrow"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 17 gp +- **Craft Requirements** Supply one casting of [summon animal](compendium/spells/summon-animal.md). - **Ammunition** [arrow](compendium/equipment/items/arrow.md) - **Activate** command -- **Category** Ammunition The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper's poison, as if it had been bitten. The viper then lands in an open space adjacent to the target. The viper has the summoned trait and acts at the end of your turn, even though you didn't use the [Sustain a Spell](rules/actions/sustain-a-spell.md) action. It is under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain. + +--- *Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/viper-rapier-tv.md b/compendium/equipment/items/viper-rapier-tv.md index 8a6576f5b..a695d7d60 100644 --- a/compendium/equipment/items/viper-rapier-tv.md +++ b/compendium/equipment/items/viper-rapier-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/invested - trait/magical @@ -14,21 +14,21 @@ aliases: ["Viper Rapier"] [apex](rules/traits/apex.md "Apex Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 70000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Apex +- **Bulk** 1; **Usage** held in 1 hand Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier functions as a +3 greater striking speed rapier. While wielding the rapier, your movement doesn't trigger reactions when you [Stride](rules/actions/stride.md), [Balance](rules/actions/balance.md), or [Tumble Through](rules/actions/tumble-through.md). When you invest the rapier, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: You fail, but don't critically fail, an attack using the viper rapier **Effect** The tip of the rapier briefly takes the form of a viper's head, and the blade twists and contorts, biting the target you missed. The target is affected as if successfully poisoned with purple worm venom (DC 43). ``` ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision - **Trigger**: A creature misses or critically misses you with an attack @@ -36,9 +36,13 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're [concealed](rules/conditions.md#Concealed) for 1 minute or until you take a [hostile](rules/conditions.md#Hostile) action. While you're [concealed](rules/conditions.md#Concealed), you also gain a +2 circumstance bonus to Reflex saving throws. +- **Frequency**: once per hour + +**Effect** You twirl your rapier in a serpentine pattern, causing your form to become a blur of motion. You're [concealed](rules/conditions.md#Concealed) for 1 minute or until you take a [hostile](rules/conditions.md#Hostile) action. While you're [concealed](rules/conditions.md#Concealed), you also gain a +2 circumstance bonus to Reflex saving throws. ``` + +--- *Source: Treasure Vault p. 104* \ No newline at end of file diff --git a/compendium/equipment/items/vipers-fang.md b/compendium/equipment/items/vipers-fang.md index 7d7e92ad1..c92cc0f13 100644 --- a/compendium/equipment/items/vipers-fang.md +++ b/compendium/equipment/items/vipers-fang.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,9 +14,8 @@ aliases: ["Viper's Fang"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 850 gp -- **Usage** affixed to a weapon; **Bulk** — +- **Bulk** —; **Usage** affixed to a weapon - **Activate** envision; **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") or [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a move action it's using -- **Category** Talisman You are a master with the affixed weapon. @@ -24,4 +23,6 @@ When you activate this resin-strengthened viper skull, you make an [Attack of Op If you have [Attack of Opportunity](rules/actions/attack-of-opportunity.md), you can activate the viper's fang as a free action. + +--- *Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/visap-loil.md b/compendium/equipment/items/visap-loil.md index 7185dc599..507f5240c 100644 --- a/compendium/equipment/items/visap-loil.md +++ b/compendium/equipment/items/visap-loil.md @@ -17,10 +17,12 @@ aliases: ["Visap"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Advanced; **Group** Knife Two small, curved blades extend from a single hilt. There's a hollow area inside that vishkanyas can use to store an unused dose of their blood, or other poison, for the future. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/equipment/items/voice-from-the-grave-tv.md b/compendium/equipment/items/voice-from-the-grave-tv.md index 951440f4f..dab4a4f31 100644 --- a/compendium/equipment/items/voice-from-the-grave-tv.md +++ b/compendium/equipment/items/voice-from-the-grave-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/magical - trait/mental - trait/necromancy @@ -14,17 +14,20 @@ aliases: ["Voice from the Grave"] [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you don't share a language. The voice from the grave translates anything the spirit or haunt says, using a language you understand, and translates your words for the spirit or haunt in kind. This doesn't make the target [friendly](rules/conditions.md#Friendly) or even cooperative, but it does enable communication. The GM determines the language in the case of a haunt. You can't communicate with mindless spirits using the skull. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -The onyx skull casts a DC 27 [charm](compendium/spells/charm.md) spell on one spirit or haunt you can communicate with using the skull. +- **Frequency**: once per hour + +**Effect** The onyx skull casts a DC 27 [charm](compendium/spells/charm.md) spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save. ``` + +--- *Source: Treasure Vault p. 117* \ No newline at end of file diff --git a/compendium/equipment/items/voicebox-tv.md b/compendium/equipment/items/voicebox-tv.md index 1959b62c0..e86c03ed2 100644 --- a/compendium/equipment/items/voicebox-tv.md +++ b/compendium/equipment/items/voicebox-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/illusion - trait/magical aliases: ["Voicebox"] @@ -12,9 +12,10 @@ aliases: ["Voicebox"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 5 sp -- **Usage** worn necklace; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn necklace This box contains small, magical amplifiers that allow a non- verbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand. + +--- *Source: Treasure Vault p. 109* \ No newline at end of file diff --git a/compendium/equipment/items/vorpal.md b/compendium/equipment/items/vorpal.md index 578335656..ceb739000 100644 --- a/compendium/equipment/items/vorpal.md +++ b/compendium/equipment/items/vorpal.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical - trait/rare @@ -14,16 +14,20 @@ aliases: ["Vorpal"] - **Price** 15000 gp - **Usage** etched onto a slashing melee weapon -- **Category** Rune Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision ([death](rules/traits/death.md), [incapacitation](rules/traits/incapacitation.md)) - **Trigger**: You roll a natural 20 on a [Strike](rules/actions/strike.md) with the weapon, critically succeed, and deal slashing damage. -**Effect** The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head. +**Effect** The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head. +%% + #trait/death #trait/incapacitation +%% ``` + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/voyagers-pack.md b/compendium/equipment/items/voyagers-pack.md index 1a7531fb5..045c9b27c 100644 --- a/compendium/equipment/items/voyagers-pack.md +++ b/compendium/equipment/items/voyagers-pack.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Voyager's Pack"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 14800 gp -- **Usage** worn backpack; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn backpack This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to [Survival](compendium/skills.md#Survival) checks. @@ -24,9 +23,12 @@ It also enables you to see the magical traces of creatures' passage, allowing yo The pack contains an extradimensional space with the same properties as a type II bag of holding. This space contains the contents of a climber's kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute command, envision, [Interact](rules/actions/interact.md) + As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level [plane shift](compendium/spells/plane-shift.md) or [teleport](compendium/spells/teleport.md) spell, transporting you and everyone attached to the pack. Attempt a DC 45 [Survival](compendium/skills.md#Survival) check. On a success, you arrive 25 miles off target using plane shift or halve the distance you're off-target with teleport. On a critical success, you arrive exactly on target. ``` + +--- *Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/vultures-wing-loil.md b/compendium/equipment/items/vultures-wing-loil.md index 0267739c7..927ccafa7 100644 --- a/compendium/equipment/items/vultures-wing-loil.md +++ b/compendium/equipment/items/vultures-wing-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -14,10 +14,11 @@ aliases: ["Vulture's Wing"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 200 gp -- **Usage** held in one hand; **Bulk** L +- **Bulk** L; **Usage** held in one hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Consumable This fan of vulture feathers scatters on an unnatural gust of wind. If this catalyst is used to cast a [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md) spell that has been heightened to at least 5th level, instead of targeting a single creature, you cast the spell in a 30-foot-area cone. You don't make a spell attack roll, instead affecting all creatures within the area with the effect the spell would normally have on a hit. This means creatures within the area must attempt a Fortitude save to determine whether they're [enfeebled](rules/conditions.md#Enfeebled). + +--- *Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/waffle-iron-lotgb.md b/compendium/equipment/items/waffle-iron-lotgb.md index 849e74e73..08e55c983 100644 --- a/compendium/equipment/items/waffle-iron-lotgb.md +++ b/compendium/equipment/items/waffle-iron-lotgb.md @@ -3,14 +3,41 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Waffle Iron"] --- # Waffle Iron *Item 0+* - **Bulk** 1 -- **Category** Adventuring Gear This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. +--- +### Variants + +#### waffle iron *Item 0* + +- **Price**: 5 sp + +#### imprint waffle iron *Item 1* + +- **Price**: 2 gp + +The plates of this waffle iron feature a noble insignia, a religious symbol, or other design to imprint onto the pastry. + +#### mithral waffle iron *Item 8* + +- **Price**: 355 gp + +The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") item. + +#### high-grade mithral waffle iron *Item 16* + +- **Price**: 6005 gp + +Truly fit for emperors and demigods, this waffle iron is made of high-grade mithral. Although most metallurgists are certain that the much more affordable standard-grade mithral waffle iron maintains mithral's full non-stick properties, the super elite insist that only waffles made from high-grade mithral waffle irons conform to the most perfect shape and texture. + +Nadian has one high-grade mithral waffle iron for sale emblazoned with an archaic symbol associated with [Milani](compendium/setting/deities/milani-logm.md) from before she became a deity, supposedly used to make [Milani](compendium/setting/deities/milani-logm.md) herself waffles during her mortal life. As it's made of mithral, this is an [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") item. + +--- *Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/wakizashi-apg.md b/compendium/equipment/items/wakizashi-apg.md index b85dcd4fc..9d011186c 100644 --- a/compendium/equipment/items/wakizashi-apg.md +++ b/compendium/equipment/items/wakizashi-apg.md @@ -16,10 +16,12 @@ aliases: ["Wakizashi"] - **Price** 1 gp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Sword This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana. + +--- *Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/compendium/equipment/items/walking-cauldron-apg.md b/compendium/equipment/items/walking-cauldron-apg.md index 0e9beca3d..0db0ef2fb 100644 --- a/compendium/equipment/items/walking-cauldron-apg.md +++ b/compendium/equipment/items/walking-cauldron-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/other +- item/category/other/ - trait/invested - trait/magical - trait/transmutation @@ -14,7 +14,6 @@ aliases: ["Walking Cauldron"] - **Price** 12 gp - **Bulk** 4 -- **Category** Other This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to [Craft](rules/actions/craft.md) potions, oils, or other liquids. @@ -22,4 +21,6 @@ As a single action, which has the [auditory](rules/traits/auditory.md "Auditory It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess. + +--- *Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/compendium/equipment/items/wand-cane-tv.md b/compendium/equipment/items/wand-cane-tv.md index ea5f0d398..ee9bda3c4 100644 --- a/compendium/equipment/items/wand-cane-tv.md +++ b/compendium/equipment/items/wand-cane-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/wand aliases: ["Wand Cane"] @@ -12,9 +12,10 @@ aliases: ["Wand Cane"] [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane. + +--- *Source: Treasure Vault p. 107* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-caustic-effluence-pfum.md b/compendium/equipment/items/wand-of-caustic-effluence-pfum.md index fef1c6267..8d2087b56 100644 --- a/compendium/equipment/items/wand-of-caustic-effluence-pfum.md +++ b/compendium/equipment/items/wand-of-caustic-effluence-pfum.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/pfum -- item/category/wand +- item/category/wand/ - trait/acid - trait/conjuration - trait/magical @@ -15,15 +15,19 @@ aliases: ["Wand of Caustic Effluence"] [acid](rules/traits/acid.md "Acid Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of grease +- **Bulk** L; **Usage** held in 1 hand This dirty metal wand is covered in an oily acrid smelling film. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [grease](compendium/spells/grease.md), but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls [prone](rules/conditions.md#Prone), or that begins their turn [prone](rules/conditions.md#Prone), takes `1d6` acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). If you cast this spell on an attended object and the holder or wielder fails their [Acrobatics](compendium/skills.md#Acrobatics) or Reflex save, the holder or wielder takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes `1d6` acid damage. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [grease](compendium/spells/grease.md), but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls [prone](rules/conditions.md#Prone), or that begins their turn [prone](rules/conditions.md#Prone), takes `1d6` acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). If you cast this spell on an attended object and the holder or wielder fails their [Acrobatics](compendium/skills.md#Acrobatics) or Reflex save, the holder or wielder takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes `1d6` acid damage. ``` + +--- *Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-choking-mist-tv.md b/compendium/equipment/items/wand-of-choking-mist-tv.md index 8e5dee1a9..2be36d147 100644 --- a/compendium/equipment/items/wand-of-choking-mist-tv.md +++ b/compendium/equipment/items/wand-of-choking-mist-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/conjuration - trait/magical - trait/wand @@ -13,15 +13,33 @@ aliases: ["Wand of Choking Mist"] # Wand of Choking Mist *Item 6+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of obscuring mist or solid fog. +- **Bulk** L; **Usage** held in 1 hand This blackened wood wand has a smoldering tip, emitting a slight trail of steam. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating (Core Rulebook 478). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating (Core Rulebook 478). ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +The spell is obscuring mist. + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +The spell is solid fog. + +--- *Source: Treasure Vault p. 138* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-chromatic-burst-tv.md b/compendium/equipment/items/wand-of-chromatic-burst-tv.md index 16f8afc30..35bc3728e 100644 --- a/compendium/equipment/items/wand-of-chromatic-burst-tv.md +++ b/compendium/equipment/items/wand-of-chromatic-burst-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/abjuration - trait/light - trait/magical @@ -13,25 +13,44 @@ aliases: ["Wand of Chromatic Burst"] # Wand of Chromatic Burst *Item 10+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of chromatic armor of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This intricately carved quartz wand changes color, cycling through the colors of the rainbow. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [chromatic armor](compendium/spells/chromatic-armor-som.md) (Secrets of Magic 95) of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [chromatic armor](compendium/spells/chromatic-armor-som.md) (Secrets of Magic 95) of the indicated level. Additionally, the target can use the Chromatic Armor Burst action. ``` ```ad-embed-ability -title: Chromatic Armor Burst [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Chromatic Armor Burst** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md), [evocation](rules/traits/evocation.md), [light](rules/traits/light.md), [magical](rules/traits/magical.md)) - **Requirements**: You're affected by chromatic armor created by the wand of chromatic burst **Effect** Choose one color of the chromatic armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take damage of the type associated with the color you chose, with a basic Reflex save against your spell DC; the amount of damage depends on the wand's type. This action has the trait corresponding to the damage type you chose. -%% #trait/concentrate #trait/evocation #trait/light #trait/magical %% +%% + #trait/concentrate #trait/evocation #trait/light #trait/magical +%% ``` +--- +### Variants + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +The damage is `4d6`. + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +The damage is `8d6`. + +--- *Source: Treasure Vault p. 138* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-clinging-rime-tv.md b/compendium/equipment/items/wand-of-clinging-rime-tv.md index 277e2c2d7..59b1952af 100644 --- a/compendium/equipment/items/wand-of-clinging-rime-tv.md +++ b/compendium/equipment/items/wand-of-clinging-rime-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/cold - trait/evocation - trait/magical @@ -14,15 +14,39 @@ aliases: ["Wand of Clinging Rime"] # Wand of Clinging Rime *Item 16+* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of frigid flurry of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand A thin layer of frost coats this gnarled holly wand. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [frigid flurry](compendium/spells/frigid-flurry-som.md) (Secrets of Magic 108) of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes [persistent cold damage](rules/conditions.md#Persistent%20Damage) with the amount determined by the wand's type. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [frigid flurry](compendium/spells/frigid-flurry-som.md) (Secrets of Magic 108) of the indicated level. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes [persistent cold damage](rules/conditions.md#Persistent%20Damage) with the amount determined by the wand's type. ``` +--- +### Variants + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +The [persistent cold damage](rules/conditions.md#Persistent%20Damage) is `1d6`. + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +The [persistent cold damage](rules/conditions.md#Persistent%20Damage) is `2d6`. + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp + +The [persistent cold damage](rules/conditions.md#Persistent%20Damage) is `3d6`. + +--- *Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-contagious-frailty-tv.md b/compendium/equipment/items/wand-of-contagious-frailty-tv.md index bd627e510..76f416f3e 100644 --- a/compendium/equipment/items/wand-of-contagious-frailty-tv.md +++ b/compendium/equipment/items/wand-of-contagious-frailty-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/necromancy - trait/wand @@ -13,15 +13,19 @@ aliases: ["Wand of Contagious Frailty"] [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of ray of enfeeblement. +- **Bulk** L; **Usage** held in 1 hand Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone's worn epiphysis forms the wand's pommel, and black leather wraps around the handle. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md). After you cast the spell, if the target is [enfeebled](rules/conditions.md#Enfeebled), it releases a 10-foot emanation that doesn't include itself. Each creature in that area must attempt a Fortitude save as if struck by the ray of enfeeblement but gets an outcome one degree of success better than it rolled. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md). After you cast the spell, if the target is [enfeebled](rules/conditions.md#Enfeebled), it releases a 10-foot emanation that doesn't include itself. Each creature in that area must attempt a Fortitude save as if struck by the ray of enfeeblement but gets an outcome one degree of success better than it rolled. ``` + +--- *Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-continuation.md b/compendium/equipment/items/wand-of-continuation.md index 92c48edc5..e0db5a2c7 100644 --- a/compendium/equipment/items/wand-of-continuation.md +++ b/compendium/equipment/items/wand-of-continuation.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/wand +- item/category/wand/ - trait/magical - trait/wand aliases: ["Wand of Continuation"] @@ -11,15 +11,55 @@ aliases: ["Wand of Continuation"] # Wand of Continuation *Item 5+* [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") and a duration no less than 10 minutes and no greater than 1 hour. +- **Bulk** L; **Usage** held in 1 hand This wand increases a spell's duration. Yellow embers spiral over its surface until the spell ends. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +> [!pf2-note] +> the activation takes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") if the spell normally takes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to cast, or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") if the spell normally takes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You [Cast the Spell](rules/actions/cast-a-spell.md), and its duration is increased by half. +- **Frequency**: once per day, plus overcharge + +**Effect** You [Cast the Spell](rules/actions/cast-a-spell.md), and its duration is increased by half. ``` +--- +### Variants + +#### 1st-level spell *Item 5* + +- **Price**: 160 gp + +#### 2nd-level spell *Item 7* + +- **Price**: 360 gp + +#### 3rd-level spell *Item 9* + +- **Price**: 700 gp + +#### 4th-level spell *Item 11* + +- **Price**: 1400 gp + +#### 5th-level spell *Item 13* + +- **Price**: 3000 gp + +#### 6th-level spell *Item 15* + +- **Price**: 6500 gp + +#### 7th-level spell *Item 17* + +- **Price**: 15000 gp + +#### 8th-level spell *Item 19* + +- **Price**: 40000 gp + +--- *Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-crackling-lightning-apg.md b/compendium/equipment/items/wand-of-crackling-lightning-apg.md index 09b6e35bf..e21e9907c 100644 --- a/compendium/equipment/items/wand-of-crackling-lightning-apg.md +++ b/compendium/equipment/items/wand-of-crackling-lightning-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/wand +- item/category/wand/ - trait/electricity - trait/evocation - trait/magical @@ -13,15 +13,38 @@ aliases: ["Wand Of Crackling Lightning"] # Wand Of Crackling Lightning *Item 8+* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand This wand is made of two copper plates separated by a ceramic center. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [lightning bolt](compendium/spells/lightning-bolt.md), but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are [flat-footed](rules/conditions.md#Flat-footed) for 1 round. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [lightning bolt](compendium/spells/lightning-bolt.md), but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are [flat-footed](rules/conditions.md#Flat-footed) for 1 round. ``` +--- +### Variants + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +[Crafting](compendium/skills.md#Crafting) Requirements Supply a casting of lightning bolt of the appropriate level. + +--- *Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-crushing-leaps-tv.md b/compendium/equipment/items/wand-of-crushing-leaps-tv.md index c44192400..921ab3438 100644 --- a/compendium/equipment/items/wand-of-crushing-leaps-tv.md +++ b/compendium/equipment/items/wand-of-crushing-leaps-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/transmutation - trait/wand @@ -13,17 +13,21 @@ aliases: ["Wand of Crushing Leaps"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 80 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Wand +- **Craft Requirements** Supply a casting of 1st-level [jump](compendium/spells/jump.md). +- **Bulk** —; **Usage** held in 1 hand This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the wand's handle. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [jump](compendium/spells/jump.md), but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation [flat-footed](rules/conditions.md#Flat-footed) until the start of its next turn. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [jump](compendium/spells/jump.md), but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation [flat-footed](rules/conditions.md#Flat-footed) until the start of its next turn. In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute. ``` + +--- *Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-dazzling-rays-tv.md b/compendium/equipment/items/wand-of-dazzling-rays-tv.md index e1b855f27..105d0079d 100644 --- a/compendium/equipment/items/wand-of-dazzling-rays-tv.md +++ b/compendium/equipment/items/wand-of-dazzling-rays-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/evocation - trait/fire - trait/good @@ -15,15 +15,49 @@ aliases: ["Wand of Dazzling Rays"] # Wand of Dazzling Rays *Item 8+* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [searing light](compendium/spells/searing-light.md) of the indicated level, dazzling your target with the beam's intensity. A creature that takes damage from the spell is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also [blinded](rules/conditions.md#Blinded) for as long as it's [dazzled](rules/conditions.md#Dazzled) from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the [blinded](rules/conditions.md#Blinded) condition on a success (but remaining [dazzled](rules/conditions.md#Dazzled)). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [searing light](compendium/spells/searing-light.md) of the indicated level, dazzling your target with the beam's intensity. A creature that takes damage from the spell is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for a number of rounds equal to the spell level. On a critical success on the attack roll, the target is also [blinded](rules/conditions.md#Blinded) for as long as it's [dazzled](rules/conditions.md#Dazzled) from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the [blinded](rules/conditions.md#Blinded) condition on a success (but remaining [dazzled](rules/conditions.md#Dazzled)). ``` +--- +### Variants + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp +- **Craft Requirements**: Supply a casting of searing light of the appropriate level. + +--- *Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md index 4abaee930..ca74a396e 100644 --- a/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md +++ b/compendium/equipment/items/wand-of-dumbfounding-doom-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/divination - trait/emotion - trait/fear @@ -17,15 +17,49 @@ aliases: ["Wand of Dumbfounding Doom"] # Wand of Dumbfounding Doom *Item 8+* [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [impending doom](compendium/spells/impending-doom-som.md) (Secrets of Magic 110) of the indicated level, showing the target a potential death that's gruesome and absurd. If the target becomes [frightened](rules/conditions.md#Frightened) by the spell, it also becomes [stupefied](rules/conditions.md#Stupefied) with a value 1 higher than the [frightened](rules/conditions.md#Frightened) value. This lasts for the duration of the spell. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [impending doom](compendium/spells/impending-doom-som.md) (Secrets of Magic 110) of the indicated level, showing the target a potential death that's gruesome and absurd. If the target becomes [frightened](rules/conditions.md#Frightened) by the spell, it also becomes [stupefied](rules/conditions.md#Stupefied) with a value 1 higher than the [frightened](rules/conditions.md#Frightened) value. This lasts for the duration of the spell. ``` +--- +### Variants + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp +- **Craft Requirements**: Supply a casting of impending doom of the appropriate level. + +--- *Source: Treasure Vault p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-fey-flames-lotgb.md b/compendium/equipment/items/wand-of-fey-flames-lotgb.md index a9c74955c..6f0640e6e 100644 --- a/compendium/equipment/items/wand-of-fey-flames-lotgb.md +++ b/compendium/equipment/items/wand-of-fey-flames-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/wand +- item/category/wand/ - trait/evocation - trait/light - trait/magical @@ -15,17 +15,21 @@ aliases: ["Wand Of Fey Flames"] [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of faerie fire. +- **Bulk** L; **Usage** held in 1 hand This red maple wand carved into a tongue of flame feels warm in your hand. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [faerie fire](compendium/spells/faerie-fire.md). For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [faerie fire](compendium/spells/faerie-fire.md). For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire. You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-hawthorn-tv.md b/compendium/equipment/items/wand-of-hawthorn-tv.md index 7cefefd5f..cbab4a066 100644 --- a/compendium/equipment/items/wand-of-hawthorn-tv.md +++ b/compendium/equipment/items/wand-of-hawthorn-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/abjuration - trait/magical - trait/plant @@ -13,17 +13,47 @@ aliases: ["Wand of Hawthorn"] # Wand of Hawthorn *Item 6+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of barkskin of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [barkskin](compendium/spells/barkskin.md) of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [barkskin](compendium/spells/barkskin.md) of the indicated level, and the target sprouts long thorns like those of a hawthorn tree. While barkskin lasts, any creature that hits the target with an unarmed [Strike](rules/actions/strike.md) or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand's type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target's turns. ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +The thorns deal `1d4` piercing damage. + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +The thorns deal `2d4` piercing damage. + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +The thorns deal `3d4` piercing damage. + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +The thorns deal `4d4` piercing damage. + +--- *Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-hopeless-night-apg.md b/compendium/equipment/items/wand-of-hopeless-night-apg.md index a5fd65f21..4ca8a18df 100644 --- a/compendium/equipment/items/wand-of-hopeless-night-apg.md +++ b/compendium/equipment/items/wand-of-hopeless-night-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/wand +- item/category/wand/ - trait/darkness - trait/evocation - trait/magical @@ -13,15 +13,29 @@ aliases: ["Wand Of Hopeless Night"] # Wand Of Hopeless Night *Item 6+* [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of darkness of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This wand is a length of wrought black iron. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [darkness](compendium/spells/darkness.md). Each creature that ends its turn within the spell's area must succeed at a DC 27 Will save or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [darkness](compendium/spells/darkness.md). Each creature that ends its turn within the spell's area must succeed at a DC 27 Will save or become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +--- *Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-hybrid-form-tv.md b/compendium/equipment/items/wand-of-hybrid-form-tv.md index 2a27a6bf0..c99d1226a 100644 --- a/compendium/equipment/items/wand-of-hybrid-form-tv.md +++ b/compendium/equipment/items/wand-of-hybrid-form-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/polymorph - trait/transmutation @@ -14,15 +14,53 @@ aliases: ["Wand of Hybrid Form"] # Wand of Hybrid Form *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw [Strike](rules/actions/strike.md) you prefer. The GM determines which abilities overlap and which are cumulative. +- **Frequency**: once per day, plus overcharge + +**Effect** You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw [Strike](rules/actions/strike.md) you prefer. The GM determines which abilities overlap and which are cumulative. ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 200 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 450 gp + +#### 4th-level spell *Item 10* + +- **Price**: 850 gp + +#### 5th-level spell *Item 12* + +- **Price**: 1750 gp + +#### 6th-level spell *Item 14* + +- **Price**: 3750 gp + +#### 7th-level spell *Item 16* + +- **Price**: 8000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 19000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 55000 gp +- **Craft Requirements**: Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") must have the [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") trait, and must allow more than one choice of battle form. + +--- *Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-legerdemain-tv.md b/compendium/equipment/items/wand-of-legerdemain-tv.md index 9a52191bf..b7b3f2c6a 100644 --- a/compendium/equipment/items/wand-of-legerdemain-tv.md +++ b/compendium/equipment/items/wand-of-legerdemain-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/wand aliases: ["Wand of Legerdemain"] @@ -11,20 +11,20 @@ aliases: ["Wand of Legerdemain"] # Wand of Legerdemain *Item 4+* [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You Cast the Spell. +- **Frequency**: once per day, plus overcharge + +**Effect** You Cast the Spell. ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [light](rules/traits/light.md "Light Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) ([emotion](rules/traits/emotion.md), [illusion](rules/traits/illusion.md), [light](rules/traits/light.md), [mental](rules/traits/mental.md), [visual](rules/traits/visual.md)) - **Requirements**: The last action you took this turn was to [Cast a Spell](rules/actions/cast-a-spell.md) from the wand @@ -33,7 +33,50 @@ title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "S The spotlight follows you wherever you move. You can't be [concealed](rules/conditions.md#Concealed) while in the spotlight. The effect ends if you become [invisible](rules/conditions.md#Invisible), attempt a [Stealth](compendium/skills.md#Stealth) check, or [Dismiss](rules/actions/dismiss.md) the activation. You can Sustain this Activation for up to 1 minute. Since you need to keep performing tricks, [Sustain an Activation](rules/actions/sustain-an-activation.md) has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. Sustaining extends the spotlight, and keeps [fascinated](rules/conditions.md#Fascinated) creatures [fascinated](rules/conditions.md#Fascinated), but doesn't cause creatures not already [fascinated](rules/conditions.md#Fascinated) to become [fascinated](rules/conditions.md#Fascinated). -%% #trait/emotion #trait/illusion #trait/light #trait/mental #trait/visual %% +%% + #trait/emotion #trait/illusion #trait/light #trait/mental #trait/visual +%% ``` +--- +### Variants + +#### 1st-level spell *Item 4* + +- **Price**: 100 gp + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp +- **Craft Requirements**: Supply a casting of a spell of the appropriate level. + +--- *Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-manifold-missiles.md b/compendium/equipment/items/wand-of-manifold-missiles.md index 4fbfeb346..efd1c97c0 100644 --- a/compendium/equipment/items/wand-of-manifold-missiles.md +++ b/compendium/equipment/items/wand-of-manifold-missiles.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/wand +- item/category/wand/ - trait/evocation - trait/force - trait/magical @@ -13,15 +13,37 @@ aliases: ["Wand of Manifold Missiles"] # Wand of Manifold Missiles *Item 5+* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of [magic missile](compendium/spells/magic-missile.md) of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This wand features a carved dragon's head at its top and a polished metal sphere set in its midsection. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [magic missile](compendium/spells/magic-missile.md) of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of [magic missile](compendium/spells/magic-missile.md). Choose targets each time. This lasts for 1 minute, until you're no longer wielding the wand, or until you try to activate the wand again. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [magic missile](compendium/spells/magic-missile.md) of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of [magic missile](compendium/spells/magic-missile.md). Choose targets each time. This lasts for 1 minute, until you're no longer wielding the wand, or until you try to activate the wand again. ``` +--- +### Variants + +#### 1st-level spell *Item 5* + +- **Price**: 160 gp + +#### 3rd-level spell *Item 9* + +- **Price**: 700 gp + +#### 5th-level spell *Item 13* + +- **Price**: 3000 gp + +#### 7th-level spell *Item 17* + +- **Price**: 15000 gp + +--- *Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-mental-purification-tv.md b/compendium/equipment/items/wand-of-mental-purification-tv.md index 6635ab8df..ad6a75969 100644 --- a/compendium/equipment/items/wand-of-mental-purification-tv.md +++ b/compendium/equipment/items/wand-of-mental-purification-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/emotion - trait/enchantment - trait/healing @@ -15,15 +15,57 @@ aliases: ["Wand of Mental Purification"] # Wand of Mental Purification *Item 4+* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [soothe](compendium/spells/soothe.md) of the indicated level, and can attempt to counteract one [mental](rules/traits/mental.md "Mental Effect Trait") effect on the same target. Treat the [soothe](compendium/spells/soothe.md) spell's level as 1 higher for this counteract check. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [soothe](compendium/spells/soothe.md) of the indicated level, and can attempt to counteract one [mental](rules/traits/mental.md "Mental Effect Trait") effect on the same target. Treat the [soothe](compendium/spells/soothe.md) spell's level as 1 higher for this counteract check. ``` +--- +### Variants + +#### 1st-level spell *Item 4* + +- **Price**: 110 gp + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1400 gp + +#### 5th-level spell *Item 12* + +- **Price**: 3000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp +- **Craft Requirements**: Supply a casting of soothe of the appropriate level. + +--- *Source: Treasure Vault p. 140* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-mercy-tv.md b/compendium/equipment/items/wand-of-mercy-tv.md index 856dd8a9d..95b971079 100644 --- a/compendium/equipment/items/wand-of-mercy-tv.md +++ b/compendium/equipment/items/wand-of-mercy-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/wand aliases: ["Wand of Mercy"] @@ -11,15 +11,57 @@ aliases: ["Wand of Mercy"] # Wand of Mercy *Item 4+* [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You Cast the Spell, and can choose to give it the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. +- **Frequency**: once per day, plus overcharge + +**Effect** You Cast the Spell, and can choose to give it the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. ``` +--- +### Variants + +#### 1st-level spell *Item 4* + +- **Price**: 75 gp + +#### 2nd-level spell *Item 6* + +- **Price**: 200 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 425 gp + +#### 4th-level spell *Item 10* + +- **Price**: 850 gp + +#### 5th-level spell *Item 12* + +- **Price**: 1650 gp + +#### 6th-level spell *Item 14* + +- **Price**: 3600 gp + +#### 7th-level spell *Item 16* + +- **Price**: 7900 gp + +#### 8th-level spell *Item 18* + +- **Price**: 19000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 52000 gp +- **Craft Requirements**: Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") it must deal damage, and it can't have the death, [negative](rules/traits/negative.md "Negative Energy & Element Trait"), or [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") traits. + +--- *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-noisome-acid-sli.md b/compendium/equipment/items/wand-of-noisome-acid-sli.md index 0a2e05458..8995ad060 100644 --- a/compendium/equipment/items/wand-of-noisome-acid-sli.md +++ b/compendium/equipment/items/wand-of-noisome-acid-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/wand +- item/category/wand/ - trait/acid - trait/evocation - trait/magical @@ -14,15 +14,37 @@ aliases: ["Wand Of Noisome Acid"] # Wand Of Noisome Acid *Item 6+* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of acid arrow of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This greasy stick emits a stomach-churning scent when held in a hand. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become [sickened](rules/conditions.md#Sickened). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become [sickened](rules/conditions.md#Sickened). ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +--- *Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-noisome-acid-tv.md b/compendium/equipment/items/wand-of-noisome-acid-tv.md index 71201e433..4589c2c89 100644 --- a/compendium/equipment/items/wand-of-noisome-acid-tv.md +++ b/compendium/equipment/items/wand-of-noisome-acid-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/acid - trait/evocation - trait/magical @@ -13,15 +13,37 @@ aliases: ["Wand of Noisome Acid"] # Wand of Noisome Acid *Item 6+* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand This greasy stick emits a stomach-churning scent when held in hand. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes initial acid damage from this spell become [sickened](rules/conditions.md#Sickened). Use your spell DC if the creature attempts to recover from this sickness. This is an [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") effect. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [acid arrow](compendium/spells/acid-arrow.md) of the indicated level. A creature that takes initial acid damage from this spell become [sickened](rules/conditions.md#Sickened). Use your spell DC if the creature attempts to recover from this sickness. This is an [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") effect. ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp +- **Craft Requirements**: Supply a casting of acid arrow of the appropriate level. + +--- *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-overflowing-life-apg.md b/compendium/equipment/items/wand-of-overflowing-life-apg.md index 83b17701c..c0daec50b 100644 --- a/compendium/equipment/items/wand-of-overflowing-life-apg.md +++ b/compendium/equipment/items/wand-of-overflowing-life-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/wand +- item/category/wand/ - trait/healing - trait/magical - trait/necromancy @@ -14,17 +14,48 @@ aliases: ["Wand Of Overflowing Life"] # Wand Of Overflowing Life *Item 9+* [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand This alabaster wand has a clear crystal at the tip. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [heal](compendium/spells/heal.md) at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [heal](compendium/spells/heal.md) at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. You gain this benefit only once, even if you cast multiple [heal](compendium/spells/heal.md) spells from wands of overflowing life in the same turn. ``` +--- +### Variants + +#### 3rd-level spell *Item 9* + +- **Price**: 700 gp + +#### 4th-level spell *Item 11* + +- **Price**: 1400 gp + +#### 5th-level spell *Item 13* + +- **Price**: 3000 gp + +#### 6th-level spell *Item 15* + +- **Price**: 6500 gp + +#### 7th-level spell *Item 17* + +- **Price**: 15000 gp + +#### 8th-level spell *Item 19* + +- **Price**: 40000 gp + +[Crafting](compendium/skills.md#Crafting) Requirements Supply a casting of heal of the appropriate level. + +--- *Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-paralytic-shock-tv.md b/compendium/equipment/items/wand-of-paralytic-shock-tv.md index d433ff245..c264cfa08 100644 --- a/compendium/equipment/items/wand-of-paralytic-shock-tv.md +++ b/compendium/equipment/items/wand-of-paralytic-shock-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/electricity - trait/enchantment - trait/magical @@ -14,15 +14,33 @@ aliases: ["Wand of Paralytic Shock"] # Wand of Paralytic Shock *Item 8+* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of paralyze of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [paralyze](compendium/spells/paralyze.md), electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains [stunned](rules/conditions.md#Stunned) or [paralyzed](rules/conditions.md#Paralyzed) due to the spell. The amount of damage depends on the wand's type. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [paralyze](compendium/spells/paralyze.md), electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains [stunned](rules/conditions.md#Stunned) or [paralyzed](rules/conditions.md#Paralyzed) due to the spell. The amount of damage depends on the wand's type. ``` +--- +### Variants + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +The electrocution deals `1d12` electricity damage. + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +The electrocution deals `2d12` electricity damage. + +--- *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-pernicious-poison-tv.md b/compendium/equipment/items/wand-of-pernicious-poison-tv.md index 30a78dee5..c815c8823 100644 --- a/compendium/equipment/items/wand-of-pernicious-poison-tv.md +++ b/compendium/equipment/items/wand-of-pernicious-poison-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/magical - trait/necromancy - trait/poison @@ -13,15 +13,33 @@ aliases: ["Wand of Pernicious Poison"] # Wand of Pernicious Poison *Item 4+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison +- **Craft Requirements** Supply a casting of spider sting or purple worm sting. +- **Bulk** L; **Usage** held in 1 hand This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You [Cast a Spell](rules/actions/cast-a-spell.md) determined by the wand's type. The poison the spell delivers gains the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait. +- **Frequency**: once per day, plus overcharge + +**Effect** You [Cast a Spell](rules/actions/cast-a-spell.md) determined by the wand's type. The poison the spell delivers gains the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait. ``` +--- +### Variants + +#### 1st-level spell *Item 4* + +- **Price**: 100 gp + +The spell is spider sting. + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +The spell is purple worm sting. + +--- *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-reaching-tv.md b/compendium/equipment/items/wand-of-reaching-tv.md index 264641e26..eeaa01c74 100644 --- a/compendium/equipment/items/wand-of-reaching-tv.md +++ b/compendium/equipment/items/wand-of-reaching-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/wand aliases: ["Wand of Reaching"] @@ -11,15 +11,57 @@ aliases: ["Wand of Reaching"] # Wand of Reaching *Item 4+* [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand This long, slender wand is constructed of silver, polished to a mirror shine. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. +- **Frequency**: once per day, plus overcharge + +**Effect** You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet. ``` +--- +### Variants + +#### 1st-level spell *Item 4* + +- **Price**: 100 gp + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp +- **Craft Requirements**: Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") and must have a range. + +--- *Source: Treasure Vault p. 141* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-refracting-rays-tv.md b/compendium/equipment/items/wand-of-refracting-rays-tv.md index fc4129007..c9fc3a240 100644 --- a/compendium/equipment/items/wand-of-refracting-rays-tv.md +++ b/compendium/equipment/items/wand-of-refracting-rays-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/evocation - trait/light - trait/magical @@ -14,15 +14,29 @@ aliases: ["Wand of Refracting Rays"] # Wand of Refracting Rays *Item 11+* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [chromatic ray](compendium/spells/chromatic-ray-som.md) (Secrets of Magic 95) of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [chromatic ray](compendium/spells/chromatic-ray-som.md) (Secrets of Magic 95) of the indicated level. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets. ``` +--- +### Variants + +#### 4th-level spell *Item 11* + +- **Price**: 1400 gp + +#### 6th-level spell *Item 15* + +- **Price**: 6500 gp +- **Craft Requirements**: Supply a casting of chromatic ray of the appropriate level. + +--- *Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-rolling-flames-tv.md b/compendium/equipment/items/wand-of-rolling-flames-tv.md index 1bc12195a..404f596d6 100644 --- a/compendium/equipment/items/wand-of-rolling-flames-tv.md +++ b/compendium/equipment/items/wand-of-rolling-flames-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/evocation - trait/fire - trait/magical @@ -13,15 +13,69 @@ aliases: ["Wand of Rolling Flames"] # Wand of Rolling Flames *Item 6+* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of flaming sphere of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [flaming sphere](compendium/spells/flaming-sphere.md) of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [flaming sphere](compendium/spells/flaming-sphere.md) of the indicated level. The ground in the sphere's square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand's type. If a creature in the flames doesn't move on its turn, it takes the damage for each of the squares it's in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it). ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +The rolling flames deal 1 fire damage. + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +The rolling flames deal 2 fire damage. + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +The rolling flames deal 3 fire damage. + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +The rolling flames deal 4 fire damage. + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +The rolling flames deal 5 fire damage. + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +The rolling flames deal 6 fire damage. + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +The rolling flames deal 7 fire damage. + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp + +The rolling flames deal 8 fire damage. + +--- *Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-shattering-images-tv.md b/compendium/equipment/items/wand-of-shattering-images-tv.md index a01417f37..b9591950a 100644 --- a/compendium/equipment/items/wand-of-shattering-images-tv.md +++ b/compendium/equipment/items/wand-of-shattering-images-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/illusion - trait/magical - trait/visual @@ -14,15 +14,19 @@ aliases: ["Wand of Shattering Images"] [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of mirror image. +- **Bulk** L; **Usage** held in 1 hand Shattered pieces of a glass mirror, formed into a reflective mosaic, comprise the irregular shaft of this wand. The handle is black and polished smooth, the pommel capped with a tiny reflective orb. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [mirror image](compendium/spells/mirror-image.md). Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the image is adjacent to you, it takes 5 slashing damage. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [mirror image](compendium/spells/mirror-image.md). Each time an image is destroyed, the image shatters into sharp fragments of glass. If the creature that destroyed the image is adjacent to you, it takes 5 slashing damage. ``` + +--- *Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-shrouded-step-tv.md b/compendium/equipment/items/wand-of-shrouded-step-tv.md index f5448617d..057b3059e 100644 --- a/compendium/equipment/items/wand-of-shrouded-step-tv.md +++ b/compendium/equipment/items/wand-of-shrouded-step-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/transmutation - trait/wand @@ -13,15 +13,19 @@ aliases: ["Wand of Shrouded Step"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 80 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of fleet step. +- **Bulk** L; **Usage** held in 1 hand When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [fleet step](compendium/spells/fleet-step.md). For the duration of the spell, you're also [concealed](rules/conditions.md#Concealed) while you [Stride](rules/actions/stride.md). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [fleet step](compendium/spells/fleet-step.md). For the duration of the spell, you're also [concealed](rules/conditions.md#Concealed) while you [Stride](rules/actions/stride.md). ``` + +--- *Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-slaying.md b/compendium/equipment/items/wand-of-slaying.md index d4263a35c..490e18703 100644 --- a/compendium/equipment/items/wand-of-slaying.md +++ b/compendium/equipment/items/wand-of-slaying.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/wand +- item/category/wand/ - trait/illusion - trait/magical - trait/wand @@ -12,15 +12,33 @@ aliases: ["Wand of Slaying"] # Wand of Slaying *Item 16+* [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of finger of death of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [finger of death](compendium/spells/finger-of-death.md) of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell's level. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [finger of death](compendium/spells/finger-of-death.md) of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell's level. ``` +--- +### Variants + +#### 7th level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th level spell *Item 20* + +- **Price**: 70000 gp + +--- *Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-smoldering-fireballs.md b/compendium/equipment/items/wand-of-smoldering-fireballs.md index 4b9d363a7..a5e85d9f0 100644 --- a/compendium/equipment/items/wand-of-smoldering-fireballs.md +++ b/compendium/equipment/items/wand-of-smoldering-fireballs.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/wand +- item/category/wand/ - trait/evocation - trait/fire - trait/magical @@ -13,15 +13,45 @@ aliases: ["Wand of Smoldering Fireballs"] # Wand of Smoldering Fireballs *Item 8+* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of fireball of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This blackened, heavily burned stick smells faintly of bat guano. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [fireball](compendium/spells/fireball.md) of the indicated level. Each creature that fails its save takes [persistent fire damage](rules/conditions.md#Persistent%20Damage). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [fireball](compendium/spells/fireball.md) of the indicated level. Each creature that fails its save takes [persistent fire damage](rules/conditions.md#Persistent%20Damage). ``` +--- +### Variants + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +[persistent damage](rules/conditions.md#Persistent%20Damage) `1d6`. + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +[persistent damage](rules/conditions.md#Persistent%20Damage) `2d6`. + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +[persistent damage](rules/conditions.md#Persistent%20Damage) `3d6`. + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp + +[persistent damage](rules/conditions.md#Persistent%20Damage) `4d6`. + +--- *Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md index 9107ba9fd..e5dccdbfd 100644 --- a/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md +++ b/compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/wand +- item/category/wand/ - trait/evocation - trait/force - trait/magical @@ -14,15 +14,37 @@ aliases: ["Wand Of Spiritual Warfare"] # Wand Of Spiritual Warfare *Item 7+* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of [spiritual weapon](compendium/spells/spiritual-weapon.md) of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This wand juts from an ornate hilt like a short, wooden dagger blade. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [spiritual weapon](compendium/spells/spiritual-weapon.md) of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: [corrosive](compendium/equipment/items/corrosive.md), [flaming](compendium/equipment/items/flaming.md), [frost](compendium/equipment/items/frost.md), [shock](compendium/equipment/items/shock.md), [thundering](compendium/equipment/items/thundering.md), or their respective greater versions. The spiritual weapon's [Strikes](rules/actions/strike.md) gain the effects of this rune. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [spiritual weapon](compendium/spells/spiritual-weapon.md) of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: [corrosive](compendium/equipment/items/corrosive.md), [flaming](compendium/equipment/items/flaming.md), [frost](compendium/equipment/items/frost.md), [shock](compendium/equipment/items/shock.md), [thundering](compendium/equipment/items/thundering.md), or their respective greater versions. The spiritual weapon's [Strikes](rules/actions/strike.md) gain the effects of this rune. ``` +--- +### Variants + +#### 2nd-level spell *Item 7* + +- **Price**: 360 gp + +#### 4th-level spell *Item 11* + +- **Price**: 1400 gp + +#### 6th-level spell *Item 15* + +- **Price**: 6500 gp + +#### 8th-level spell *Item 19* + +- **Price**: 40000 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-sli.md b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md index c99e53b7b..6ad6a9edf 100644 --- a/compendium/equipment/items/wand-of-teeming-ghosts-sli.md +++ b/compendium/equipment/items/wand-of-teeming-ghosts-sli.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sli -- item/category/wand +- item/category/wand/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,23 +13,61 @@ aliases: ["Wand Of Teeming Ghosts"] # Wand Of Teeming Ghosts *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of false life of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [false life](compendium/spells/false-life.md) of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [false life](compendium/spells/false-life.md) of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You successfully impart the [frightened](rules/conditions.md#Frightened) condition to a creature **Effect** You end false life and increase the creature's [frightened](rules/conditions.md#Frightened) condition value to 2. ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp + +--- *Source: The Slithering p. 61* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-teeming-ghosts-tv.md b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md index 3303c951b..cfb86782d 100644 --- a/compendium/equipment/items/wand-of-teeming-ghosts-tv.md +++ b/compendium/equipment/items/wand-of-teeming-ghosts-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/magical - trait/necromancy - trait/uncommon @@ -13,19 +13,20 @@ aliases: ["Wand of Teeming Ghosts"] # Wand of Teeming Ghosts *Item 6+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Bulk** L; **Usage** held in 1 hand This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [false life](compendium/spells/false-life.md) of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [false life](compendium/spells/false-life.md) of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You successfully impart the [frightened](rules/conditions.md#Frightened) condition on a creature - **Requirements**: You have at least 1 temporary Hit Point from false life @@ -33,4 +34,41 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F **Effect** You end false life and increase the creature's [frightened](rules/conditions.md#Frightened) condition value to 2. ``` +--- +### Variants + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp +- **Craft Requirements**: Supply a casting of false life of the appropriate level. + +--- *Source: Treasure Vault p. 142* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-ash-puppet-tv.md b/compendium/equipment/items/wand-of-the-ash-puppet-tv.md index d8ec2ef93..eacde5bd4 100644 --- a/compendium/equipment/items/wand-of-the-ash-puppet-tv.md +++ b/compendium/equipment/items/wand-of-the-ash-puppet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/evocation - trait/magical - trait/wand @@ -13,17 +13,21 @@ aliases: ["Wand of the Ash Puppet"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of disintegrate. +- **Bulk** L; **Usage** held in 1 hand This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand's tip along a solid surface, it leaves a black trail of charcoal. Writing with the wand in this way never damages or wears the wand down. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [disintegrate](compendium/spells/disintegrate.md). If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie (Pathfinder Bestiary 3 303) with the same general appearance as the disintegrated creature. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [disintegrate](compendium/spells/disintegrate.md). If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie (Pathfinder Bestiary 3 303) with the same general appearance as the disintegrated creature. You control this sulfur zombie, which gains the [minion](rules/traits/minion.md "Minion Creature Trait") and [summoned](rules/traits/summoned.md "Summoned Creature Trait") traits. You can issue a verbal command to the sulfur zombie as a single action with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first. ``` + +--- *Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-pampered-pet-tv.md b/compendium/equipment/items/wand-of-the-pampered-pet-tv.md index 0857a71aa..c0d305fca 100644 --- a/compendium/equipment/items/wand-of-the-pampered-pet-tv.md +++ b/compendium/equipment/items/wand-of-the-pampered-pet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/conjuration - trait/extradimensional - trait/magical @@ -14,15 +14,19 @@ aliases: ["Wand of the Pampered Pet"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 75 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of pet cache. +- **Bulk** L; **Usage** held in 1 hand This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [pet cache](compendium/spells/pet-cache-apg.md) (Advanced Player's Guide 222) but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [pet cache](compendium/spells/pet-cache-apg.md) (Advanced Player's Guide 222) but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim. ``` + +--- *Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-snowfields-apg.md b/compendium/equipment/items/wand-of-the-snowfields-apg.md index 07d2eb0a8..2ebf2ed54 100644 --- a/compendium/equipment/items/wand-of-the-snowfields-apg.md +++ b/compendium/equipment/items/wand-of-the-snowfields-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/wand +- item/category/wand/ - trait/cold - trait/evocation - trait/magical @@ -13,15 +13,29 @@ aliases: ["Wand Of The Snowfields"] # Wand Of The Snowfields *Item 14+* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of cone of cold of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This wand is a slender length of ice-blue glass. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [cone of cold](compendium/spells/cone-of-cold.md). The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [cone of cold](compendium/spells/cone-of-cold.md). The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute. ``` +--- +### Variants + +#### 5th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 18* + +- **Price**: 24000 gp + +--- *Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-the-spider-apg.md b/compendium/equipment/items/wand-of-the-spider-apg.md index 24baeccde..b768ba25c 100644 --- a/compendium/equipment/items/wand-of-the-spider-apg.md +++ b/compendium/equipment/items/wand-of-the-spider-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/poison +- item/category/poison/ - trait/conjuration - trait/magical - trait/poison @@ -13,15 +13,31 @@ aliases: ["Wand Of The Spider"] # Wand Of The Spider *Item 7+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison +- **Craft Requirements** Supply a casting of web of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [web](compendium/spells/web.md), but the strands of webbing are envenomed. Any creature that fails their [Athletics](compendium/skills.md#Athletics) check or Reflex save to navigate the web takes `1d6` poison damage. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [web](compendium/spells/web.md), but the strands of webbing are envenomed. Any creature that fails their [Athletics](compendium/skills.md#Athletics) check or Reflex save to navigate the web takes `1d6` poison damage. ``` +--- +### Variants + +#### 2nd-level spell *Item 7* + +- **Price**: 360 gp + +#### 4th-level spell *Item 11* + +- **Price**: 1400 gp + +The strands deal `2d6` poison damage plus `1d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md index 03f7bde76..ccfd66f7d 100644 --- a/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md +++ b/compendium/equipment/items/wand-of-thundering-echoes-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/wand +- item/category/wand/ - trait/evocation - trait/magical - trait/sonic @@ -14,15 +14,45 @@ aliases: ["Wand Of Thundering Echoes"] # Wand Of Thundering Echoes *Item 9+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of sound burst of the appropriate level. In every port where he finds himself, Rakuskuk (N male tengu rune crafter) rents a rather simple stall he then decorates to look like a ship's cabin. He displays his wares in or on large trunks and barrels so he can easily pack up and move everything at the end of the day... or in a hurry. The largest two trunks stand open vertically to reveal hanging clothing and accessories he thinks wealthy travelers will buy, always including at least one cloak, cape, duster, and scarf. He hangs a ship's hammock between them for aesthetics, but it doubles as an elevated surface for hanging trinkets and jewelry. Another trunk contains what must be the largest collection of hats outside of a royal haberdashery. He calls this makeshift shop the Rune Room, as every item he sells is either an accessory rune (page 88) or has one on it. +- **Bulk** L; **Usage** held in 1 hand A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [sound burst](compendium/spells/sound-burst.md) of the indicated level. After you [Cast the Spell](rules/actions/cast-a-spell.md), at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below `2d10`. The echoes don't affect structures or other items. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [sound burst](compendium/spells/sound-burst.md) of the indicated level. After you [Cast the Spell](rules/actions/cast-a-spell.md), at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below `2d10`. The echoes don't affect structures or other items. ``` +--- +### Variants + +#### 3rd-level spell *Item 9* + +- **Price**: 700 gp + +#### 4th-level spell *Item 11* + +- **Price**: 1500 gp + +#### 5th-level spell *Item 13* + +- **Price**: 3000 gp + +#### 6th-level spell *Item 15* + +- **Price**: 6500 gp + +#### 7th-level spell *Item 17* + +- **Price**: 15000 gp + +#### 8th-level spell *Item 19* + +- **Price**: 40000 gp + +--- *Source: Lost Omens: The Grand Bazaar p. 85* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-tormented-slumber-tv.md b/compendium/equipment/items/wand-of-tormented-slumber-tv.md index 9e959cbe2..a60aa3945 100644 --- a/compendium/equipment/items/wand-of-tormented-slumber-tv.md +++ b/compendium/equipment/items/wand-of-tormented-slumber-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/enchantment - trait/magical - trait/mental @@ -15,15 +15,19 @@ aliases: ["Wand of Tormented Slumber"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of 4th-level [sleep](compendium/spells/sleep.md). +- **Bulk** L; **Usage** held in 1 hand The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast 4th-level [sleep](compendium/spells/sleep.md), but the slumbering creatures have terrifying nightmares. A creature knocked [unconscious](rules/conditions.md#Unconscious) by this spell takes `1d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage). This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the [persistent mental damage](rules/conditions.md#Persistent%20Damage) or not), it's [frightened](rules/conditions.md#Frightened). If it awakens from damage on its own turn, the creature doesn't reduce its [frightened](rules/conditions.md#Frightened) condition automatically on that turn. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast 4th-level [sleep](compendium/spells/sleep.md), but the slumbering creatures have terrifying nightmares. A creature knocked [unconscious](rules/conditions.md#Unconscious) by this spell takes `1d6` [persistent mental damage](rules/conditions.md#Persistent%20Damage). This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the [persistent mental damage](rules/conditions.md#Persistent%20Damage) or not), it's [frightened](rules/conditions.md#Frightened). If it awakens from damage on its own turn, the creature doesn't reduce its [frightened](rules/conditions.md#Frightened) condition automatically on that turn. ``` + +--- *Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-toxic-blades-tv.md b/compendium/equipment/items/wand-of-toxic-blades-tv.md index 097d16285..060ebdeab 100644 --- a/compendium/equipment/items/wand-of-toxic-blades-tv.md +++ b/compendium/equipment/items/wand-of-toxic-blades-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/evocation - trait/force - trait/magical @@ -14,15 +14,39 @@ aliases: ["Wand of Toxic Blades"] # Wand of Toxic Blades *Item 15+* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison +- **Craft Requirements** Supply a casting of blade barrier of the appropriate level. +- **Bulk** L; **Usage** held in 1 hand This slender metal wand is tinted green and small images of bladed weapons are etched on its surface. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [blade barrier](compendium/spells/blade-barrier.md) of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [blade barrier](compendium/spells/blade-barrier.md) of the indicated level. Damage from the wall also exposes the damaged creature to a poison determined by the wand's type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn. ``` +--- +### Variants + +#### 6th-level spell *Item 15* + +- **Price**: 6000 gp + +The poison is purple worm venom (Core Rulebook 553). + +#### 7th-level spell *Item 17* + +- **Price**: 14000 gp + +The poison is dragon bile (Core Rulebook 551) with no onset. + +#### 8th-level spell *Item 19* + +- **Price**: 37500 gp + +The poison is cerulean scourge (Advanced Player's Guide 254). + +--- *Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md b/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md index 471e154f7..fc4c91dcc 100644 --- a/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md +++ b/compendium/equipment/items/wand-of-traitorous-thoughts-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/divination - trait/magical - trait/mental @@ -15,17 +15,21 @@ aliases: ["Wand of Traitorous Thoughts"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 2000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of mind probe. +- **Bulk** L; **Usage** held in 1 hand When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [mind probe](compendium/spells/mind-probe.md). The first time the target rolls a success at a [Deception](compendium/skills.md#Deception) check to mislead your probe, it gets a result one step worse than it rolled. +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [mind probe](compendium/spells/mind-probe.md). The first time the target rolls a success at a [Deception](compendium/skills.md#Deception) check to mislead your probe, it gets a result one step worse than it rolled. This means you learn the answer if the target's [Deception](compendium/skills.md#Deception) check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success. ``` + +--- *Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-wearying-dance-tv.md b/compendium/equipment/items/wand-of-wearying-dance-tv.md index d08f14363..d10f58634 100644 --- a/compendium/equipment/items/wand-of-wearying-dance-tv.md +++ b/compendium/equipment/items/wand-of-wearying-dance-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/wand +- item/category/wand/ - trait/enchantment - trait/magical - trait/mental @@ -14,15 +14,19 @@ aliases: ["Wand of Wearying Dance"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [wand](rules/traits/wand.md "Wand Item Trait") - **Price** 24000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of uncontrollable dance. +- **Bulk** L; **Usage** held in 1 hand This colorfully painted wand has a few jingling bells tied to the pommel. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [uncontrollable dance](compendium/spells/uncontrollable-dance.md). When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes [fatigued](rules/conditions.md#Fatigued). +- **Frequency**: once per day, plus overcharge + +**Effect** You cast [uncontrollable dance](compendium/spells/uncontrollable-dance.md). When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes [fatigued](rules/conditions.md#Fatigued). ``` + +--- *Source: Treasure Vault p. 143* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-widening.md b/compendium/equipment/items/wand-of-widening.md index cd0c912f5..36b762382 100644 --- a/compendium/equipment/items/wand-of-widening.md +++ b/compendium/equipment/items/wand-of-widening.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/wand +- item/category/wand/ - trait/magical - trait/wand aliases: ["Wand of Widening"] @@ -11,15 +11,59 @@ aliases: ["Wand of Widening"] # Wand of Widening *Item 4+* [magical](rules/traits/magical.md "Magical Item Trait") [wand](rules/traits/wand.md "Wand Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand +- **Craft Requirements** Supply a casting of a spell of the appropriate level. The spell must have a casting time of [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), can't have a duration, and must have an area of burst (10 feet or more), cone, or line. +- **Bulk** L; **Usage** held in 1 hand The end of this wand is forked instead of tapered. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +> [!pf2-note] +> this activation takes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") if the spell normally takes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to cast, or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") if the spell normally takes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -You [Cast the Spell](rules/actions/cast-a-spell.md), and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. +- **Frequency**: once per day, plus overcharge + +**Effect** You [Cast the Spell](rules/actions/cast-a-spell.md), and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. ``` +--- +### Variants + +#### 1st-level spell *Item 4* + +- **Price**: 100 gp + +#### 2nd-level spell *Item 6* + +- **Price**: 250 gp + +#### 3rd-level spell *Item 8* + +- **Price**: 500 gp + +#### 4th-level spell *Item 10* + +- **Price**: 1000 gp + +#### 5th-level spell *Item 12* + +- **Price**: 2000 gp + +#### 6th-level spell *Item 14* + +- **Price**: 4500 gp + +#### 7th-level spell *Item 16* + +- **Price**: 10000 gp + +#### 8th-level spell *Item 18* + +- **Price**: 24000 gp + +#### 9th-level spell *Item 20* + +- **Price**: 70000 gp + +--- *Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/war-blood-mutagen-ooa1.md b/compendium/equipment/items/war-blood-mutagen-ooa1.md index 98c87221b..89aafb243 100644 --- a/compendium/equipment/items/war-blood-mutagen-ooa1.md +++ b/compendium/equipment/items/war-blood-mutagen-ooa1.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa1 -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -15,9 +15,8 @@ aliases: ["War Blood Mutagen"] # War Blood Mutagen *Item 1+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") [mutagen](rules/traits/mutagen.md "Mutagen Item Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. @@ -25,4 +24,32 @@ Benefit Choose one melee weapon you're holding in one or both hands. You gain th Drawback You can't voluntarily remove the weapon unless you succeed at an [Athletics](compendium/skills.md#Athletics) check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you must succeed at a DC 5 flat check or the action is lost. +--- +### Variants + +#### lesser *Item 1* + +- **Price**: 4 gp + +The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute. + +#### moderate *Item 3* + +- **Price**: 12 gp + +The item bonus is +2, the DC to remove the weapon is 30, and the duration is 10 minutes. + +#### greater *Item 11* + +- **Price**: 300 gp + +The item bonus is +3, the DC to remove the weapon is 40, and the duration is 1 hour. + +#### major *Item 17* + +- **Price**: 3000 gp + +The item bonus is +4, the DC to remove the weapon is 50, and the duration is 1 hour. + +--- *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/war-flail.md b/compendium/equipment/items/war-flail.md index 3ce35f875..eb36ffb89 100644 --- a/compendium/equipment/items/war-flail.md +++ b/compendium/equipment/items/war-flail.md @@ -14,10 +14,12 @@ aliases: ["War Flail"] - **Price** 2 gp - **Bulk** 2 -- **Damage** `1d10` B + - **Damage**: `1d10` B - **Hands** 2 - **Category** Martial; **Group** Flail This large flail has a long shaft connected to a shorter piece of stout wood or metal that's sometimes inlaid with spikes. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/war-lance-lokl.md b/compendium/equipment/items/war-lance-lokl.md index dc524087b..05076f7a7 100644 --- a/compendium/equipment/items/war-lance-lokl.md +++ b/compendium/equipment/items/war-lance-lokl.md @@ -16,10 +16,12 @@ aliases: ["War Lance"] - **Price** 4 gp - **Bulk** 2 -- **Damage** `1d8` P + - **Damage**: `1d8` P - **Hands** 2 - **Category** Martial; **Group** Spear This lance appears shorter and stockier in comparison to other weapons of its type. The war lance most notably features shielding integrated into its vamplate, exchanging its reach for a sturdier base when defending against attacks or attempting to overpower an opponent. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/war-razor-tv.md b/compendium/equipment/items/war-razor-tv.md index 4842822bf..8a0cdd493 100644 --- a/compendium/equipment/items/war-razor-tv.md +++ b/compendium/equipment/items/war-razor-tv.md @@ -15,10 +15,12 @@ aliases: ["War Razor"] - **Price** 3 sp - **Bulk** L -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Knife A war razor is an exaggerated version of the barbers' tool. It's a brittle but extremely sharp weapon that is very easy to slip into a pocket or sleeve. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/war-saddle-lokl.md b/compendium/equipment/items/war-saddle-lokl.md index 9678acd50..92e052ca3 100644 --- a/compendium/equipment/items/war-saddle-lokl.md +++ b/compendium/equipment/items/war-saddle-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["War Saddle"] --- @@ -13,8 +13,9 @@ aliases: ["War Saddle"] - **Access** Knights of Lastwall have access to this item. - **Price** 50 gp - **Bulk** 1 -- **Category** Adventuring Gear Each war saddle is specifically fitted to a mount's body type and has numerous straps that can secure you on your mount. You remain mounted even if you fall unconscious until either you or someone else uses an [Interact](rules/actions/interact.md) action to unfasten the straps on the saddle. A creature or effect can separate you from your mount by pulling so hard it tears the straps, but to do so, the effect's DC, attack roll, or skill check must exceed 20. + +--- *Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/compendium/equipment/items/warcallers-chime-sot2.md b/compendium/equipment/items/warcallers-chime-sot2.md index 40d2496aa..92884362d 100644 --- a/compendium/equipment/items/warcallers-chime-sot2.md +++ b/compendium/equipment/items/warcallers-chime-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/held +- item/category/held/ - trait/evocation - trait/magical - trait/uncommon @@ -12,15 +12,61 @@ aliases: ["Warcaller's Chime"] # Warcaller's Chime *Item 4+* [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. ``` +--- +### Variants + +#### warcaller's chime of blasting *Item 6* + +- **Price**: 250 gp + +This chime features carvings of destructive runes. + +When activated, it creates the effects of a 3rd-level [sound burst](compendium/spells/sound-burst.md) centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked [prone](rules/conditions.md#Prone) by the chime's effect. You can use this chime once per day. + +#### warcaller's chime of destruction *Item 4* + +- **Price**: 100 gp + +A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day. + +#### warcaller's chime of dread *Item 10* + +- **Price**: 1000 gp + +This chime's carvings depict skulls and other grim icons. + +When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). Affected creatures can't reduce their [frightened](rules/conditions.md#Frightened) condition below [frightened](rules/conditions.md#Frightened) while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura. + +#### warcaller's chime of refuge *Item 8* + +- **Price**: 500 gp + +This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save) + +You can use this chime up to five times per day, but each use must target a different creature. + +#### warcaller's chime of resistance *Item 5* + +- **Price**: 160 gp + +This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week. + +#### warcaller's chime of restoration *Item 12* + +- **Price**: 2000 gp + +This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week. + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/wardens-signet-tv.md b/compendium/equipment/items/wardens-signet-tv.md index cd138ffbb..dcf530d34 100644 --- a/compendium/equipment/items/wardens-signet-tv.md +++ b/compendium/equipment/items/wardens-signet-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/abjuration - trait/focused - trait/invested @@ -14,15 +14,19 @@ aliases: ["Warden's Signet"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [focused](rules/traits/focused.md "Focused Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 1250 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Craft Requirements** You are a ranger with at least one warden spell. +- **Bulk** —; **Usage** worn This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item bonus to [Nature](compendium/skills.md#Nature) checks. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision -You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a 4th-level [barkskin](compendium/spells/barkskin.md) spell on you. If not used by the end of your turn, this Focus Point is lost. +- **Frequency**: once per day + +**Effect** You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden's signet also casts a 4th-level [barkskin](compendium/spells/barkskin.md) spell on you. If not used by the end of your turn, this Focus Point is lost. ``` + +--- *Source: Treasure Vault p. 151* \ No newline at end of file diff --git a/compendium/equipment/items/warding-escutcheon-tv.md b/compendium/equipment/items/warding-escutcheon-tv.md index b6e187301..93a70fbb4 100644 --- a/compendium/equipment/items/warding-escutcheon-tv.md +++ b/compendium/equipment/items/warding-escutcheon-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Warding Escutcheon"] @@ -11,21 +11,38 @@ aliases: ["Warding Escutcheon"] # Warding Escutcheon *Item 9+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** 4 -- **Category** Held +- **Bulk** 4; **Usage** held in 1 hand An image of a keyhole adorns the coat of arms of this stone tower shield (Hardness 10, HP 40, BT 20). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and [Broken](rules/conditions.md#Broken) Threshold as the shield, with [Athletics](compendium/skills.md#Athletics) and [Thievery](compendium/skills.md#Thievery) DCs of 25 to open. The door remains in place for 1 hour, until it's opened or [broken](rules/conditions.md#Broken), or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). +- **Frequency**: once per day + +**Effect** The shield becomes a locked door in an empty, adjacent space no wider than 5 feet, becoming flush with the surrounding structure so it blocks all passage. The door has the same Hardness, HP, and [Broken](rules/conditions.md#Broken) Threshold as the shield, with [Athletics](compendium/skills.md#Athletics) and [Thievery](compendium/skills.md#Thievery) DCs of 25 to open. The door remains in place for 1 hour, until it's opened or [broken](rules/conditions.md#Broken), or until you spend an action to end this effect, at which point the shield returns to your hand (or falls to the ground in your space if your hands are full). ``` ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute command + +- **Frequency**: once per day -The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast [cozy cabin](compendium/spells/cozy-cabin-apg.md), with the shield becoming the door. +**Effect** The shield floats lazily in the air as bricks quickly fly from it to form a squat stone tower around it. You cast [cozy cabin](compendium/spells/cozy-cabin-apg.md), with the shield becoming the door. ``` +--- +### Variants + +#### warding escutcheon *Item 9* + +- **Price**: 625 gp + +#### greater *Item 20* + +- **Price**: 55000 gp + +The DCs are 43, and using the second activation casts resplendent mansion, forming a tall stone keep. + +--- *Source: Treasure Vault p. 23* \ No newline at end of file diff --git a/compendium/equipment/items/warding-punch-tv.md b/compendium/equipment/items/warding-punch-tv.md index 1dc6df906..ac675b373 100644 --- a/compendium/equipment/items/warding-punch-tv.md +++ b/compendium/equipment/items/warding-punch-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -13,9 +13,8 @@ aliases: ["Warding Punch"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") - **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir Based on a Thassilonian recipe, warding punch is made from red or white wine combined with fruits, other alcohols, and alchemical reagents. Its alchemical properties provide protection against a specific school of magic depending on the ingredients chosen when it's created, granting a +1 item bonus to saving throws against spells from that school for 10 minutes. @@ -27,4 +26,6 @@ Based on a Thassilonian recipe, warding punch is made from red or white wine com - Nut Liqueurs Conjuration - Spiced Spirits Enchantment + +--- *Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/warding-statuette-tv.md b/compendium/equipment/items/warding-statuette-tv.md index 3bffaaf36..3b3a6db0a 100644 --- a/compendium/equipment/items/warding-statuette-tv.md +++ b/compendium/equipment/items/warding-statuette-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/abjuration - trait/force - trait/magical @@ -13,8 +13,7 @@ aliases: ["Warding Statuette"] # Warding Statuette *Item 7+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13. @@ -22,15 +21,44 @@ This small figurine is carved from soapstone in the shape of a deity or guardian - Weapon When you hit with a [Strike](rules/actions/strike.md) using the affixed weapon, or when a spell effect you created by activating the statuette hits with a [Strike](rules/actions/strike.md), you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [shield](compendium/spells/shield.md). ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [spiritual weapon](compendium/spells/spiritual-weapon.md). +``` + +--- +### Variants + +#### greater warding statuette *Item 13* + +- **Price**: 2600 gp + +The resistance is 5 when affixed to armor, and the spell attack roll is +20. + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 5th-level [spiritual weapon](compendium/spells/spiritual-weapon.md). +``` + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -You cast [spiritual weapon](compendium/spells/spiritual-weapon.md). +- **Frequency**: once per day + +**Effect** You cast [spiritual guardian](compendium/spells/spiritual-guardian.md). ``` +--- *Source: Treasure Vault p. 129* \ No newline at end of file diff --git a/compendium/equipment/items/warding-tablets-som.md b/compendium/equipment/items/warding-tablets-som.md index 082d6a173..885626a60 100644 --- a/compendium/equipment/items/warding-tablets-som.md +++ b/compendium/equipment/items/warding-tablets-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/grimoire +- item/category/grimoire/ - trait/abjuration - trait/grimoire - trait/magical @@ -14,18 +14,22 @@ aliases: ["Warding Tablets"] - **Price** 450 gp - **Bulk** L -- **Category** Grimoire This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](rules/traits/metamagic.md "Metamagic General Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([metamagic](rules/traits/metamagic.md)) -If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. +- **Frequency**: once per day + +**Effect** If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects. -%% #trait/metamagic %% +%% + #trait/metamagic +%% ``` + +--- *Source: Secrets of Magic p. 163* \ No newline at end of file diff --git a/compendium/equipment/items/warding-tattoo-som.md b/compendium/equipment/items/warding-tattoo-som.md index 87b5c1214..6da3874dd 100644 --- a/compendium/equipment/items/warding-tattoo-som.md +++ b/compendium/equipment/items/warding-tattoo-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -14,16 +14,42 @@ aliases: ["Warding Tattoo"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") - **Usage** tattooed on the body -- **Category** Tattoo Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically **Effect** Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. ``` +--- +### Variants + +#### warding tattoo *Item 5* + +- **Price**: 140 gp + +#### trail warding tattoo *Item 6* + +- **Price**: 250 gp + +You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated. + +#### wave warding tattoo *Item 6* + +- **Price**: 220 gp + +In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts [air bubble](compendium/spells/air-bubble.md) on you, in addition to the other effects. + +#### fiend warding tattoo *Item 7* + +- **Price**: 300 gp + +You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated. + +--- *Source: Secrets of Magic p. 165* \ No newline at end of file diff --git a/compendium/equipment/items/wardrobe-stone-lotgb.md b/compendium/equipment/items/wardrobe-stone-lotgb.md index 2dffb7917..d4f9a5ab0 100644 --- a/compendium/equipment/items/wardrobe-stone-lotgb.md +++ b/compendium/equipment/items/wardrobe-stone-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/illusion - trait/invested - trait/magical @@ -13,13 +13,13 @@ aliases: ["Wardrobe Stone"] # Wardrobe Stone *Item 3+* [illusion](rules/traits/illusion.md "Illusion School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) envision, [Interact](rules/actions/interact.md) + You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. @@ -28,4 +28,48 @@ After the activation, you gain the effects of [illusory disguise](compendium/spe You can actively [Dismiss](rules/actions/dismiss.md) the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone. ``` +--- +### Variants + +#### lesser *Item 3* + +- **Price**: 50 gp + +#### moderate *Item 11* + +- **Price**: 1250 gp + +You gain a +2 item bonus to a specific [Lore](compendium/skills.md#Lore) skill associated with your outfit, such as [Carpentry Lore](compendium/skills.md#Lore) when wearing a carpenter's outfit or [Cooking Lore](compendium/skills.md#Lore) when wearing a chef's outfit. + +```ad-embed-ability +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day + +**Effect** You cast [prying eye](compendium/spells/prying-eye.md). +``` + +#### greater *Item 20* + +- **Price**: 55000 gp + +You gain +3 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight and a +3 item bonus to a specific [Lore](compendium/skills.md#Lore) skill associated with your outfit. + +```ad-embed-ability +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 minute ((1 minute)) envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day + +**Effect** You cast [prying eye](compendium/spells/prying-eye.md). +``` + +```ad-embed-ability +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute ((10 minutes)) envision, [Interact](rules/actions/interact.md) + +- **Frequency**: once per day + +**Effect** The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be [Crafted](rules/actions/craft.md), such as artifacts. This process is irreversible. +``` + +--- *Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/warhammer.md b/compendium/equipment/items/warhammer.md index 08eaf0831..d662f40fb 100644 --- a/compendium/equipment/items/warhammer.md +++ b/compendium/equipment/items/warhammer.md @@ -12,10 +12,12 @@ aliases: ["Warhammer"] - **Price** 1 gp - **Bulk** 1 -- **Damage** `1d8` B + - **Damage**: `1d8` B - **Hands** 1 - **Category** Martial; **Group** Hammer This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/warning-snare.md b/compendium/equipment/items/warning-snare.md index 55ab52ba1..f87a6a426 100644 --- a/compendium/equipment/items/warning-snare.md +++ b/compendium/equipment/items/warning-snare.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/snare +- item/category/snare/ - trait/auditory - trait/consumable - trait/mechanical @@ -15,10 +15,11 @@ aliases: ["Warning Snare"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") - **Price** 15 gp -- **Category** Snare Using materials specific to the area, you connect a sound-making component to a trip wire or a pressure plate. This snare is like an [alarm snare](compendium/equipment/items/alarm-snare.md), but its subtle sound blends into ambient noise. You can detect this sound as long as you're within 1,000 feet of the snare and aren't prevented from hearing it. Other creatures in that area who are searching might notice the sound if their [Perception](compendium/skills.md#Perception) check result meets or exceeds your Craft DC. + +--- *Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/warpglass-aoe6.md b/compendium/equipment/items/warpglass-aoe6.md index 75946b477..962b859ba 100644 --- a/compendium/equipment/items/warpglass-aoe6.md +++ b/compendium/equipment/items/warpglass-aoe6.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe6 -- item/category/material +- item/category/material/ - trait/precious - trait/rare aliases: ["Warpglass"] @@ -11,8 +11,23 @@ aliases: ["Warpglass"] # Warpglass *Item 17+* [precious](rules/traits/precious.md "Precious Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Category** Material Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone. +--- +### Variants + +#### warpglass chunk *Item 0* + +- **Price**: 800 gp + +#### warpglass ingot *Item 0* + +- **Price**: 8000 gp + +#### high-grade warpglass object *Item 17* + +- **Price**: 8000 gp + +--- *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 74* \ No newline at end of file diff --git a/compendium/equipment/items/warpglass-weapon-aoe6.md b/compendium/equipment/items/warpglass-weapon-aoe6.md index 94fa84c0e..fae273ea6 100644 --- a/compendium/equipment/items/warpglass-weapon-aoe6.md +++ b/compendium/equipment/items/warpglass-weapon-aoe6.md @@ -3,16 +3,24 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe6 -- item/category/material +- item/category/material/ - trait/rare aliases: ["Warpglass Weapon"] --- # Warpglass Weapon *Item 17* [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Usage** varies by weapon; **Bulk** varies -- **Category** Material +- **Bulk** varies; **Usage** varies by weapon If you critically hit a creature with a [Strike](rules/actions/strike.md) with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw. +--- +### Variants + +#### high-grade warpglass weapon *Item 17* + +- **Price**: 14000 gp +- **Craft Requirements**: at least 7,000 gp of warpglass + 700 gp per Bulk. + +--- *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/warpwobble-poison-tv.md b/compendium/equipment/items/warpwobble-poison-tv.md index 625458d67..4a627bdda 100644 --- a/compendium/equipment/items/warpwobble-poison-tv.md +++ b/compendium/equipment/items/warpwobble-poison-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Warpwobble Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 90 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move. @@ -35,4 +34,6 @@ title: Saving Throw: DC 26 Will **Stage 3** treat all squares as uneven ground (DC 26) treating a critical success to [Balance](rules/actions/balance.md) as a success, and a success as a success but moving on greater difficult terrain (1 round) ``` + +--- *Source: Treasure Vault p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/warriors-training-ring-fop.md b/compendium/equipment/items/warriors-training-ring-fop.md index 07655b955..f677c20f1 100644 --- a/compendium/equipment/items/warriors-training-ring-fop.md +++ b/compendium/equipment/items/warriors-training-ring-fop.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/fop -- item/category/worn +- item/category/worn/ - trait/divination - trait/invested - trait/uncommon @@ -14,16 +14,18 @@ aliases: ["Warrior's Training Ring"] - **Price** 160 gp - **Usage** worn -- **Category** Worn This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band's center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision +- **Frequency**: once per day - **Trigger**: You make an attack with a weapon in which you're untrained **Effect** You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll. ``` + +--- *Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/compendium/equipment/items/wasp-guard-tv.md b/compendium/equipment/items/wasp-guard-tv.md index fc3fb258f..78519cd41 100644 --- a/compendium/equipment/items/wasp-guard-tv.md +++ b/compendium/equipment/items/wasp-guard-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/invested - trait/magical - trait/necromancy @@ -13,17 +13,20 @@ aliases: ["Wasp Guard"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 487 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include 1 Bulk of wasp exoskeletons. +- **Bulk** 1; **Usage** worn armor Druids and [Calistria](compendium/setting/deities/calistria.md)'s faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that can easily turn coordinated enemies into a chaotic mass. Wasp guard is +1 studded leather studded with the carapaces of wasps, subtly diverting swarms away and granting a +1 item bonus to Reflex saving throws against Swarming Bites, Swarming Stings, and similar abilities from swarms. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") envision +- **Frequency**: once per day - **Trigger**: An enemy within 30 feet Strikes you with an attack **Effect** You animate the exoskeletons of the wasp guard armor into a spectral swarm of wasps that seeks revenge for the slight. The swarm flies to the triggering enemy's space and swarms about them, dealing `1d8` [persistent poison damage](rules/conditions.md#Persistent%20Damage). If the affected enemy has any allies within 30 feet, the enemy can spend a single action, which has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait, to shoo the swarm away. This ends the [persistent damage](rules/conditions.md#Persistent%20Damage) on that enemy automatically, but the swarm instead moves to affect the enemy's ally. ``` + +--- *Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/watch-of-lost-ages-tv.md b/compendium/equipment/items/watch-of-lost-ages-tv.md index d05704d4d..0b1718973 100644 --- a/compendium/equipment/items/watch-of-lost-ages-tv.md +++ b/compendium/equipment/items/watch-of-lost-ages-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/divination - trait/magical - trait/relic @@ -13,9 +13,10 @@ aliases: ["Watch of Lost Ages"] # Watch of Lost Ages *Item 3* [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [relic](rules/traits/relic-tv.md "Relic Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Adventuring Gear +- **Bulk** L; **Usage** held in 1 hand The origins of the watch of lost ages, a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts back and forth from battered and tarnished to shiny and new without cause or apparent reason. The watch exudes a sense of melancholy and loss, and anyone holding it is acutely aware of the impermanence of all things and the march of time, moving ever forward. This relic might show up in a mysterious ruin or spontaneously appear in a spellcaster's hand after they cast a time spell. The relic grants you a +1 item bonus to [Recall Knowledge](rules/actions/recall-knowledge.md) about historical subjects. + +--- *Source: Treasure Vault p. 205* \ No newline at end of file diff --git a/compendium/equipment/items/watchful-portrait-tv.md b/compendium/equipment/items/watchful-portrait-tv.md index 6c969034a..b867deb9d 100644 --- a/compendium/equipment/items/watchful-portrait-tv.md +++ b/compendium/equipment/items/watchful-portrait-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/consumable - trait/divination - trait/magical @@ -14,9 +14,8 @@ aliases: ["Watchful Portrait"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") - **Price** 125 gp -- **Usage** held in 2 hands; **Bulk** 1 +- **Bulk** 1; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. @@ -24,4 +23,6 @@ You Activate the portrait by hanging it. While it's activated, you can use a sin The painting loses its magic when the scrying ends, if 4 hours pass after you Activate it without you looking through it, or if you Activate a different watchful portrait. The portrait then remains a normal, non-magical work of art, but due to its rather bland subject matter, it is worth no more than 5 gp. + +--- *Source: Treasure Vault p. 98* \ No newline at end of file diff --git a/compendium/equipment/items/water-purifier-lopsg.md b/compendium/equipment/items/water-purifier-lopsg.md index 9371a650a..52f9d9646 100644 --- a/compendium/equipment/items/water-purifier-lopsg.md +++ b/compendium/equipment/items/water-purifier-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Water Purifier"] --- @@ -13,8 +13,9 @@ aliases: ["Water Purifier"] - **Price** 5 gp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/waterproof-firearm-carrying-case-g-g.md b/compendium/equipment/items/waterproof-firearm-carrying-case-g-g.md index 0f8918d44..4f3354952 100644 --- a/compendium/equipment/items/waterproof-firearm-carrying-case-g-g.md +++ b/compendium/equipment/items/waterproof-firearm-carrying-case-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Waterproof Firearm Carrying Case"] --- # Waterproof Firearm Carrying Case *Item 0* @@ -11,8 +11,9 @@ aliases: ["Waterproof Firearm Carrying Case"] - **Price** 2 sp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects. + +--- *Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/compendium/equipment/items/waterproof-journal-lopsg.md b/compendium/equipment/items/waterproof-journal-lopsg.md index 496799837..d84970171 100644 --- a/compendium/equipment/items/waterproof-journal-lopsg.md +++ b/compendium/equipment/items/waterproof-journal-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Waterproof Journal"] --- @@ -12,8 +12,9 @@ aliases: ["Waterproof Journal"] - **Price** 5 gp - **Bulk** 1 -- **Category** Adventuring Gear This leather-bound tome is specially treated to protect from water damage and comes with a key and a treated slipcase that bears a simple lock to keep the tome secure. This journal is commonly used by adventuring scholars and ship navigators for recording their journeys. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/waterproofing-wax-som.md b/compendium/equipment/items/waterproofing-wax-som.md index 62199f275..cbf4747e3 100644 --- a/compendium/equipment/items/waterproofing-wax-som.md +++ b/compendium/equipment/items/waterproofing-wax-som.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/som -- item/category/consumable +- item/category/consumable/ - trait/catalyst - trait/consumable - trait/magical @@ -13,9 +13,10 @@ aliases: ["Waterproofing Wax"] [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable +- **Bulk** L; **Usage** held in 1 hand Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties can be further applied to split up a [grease](compendium/spells/grease.md) spell into useful smaller sections. When the spell is cast in an area while using this catalyst, the conjured grease fills three 5-foot squares within 30 feet instead of its normal area; these squares don't need to be contiguous. + +--- *Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/compendium/equipment/items/waterskin.md b/compendium/equipment/items/waterskin.md index e8a1bd5d3..7e418268d 100644 --- a/compendium/equipment/items/waterskin.md +++ b/compendium/equipment/items/waterskin.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Waterskin"] --- # Waterskin *Item 0* @@ -11,8 +11,9 @@ aliases: ["Waterskin"] - **Price** 5 cp - **Bulk** L - **Hands** 1 -- **Category** Adventuring Gear When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature. + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/waverider-barding-lotgb.md b/compendium/equipment/items/waverider-barding-lotgb.md index 05f1765dd..b44e0b222 100644 --- a/compendium/equipment/items/waverider-barding-lotgb.md +++ b/compendium/equipment/items/waverider-barding-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/companion +- item/category/companion/ - trait/companion - trait/invested - trait/primal @@ -15,17 +15,20 @@ aliases: ["Waverider Barding"] [companion](rules/traits/companion.md "Companion Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 130 gp -- **Usage** worn barding; **Bulk** L -- **Category** Companion +- **Bulk** L; **Usage** worn barding This light barding is covered in wavelike patterns. The barding adjusts to fit your animal companion regardless of its shape. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) -You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still [Swim](rules/actions/swim.md) while being ridden. +- **Frequency**: once per day + +**Effect** You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still [Swim](rules/actions/swim.md) while being ridden. "Share a giggle, make a friend!" Merrygleam is a combination toy shop, joke shop, and empyreal shrine run by a fun-loving Arcadian goblin and her siblings—a clever coral capuchin and a prank-pulling living doll. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 55* \ No newline at end of file diff --git a/compendium/equipment/items/wax-key-blank-lopsg.md b/compendium/equipment/items/wax-key-blank-lopsg.md index bce8e42f2..ea3347685 100644 --- a/compendium/equipment/items/wax-key-blank-lopsg.md +++ b/compendium/equipment/items/wax-key-blank-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/adventuring-gear +- item/category/adventuring-gear/ - trait/uncommon aliases: ["Wax Key Blank"] --- @@ -12,8 +12,9 @@ aliases: ["Wax Key Blank"] - **Price** 1 gp - **Hands** 2 -- **Category** Adventuring Gear This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an [Interact](rules/actions/interact.md) action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/wayfinder.md b/compendium/equipment/items/wayfinder.md index 7466fd0cf..85fc5a0c5 100644 --- a/compendium/equipment/items/wayfinder.md +++ b/compendium/equipment/items/wayfinder.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/evocation - trait/invested - trait/magical @@ -14,8 +14,7 @@ aliases: ["Wayfinder"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 28 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. @@ -24,9 +23,12 @@ An indentation in the middle of the wayfinder can hold a single [aeon stone](com If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + The wayfinder is targeted by a 1st-level [light](compendium/spells/light.md) spell. ``` + +--- *Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-harness-tv.md b/compendium/equipment/items/weapon-harness-tv.md index 3ebc1478a..4af127eac 100644 --- a/compendium/equipment/items/weapon-harness-tv.md +++ b/compendium/equipment/items/weapon-harness-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment - trait/uncommon aliases: ["Weapon Harness"] @@ -12,8 +12,7 @@ aliases: ["Weapon Harness"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Usage** applied to armor; **Bulk** L -- **Category** Adjustment +- **Bulk** L; **Usage** applied to armor A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces. @@ -21,4 +20,6 @@ These harnesses can each be connected to a melee weapon of light Bulk or less. A You gain a +1 circumstance bonus to your Reflex DC against attempts to [Disarm](rules/actions/disarm.md) you of a weapon connected to the armor. If the weapon would be knocked from your grasp or you would drop it, the weapon dangles from the bracer by its harness rather than falling to the ground. You can regain control of the weapon in the normal time it takes you to draw it. Attaching a weapon to a weapon harness prevents you from throwing it or using other abilities that would require it to leave your person. + +--- *Source: Treasure Vault p. 11* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-potency.md b/compendium/equipment/items/weapon-potency.md index f07eb517d..7e601abd5 100644 --- a/compendium/equipment/items/weapon-potency.md +++ b/compendium/equipment/items/weapon-potency.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical aliases: ["Weapon Potency"] @@ -12,10 +12,40 @@ aliases: ["Weapon Potency"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Usage** etched onto a weapon -- **Category** Rune Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune. You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices. +--- +### Variants + +#### +1 weapon potency *Item 2* + +- **Price**: 35 gp +- **Craft Requirements**: You are an expert in [Crafting](compendium/skills.md#Crafting). + +#### +2 weapon potency *Item 10* + +- **Price**: 935 gp +- **Craft Requirements**: You are a master in [Crafting](compendium/skills.md#Crafting). + +The item bonus to attack rolls is +2, and the weapon can be etched with two property runes. + +#### +3 weapon potency *Item 16* + +- **Price**: 8935 gp +- **Craft Requirements**: You are legendary in [Crafting](compendium/skills.md#Crafting). + +The item bonus to attack rolls is +3, and the weapon can be etched with three property runes. + +#### +4 weapon potency *Item 23* + + +The item bonus to attack rolls is +4, and the weapon can be etched with three property runes. + +> [!pf2-note] +> This version of the potency rune has been added by PF2eTools. This rune is not available for purchase or [Crafting](rules/actions/craft.md) through mundane means. It only exists on Unique and/or Artifact weaponry, such as [Axe Of The Dwarven Lords](compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md) or [Serithtial](compendium/equipment/items/serithtial-gmg.md). + +--- *Source: Core Rulebook p. 581* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-shot-tv.md b/compendium/equipment/items/weapon-shot-tv.md index 212343eba..b50b90161 100644 --- a/compendium/equipment/items/weapon-shot-tv.md +++ b/compendium/equipment/items/weapon-shot-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/conjuration - trait/consumable - trait/magical @@ -13,22 +13,51 @@ aliases: ["Weapon Shot"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Ammunition** any -- **Category** Consumable The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision + For the [Strike](rules/actions/strike.md) with which you consume the ammunition, use the ammunition's fundamental runes, according to its type, instead of those of the weapon firing it. ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, [Interact](rules/actions/interact.md) + A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the [Strike](rules/actions/strike.md) with which it functions, the weapon uses the ammunition's fundamental runes, according to its type. ``` +--- +### Variants + +#### lesser *Item 5* + +- **Price**: 20 gp + +The attack functions appropriately for a +1 striking weapon. + +#### moderate *Item 10* + +- **Price**: 200 gp + +The attack functions appropriately for a +2 striking weapon. + +#### greater *Item 12* + +- **Price**: 400 gp + +The attack functions appropriately for a +2 greater striking weapon. + +#### major *Item 16* + +- **Price**: 2000 gp + +The attack functions appropriately for a +3 greater striking weapon. + +--- *Source: Treasure Vault p. 83* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-siphon-tv.md b/compendium/equipment/items/weapon-siphon-tv.md index 74b8714cb..245fe745c 100644 --- a/compendium/equipment/items/weapon-siphon-tv.md +++ b/compendium/equipment/items/weapon-siphon-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/adjustment +- item/category/adjustment/ - trait/adjustment - trait/alchemical aliases: ["Weapon Siphon"] @@ -12,12 +12,13 @@ aliases: ["Weapon Siphon"] [adjustment](rules/traits/adjustment-lotgb.md "Adjustment Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") - **Price** 10 gp -- **Usage** attached to a melee weapon; **Bulk** L +- **Bulk** L; **Usage** attached to a melee weapon - **Activate** [Interact](rules/actions/interact.md) -- **Category** Adjustment This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an [Interact](rules/actions/interact.md) action. The bomb must be one that deals energy damage, such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone. The next three attacks made with the weapon deal `1d4` damage of the bomb's damage type in addition to the weapon's normal damage. If the second and third attacks aren't all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren't modified by any abilities that add to or modify a bomb's effect. Adding a weapon siphon to a weapon throws off its balance, causing the multiple attack penalty with the weapon to be one greater than usual (usually –6 on a second attack and –11 on a third; or –5 and –10 with an agile weapon). + +--- *Source: Treasure Vault p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/weapon-weird-oil-tv.md b/compendium/equipment/items/weapon-weird-oil-tv.md index 87f711109..b05772940 100644 --- a/compendium/equipment/items/weapon-weird-oil-tv.md +++ b/compendium/equipment/items/weapon-weird-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/oil @@ -14,12 +14,13 @@ aliases: ["Weapon-Weird Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [oil](rules/traits/oil.md "Oil Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 55 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe, brawling, club, flail, hammer, knife, pick, polearm, shield, spear, and sword. The oil creates a synergy between skill and weapon, enabling you to wield the weapon in unexpected ways. You must have proficiency with the original weapon to benefit from the oil; however, you use your proficiency rank with the oil's keyed group instead of the weapon's original group. Also, you apply the critical specialization effect from the oil's keyed group instead of the weapon's normal critical specialization effect. While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil's group. A weapon can be coated in only one type of weapon-weird oil at a time. Any new application of this oil supersedes any previous one. These effects last for 1 hour. + +--- *Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/weeping-midnight-aoa5.md b/compendium/equipment/items/weeping-midnight-aoa5.md index 531a07dd2..586c4f292 100644 --- a/compendium/equipment/items/weeping-midnight-aoa5.md +++ b/compendium/equipment/items/weeping-midnight-aoa5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoa5 -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -15,9 +15,8 @@ aliases: ["Weeping Midnight"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 1400 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim's eyes to leak mucus and swell shut. @@ -35,4 +34,6 @@ title: Saving Throw: DC 36 Fortitude **Stage 3** `8d6` poison damage and [blinded](rules/conditions.md#Blinded) (1 round) ``` + +--- *Source: Age of Ashes #5: Against the Scarlet Triad p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/wet-shock-snare-lotgb.md b/compendium/equipment/items/wet-shock-snare-lotgb.md index 3bbcad7fd..9d89bb19c 100644 --- a/compendium/equipment/items/wet-shock-snare-lotgb.md +++ b/compendium/equipment/items/wet-shock-snare-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/snare +- item/category/snare/ - trait/consumable - trait/electricity - trait/mechanical @@ -16,7 +16,6 @@ aliases: ["Wet Shock Snare"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [snare](rules/traits/snare.md "Snare Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 25 gp -- **Category** Snare A [hidden](rules/conditions.md#Hidden) copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes `4d8` electricity damage (DC 21 basic Reflex save). On a critical failure, the current causes the creature to become [stunned](rules/conditions.md#Stunned). The eels are unharmed after use, but the mechanism is [broken](rules/conditions.md#Broken) as usual for snares. @@ -24,4 +23,6 @@ An intricate maze of well-ordered exhibits and shelves, the Historia Reliquary i Erikanesh charges a modest admission fee of one silver piece, though they happily waive it for anyone with items to add to the Reliquary's inventory. + +--- *Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/compendium/equipment/items/wheel-blades-lotgb.md b/compendium/equipment/items/wheel-blades-lotgb.md index 9ff30e5a8..ba31f34fe 100644 --- a/compendium/equipment/items/wheel-blades-lotgb.md +++ b/compendium/equipment/items/wheel-blades-lotgb.md @@ -15,4 +15,6 @@ A set of large blades have been attached to your chair's wheels. While in the ch Your wheel blade deals `1d4` slashing damage and has the agile, [attached](rules/traits/attached.md "Attached Weapon Trait"), and [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon. + +--- *Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/wheel-spikes-lotgb.md b/compendium/equipment/items/wheel-spikes-lotgb.md index 2af5f508e..42988bd32 100644 --- a/compendium/equipment/items/wheel-spikes-lotgb.md +++ b/compendium/equipment/items/wheel-spikes-lotgb.md @@ -15,4 +15,6 @@ A set of thick, sharp spikes have been added to the chair's wheels, granting you A wheelchair can only have one attached weapon. + +--- *Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/compendium/equipment/items/wheelbarrow-lotgb.md b/compendium/equipment/items/wheelbarrow-lotgb.md index c00307346..8c2f72b67 100644 --- a/compendium/equipment/items/wheelbarrow-lotgb.md +++ b/compendium/equipment/items/wheelbarrow-lotgb.md @@ -3,14 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ aliases: ["Wheelbarrow"] --- # Wheelbarrow *Item 0* - **Price** 5 sp -- **Usage** held in 2 hands; **Bulk** 5 -- **Category** Held +- **Bulk** 5; **Usage** held in 2 hands This small, hand-propelled vehicle has a single wheel and is designed to carry large loads over a distance. A wheelbarrow can typically hold up to 5 Bulk of objects without issue. The GM might rule that it can hold more Bulk of particular items, such as sand, or less Bulk of other items, like awkwardly shaped rocks. @@ -18,4 +17,6 @@ You can raise or place a wheelbarrow using an [Interact](rules/actions/interact. "Of course I have a half-gallon of djezet in stock. And you're lucky I'm the one selling it, because frankly, whatever you plan to do with that would make a less professional merchant rather curious." Tesyovensku works out of a moderately-sized warehouse off the Bazaar proper that they rent out as storage to construction material suppliers. The warehouse is often full of wooden beams, bricks, and bags of cement as a result, giving it an aroma of fresh-milled lumber and damp stone. + +--- *Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/whelming-scrimshaw-tv.md b/compendium/equipment/items/whelming-scrimshaw-tv.md index 509bfedd3..8b63781dd 100644 --- a/compendium/equipment/items/whelming-scrimshaw-tv.md +++ b/compendium/equipment/items/whelming-scrimshaw-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/curse +- item/category/curse/ - trait/consumable - trait/curse - trait/magical @@ -14,9 +14,8 @@ aliases: ["Whelming Scrimshaw"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") - **Price** 500 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Curse An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw. When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 Fortitude save; amphibious and aquatic creatures are immune. @@ -26,4 +25,6 @@ An etching of some aquatic beast dragging a figure beneath the waves adorns the > - **Failure** As success, but [sickened](rules/conditions.md#Sickened). > - **Critical Failure** As success, but [sickened](rules/conditions.md#Sickened). + +--- *Source: Treasure Vault p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/whip-claw-loag.md b/compendium/equipment/items/whip-claw-loag.md index b8962480d..5a2f127c7 100644 --- a/compendium/equipment/items/whip-claw-loag.md +++ b/compendium/equipment/items/whip-claw-loag.md @@ -16,10 +16,12 @@ aliases: ["Whip Claw"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 2 - **Category** Advanced; **Group** Flail The whip claw is a long tether affixed to clawlike daggers, allowing the wielder to fling and retract them with deadly precision. Catfolk developed this weapon to provide extended reach when hunting dangerous animals and wield them with unmatched expertise. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/whip-of-compliance-ec2.md b/compendium/equipment/items/whip-of-compliance-ec2.md index e3926afe8..6fed6c70b 100644 --- a/compendium/equipment/items/whip-of-compliance-ec2.md +++ b/compendium/equipment/items/whip-of-compliance-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/held +- item/category/held/ - trait/enchantment - trait/magical - trait/uncommon @@ -13,17 +13,19 @@ aliases: ["Whip Of Compliance"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 3000 gp -- **Usage** held, 1 hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held, 1 hand The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command + Until the end of your current turn, any animals you [Strike](rules/actions/strike.md) with the whip must attempt a DC 25 Will save. On a failed or critically failed saving throw, the whip casts a 4th-level [suggestion](compendium/spells/suggestion.md) spell on the animal with a base duration of 1 round, and the spell loses the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait. The course of action must still fulfill suggestion's requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration. ``` + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/whip.md b/compendium/equipment/items/whip.md index 124870768..1aa26f4ea 100644 --- a/compendium/equipment/items/whip.md +++ b/compendium/equipment/items/whip.md @@ -16,10 +16,12 @@ aliases: ["Whip"] - **Price** 1 sp - **Bulk** 1 -- **Damage** `1d4` S + - **Damage**: `1d4` S - **Hands** 1 - **Category** Martial; **Group** Flail This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound. + +--- *Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/whipstaff-tv.md b/compendium/equipment/items/whipstaff-tv.md index 069554784..9ef9efdac 100644 --- a/compendium/equipment/items/whipstaff-tv.md +++ b/compendium/equipment/items/whipstaff-tv.md @@ -17,10 +17,12 @@ aliases: ["Whipstaff"] - **Price** 3 gp - **Bulk** L -- **Damage** `1d6` B + - **Damage**: `1d6` B - **Hands** 2 - **Category** Martial; **Group** Club The whipstaff is a 5-foot-long staff carved from alchemically treated wood. Exceptionally light and well-balanced, whipstaffs are favored by travelers and martial artists who prioritize speed over power. + +--- *Source: Treasure Vault p. 25* \ No newline at end of file diff --git a/compendium/equipment/items/whirlwind-vial-tv.md b/compendium/equipment/items/whirlwind-vial-tv.md index d30884a7c..5e26eee6b 100644 --- a/compendium/equipment/items/whirlwind-vial-tv.md +++ b/compendium/equipment/items/whirlwind-vial-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/air - trait/alchemical - trait/consumable @@ -14,9 +14,9 @@ aliases: ["Whirlwind Vial"] [air](rules/traits/air.md "Air Energy & Element Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") - **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply magical residue from a slain elemental hurricane (Bestiary 145). +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 Fortitude save or be knocked away from the elemental. @@ -28,4 +28,6 @@ A creature knocked into a solid object stops moving and takes `4d6` bludgeoning > - **Failure** The creature is pushed 20 feet. > - **Critical Failure** The creature is pushed 20 feet and knocked [prone](rules/conditions.md#Prone). + +--- *Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/whisper-briolette-aoe4.md b/compendium/equipment/items/whisper-briolette-aoe4.md index 40ed50ba9..fbecbac94 100644 --- a/compendium/equipment/items/whisper-briolette-aoe4.md +++ b/compendium/equipment/items/whisper-briolette-aoe4.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/aoe4 -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/divination - trait/magical @@ -18,10 +18,11 @@ aliases: ["Whisper Briolette"] - **Price** 55 gp - **Usage** affixed to armor or to an outfit if a character has no - **Activate** envision; **Requirements** You are an expert in [Stealth](compendium/skills.md#Stealth) -- **Category** Talisman This teardrop-shaped gemstone has triangular facets and looks suitable for fancy attire, although close inspection shows that it's hollow. When it's activated, you can instantly impart up to 1 minute of speech (roughly 150 words) telepathically to any creatures you choose within 100 feet. You can impart this instantaneous telepathic message to creatures that you perceive and creatures [hidden](rules/conditions.md#Hidden) to you, but you can't do so to [undetected](rules/conditions.md#Undetected) creatures. Once used, the whisper briolette becomes unusable and subtly vanishes within the next few minutes, rather than crumbling to dust. + +--- *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 80* \ No newline at end of file diff --git a/compendium/equipment/items/whisper-of-the-first-lie.md b/compendium/equipment/items/whisper-of-the-first-lie.md index be7d0f13a..219b9c2e4 100644 --- a/compendium/equipment/items/whisper-of-the-first-lie.md +++ b/compendium/equipment/items/whisper-of-the-first-lie.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/enchantment - trait/invested - trait/magical @@ -14,17 +14,20 @@ aliases: ["Whisper of the First Lie"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 60000 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Craft Requirements** Supply a casting of fabricated truth. +- **Bulk** —; **Usage** worn This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. While wearing the necklace, you gain a +3 item bonus to [Deception](compendium/skills.md#Deception) checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract level is 9, with a counteract modifier of +35. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md), envision, command + You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again. ``` + +--- *Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/whisperer-of-souls-tv.md b/compendium/equipment/items/whisperer-of-souls-tv.md index 41db27c82..c8cc44c76 100644 --- a/compendium/equipment/items/whisperer-of-souls-tv.md +++ b/compendium/equipment/items/whisperer-of-souls-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/artifact +- item/category/artifact/ - trait/artifact - trait/divine - trait/necromancy @@ -13,8 +13,7 @@ aliases: ["Whisperer of Souls"] # Whisperer of Souls *Item 28* [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Artifact +- **Bulk** 2; **Usage** held in 2 hands This +4 major striking greater brilliant SoM keen glaive binds the souls of powerful creatures it slays. The soul can't be returned to life by any means while imprisoned within the glaive and can be freed only by a deed of great benevolence or selflessness. While using the glaive as a weapon, whenever you reduce a sapient creature of 18th level or higher to 0 Hit Points or roll a critical success with a [Strike](rules/actions/strike.md) against such a target, the creature must attempt a DC 50 Fortitude save. @@ -27,7 +26,7 @@ This +4 major striking greater brilliant SoM keen glaive binds the souls of powe > The glaive also has the following activations. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You [Strike](rules/actions/strike.md) with the Whisperer of Souls @@ -35,7 +34,7 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You attempt an [Occultism](compendium/skills.md#Occultism) check to [Decipher Writing](rules/actions/decipher-writing.md), [Identify Magic](rules/actions/identify-magic.md), [Learn a Spell](rules/actions/learn-a-spell.md), or [Recall Knowledge](rules/actions/recall-knowledge.md) @@ -43,9 +42,11 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") command, envision, [Interact](rules/actions/interact.md) -Attempt an [Occultism](compendium/skills.md#Occultism) check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save. +- **Frequency**: once per week + +**Effect** Attempt an [Occultism](compendium/skills.md#Occultism) check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save. > [!success-degree] > - **Success** When you return, you can retrain one of your skills into a [Lore](compendium/skills.md#Lore) skill about evil creatures or places, as if you had spent 1 week retraining. @@ -55,4 +56,6 @@ Attempt an [Occultism](compendium/skills.md#Occultism) check as if you cast the > Destruction If the Whisperer of Souls is used to slay [Shelyn](compendium/setting/deities/shelyn.md)'s herald, it disintegrates, bringing about great evil in its wake. ``` + +--- *Source: Treasure Vault p. 180* \ No newline at end of file diff --git a/compendium/equipment/items/whispering-staff-tv.md b/compendium/equipment/items/whispering-staff-tv.md index dbad05a27..e8ff0172e 100644 --- a/compendium/equipment/items/whispering-staff-tv.md +++ b/compendium/equipment/items/whispering-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/apex +- item/category/apex/ - trait/apex - trait/divination - trait/invested @@ -15,35 +15,45 @@ aliases: ["Whispering Staff"] [apex](rules/traits/apex.md "Apex Item Trait") [divination](rules/traits/divination.md "Divination School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 70000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Apex +- **Bulk** 1; **Usage** held in 1 hand This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a variety of languages in sibilant tones, creating what seems to be nonsense to all but the staff's wielder or those they choose to affect. The staff functions as a major staff of divination. While using the staff, you gain a +3 item bonus to [Decipher Writing](rules/actions/decipher-writing.md), [Identify Magic](rules/actions/identify-magic.md), and [Recall Knowledge](rules/actions/recall-knowledge.md) checks, regardless of the skill. When you invest the staff, you either increase your Intelligence score by 2 or increase it to 18, whichever is higher. You must select the skills and languages the first time you invest the item, and whenever you invest the same whispering staff, you get the same skills and languages you chose the first time. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") envision ([mental](rules/traits/mental.md)) -Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is [flat-footed](rules/conditions.md#Flat-footed) to you and takes a –2 circumstance penalty to saving throws against your spells. -%% #trait/mental %% +- **Frequency**: once per round + +**Effect** Through the staff's strange whispering, you gain a glimpse into the mind and desires of one creature you can see within 30 feet. Until the end of your next turn, that creature is [flat-footed](rules/conditions.md#Flat-footed) to you and takes a –2 circumstance penalty to saving throws against your spells. +%% + #trait/mental +%% ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([mental](rules/traits/mental.md), [misfortune](rules/traits/misfortune.md)) + +- **Frequency**: once per hour -You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn. -%% #trait/mental #trait/misfortune %% +**Effect** You point the staff at one creature you can see within 30 feet of you, causing the whispers to howl in that creature's mind. The target must attempt a DC 43 Will save. If it fails, whenever the creature attempts an attack roll, skill check, or saving throw, it must roll twice and take the worse roll. This lasts until the start of your next turn. +%% + #trait/mental #trait/misfortune +%% ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision ([fortune](rules/traits/fortune.md), [mental](rules/traits/mental.md)) + +- **Frequency**: once per day -You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection. +**Effect** You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection. Whenever you and your affected allies attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) or attempt a saving throw against a [mental](rules/traits/mental.md "Mental Effect Trait") effect, you roll twice and take the better result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. -%% #trait/fortune #trait/mental %% +%% + #trait/fortune #trait/mental +%% ``` + +--- *Source: Treasure Vault p. 105* \ No newline at end of file diff --git a/compendium/equipment/items/whistle-of-calling-lokl.md b/compendium/equipment/items/whistle-of-calling-lokl.md index 1b6934df8..36da4dd50 100644 --- a/compendium/equipment/items/whistle-of-calling-lokl.md +++ b/compendium/equipment/items/whistle-of-calling-lokl.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lokl -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -14,13 +14,13 @@ aliases: ["Whistle of Calling"] - **Access** Knights of Lastwall have access to this item. - **Price** 6300 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held +- **Bulk** —; **Usage** held in 1 hand A whistle of calling appears to be a simple brass whistle. It changes slightly in appearance depending on the type of creature to which it's attuned, depicting small carvings of hooves, feather patterns, claws, or other appropriate motifs. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute [Interact](rules/actions/interact.md) + You blow the whistle at different tones in the presence of a companion or another allied creature willing to be your mount. At the end of the 10 minutes, the whistle is attuned to that creature. @@ -28,9 +28,13 @@ The whistle can be attuned to only one creature at any time, but you can attune ``` ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range. +**Effect** You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range. ``` + +--- *Source: Lost Omens: Knights of Lastwall p. 91* \ No newline at end of file diff --git a/compendium/equipment/items/wig-of-holding-lotgb.md b/compendium/equipment/items/wig-of-holding-lotgb.md index 6099ab23e..892dbd6a0 100644 --- a/compendium/equipment/items/wig-of-holding-lotgb.md +++ b/compendium/equipment/items/wig-of-holding-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/worn +- item/category/worn/ - trait/conjuration - trait/extradimensional - trait/invested @@ -15,11 +15,12 @@ aliases: ["Wig Of Holding"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 45 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn headwear Wigs of holding are created from planar fibers and contain small extradimensional spaces accessible within the hair. They can hold up to four items of light Bulk inside them, and Bulk held within the wig of holding doesn't increase the Bulk of the wig itself. You can [Interact](rules/actions/interact.md) with a wig of holding to put items inside or remove items from it, and you can do so more easily than with a mundane container. It only takes a single [Interact](rules/actions/interact.md) action to withdraw these items, like a worn item, rather than taking two [Interact](rules/actions/interact.md) actions, like a stowed item. + +--- *Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/wildwood-ink-tv.md b/compendium/equipment/items/wildwood-ink-tv.md index 3038f9681..93723e3d2 100644 --- a/compendium/equipment/items/wildwood-ink-tv.md +++ b/compendium/equipment/items/wildwood-ink-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/invested - trait/primal - trait/tattoo @@ -13,14 +13,14 @@ aliases: ["Wildwood Ink"] # Wildwood Ink *Item 4+* [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks, which increases to +2 in forests. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Frequency**: once per day - **Trigger**: A creature would detect you by Seeking - **Requirements**: You're in a forest or similar natural area @@ -29,4 +29,24 @@ title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast [tree shape](compendium/spells/tree-shape.md) to recharge the tattoo after each use. ``` +--- +### Variants + +#### wildwood ink *Item 4* + +- **Price**: 80 gp + +#### greater wildwood ink *Item 10* + +- **Price**: 900 gp + +The item bonus to [Stealth](compendium/skills.md#Stealth) checks is +2, or +3 in forests. Tree shape lasts up to 1 hour. + +#### major wildwood ink *Item 17* + +- **Price**: 15000 gp + +The item bonus to [Stealth](compendium/skills.md#Stealth) checks is +3, or +4 in forests. Tree shape lasts up to 8 hours. + +--- *Source: Treasure Vault p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/wind-and-fire-wheel-frp2.md b/compendium/equipment/items/wind-and-fire-wheel-frp2.md index ce6e4ffe7..3770b090b 100644 --- a/compendium/equipment/items/wind-and-fire-wheel-frp2.md +++ b/compendium/equipment/items/wind-and-fire-wheel-frp2.md @@ -20,10 +20,12 @@ aliases: ["Wind and Fire Wheel"] - **Access** If the player character come from a region in Tian Xia, this weapon is common - **Price** 2 gp - **Bulk** L -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Advanced; **Group** Knife This large, flat steel ring features several protruding blades typically stylized to resemble flames. + +--- *Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/compendium/equipment/items/wind-at-your-back-tv.md b/compendium/equipment/items/wind-at-your-back-tv.md index 7ab317585..34c3ebc4f 100644 --- a/compendium/equipment/items/wind-at-your-back-tv.md +++ b/compendium/equipment/items/wind-at-your-back-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/air - trait/conjuration - trait/magical @@ -13,19 +13,22 @@ aliases: ["Wind at Your Back"] [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 130 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 2 hands This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be easily lifted with little effort, though its ephemeral nature requires using two hands to ensure it doesn't slip from your grasp. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can [Hustle](rules/actions/hustle.md) during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit. +- **Frequency**: once per day + +**Effect** You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can [Hustle](rules/actions/hustle.md) during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit. If you activate the item aboard a vehicle, you instead grant the vehicle a +10-foot circumstance bonus to its Speeds for 8 hours. If the vehicle is powered by wind, such as a sailing ship, the bonus increases to +20 feet. When the 8 hours are up, the cloud stops blowing and floats back into your hands. ``` + +--- *Source: Treasure Vault p. 117* \ No newline at end of file diff --git a/compendium/equipment/items/wind-catcher-lotgb.md b/compendium/equipment/items/wind-catcher-lotgb.md index a1a768668..8aedf7109 100644 --- a/compendium/equipment/items/wind-catcher-lotgb.md +++ b/compendium/equipment/items/wind-catcher-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/rune +- item/category/rune/ - trait/evocation - trait/magical - trait/uncommon @@ -13,10 +13,23 @@ aliases: ["Wind-catcher"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Usage** applied to a wind-powered vehicle -- **Category** Rune This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet. +--- +### Variants + +#### wind-catcher *Item 7* + +- **Price**: 350 gp + +#### greater wind-catcher *Item 14* + +- **Price**: 4250 gp + +The bonus to Speed is +10 feet, and the minimum speed is 10 feet. + +--- *Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/compendium/equipment/items/wind-ocarina-tv.md b/compendium/equipment/items/wind-ocarina-tv.md index 6d84de197..e7865091c 100644 --- a/compendium/equipment/items/wind-ocarina-tv.md +++ b/compendium/equipment/items/wind-ocarina-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/air - trait/aura - trait/consumable @@ -15,9 +15,8 @@ aliases: ["Wind Ocarina"] [air](rules/traits/air.md "Air Energy & Element Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") - **Price** 50 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable A blue finish decorates the ceramic body of a wind ocarina. When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects. @@ -26,4 +25,6 @@ A blue finish decorates the ceramic body of a wind ocarina. When you play a note - Gases, including creatures in gaseous form, can't pass through the emanation. When the emanation arises, such gases are removed from the area, including your space. - The area, including your space, has breathable air. Once the magic is used, the ocarina remains a non-magical virtuoso musical instrument. + +--- *Source: Treasure Vault p. 99* \ No newline at end of file diff --git a/compendium/equipment/items/wind-up-cart-g-g.md b/compendium/equipment/items/wind-up-cart-g-g.md index 71edf9999..09c451bc0 100644 --- a/compendium/equipment/items/wind-up-cart-g-g.md +++ b/compendium/equipment/items/wind-up-cart-g-g.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/g&g -- item/category/consumable +- item/category/consumable/ - trait/clockwork - trait/consumable - trait/gadget @@ -14,10 +14,11 @@ aliases: ["Wind-up Cart"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [gadget](rules/traits/gadget-g-g.md "Gadget Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 6 gp -- **Usage** held in 2 hands; **Bulk** 2 +- **Bulk** 2; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to trigger traps. It can be loaded with up to 4 Bulk of items. Most creatures aren't small enough to fit on the cart, and even for Tiny creatures, it makes for a choppy ride; while riding the cart, a creature gains two actions at the start of each of its turns, instead of three. Once activated, the cart moves forward at a speed of 30 feet per round on your turn for up to 1 minute. If it strikes an obstruction, it attempts to continue its movement, pushing with an [Athletics](compendium/skills.md#Athletics) bonus of +5, once per round. The wind-up cart has AC 15, Hardness 2, 24 Hit Points, and a Break Threshold of 12. After its 1-minute duration completes, the cart collapses back into scrap. + +--- *Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/compendium/equipment/items/wind-up-wings-g-g.md b/compendium/equipment/items/wind-up-wings-g-g.md index b27c574f8..a9710a1ac 100644 --- a/compendium/equipment/items/wind-up-wings-g-g.md +++ b/compendium/equipment/items/wind-up-wings-g-g.md @@ -20,4 +20,20 @@ Wind-up wings must be attached to a thrown weapon and wound to function. A throw Attaching or detaching a pair of wind-up wings to a thrown weapon requires a [repair kit](compendium/equipment/items/repair-kit.md), and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three [Interact](rules/actions/interact.md) actions. There are a variety of wind-up wings, with different effects. +--- +### Variants + +#### flutterback wind-up wings *Item 3* + +- **Price**: 50 gp + +When you make a thrown [Strike](rules/actions/strike.md) with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the [Strike](rules/actions/strike.md) is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground. + +#### homing wind-up wings *Item 12* + +- **Price**: 1800 gp + +When you make a thrown [Strike](rules/actions/strike.md) with the weapon to which a pair of homing wind-up wings are attached, and the wings are wound, the wings seek out your target, flying through cover and avoiding obstacles. You ignore the target's [concealed](rules/conditions.md#Concealed) condition and reduce the target's cover by one step (lesser cover to no cover, standard cover to lesser cover, or greater cover to standard cover). After the [Strike](rules/actions/strike.md) is complete, the wings are wound down; they don't function again until wound. + +--- *Source: Guns & Gears p. 65* \ No newline at end of file diff --git a/compendium/equipment/items/winders-ring-ooa2.md b/compendium/equipment/items/winders-ring-ooa2.md index dc94b8497..545971e5a 100644 --- a/compendium/equipment/items/winders-ring-ooa2.md +++ b/compendium/equipment/items/winders-ring-ooa2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ooa2 -- item/category/worn +- item/category/worn/ - trait/magical - trait/transmutation - trait/uncommon @@ -13,13 +13,13 @@ aliases: ["Winder's Ring"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 360 gp -- **Usage** worn; **Bulk** — -- **Category** Worn +- **Bulk** —; **Usage** worn This ring contains dozens of minute, interlocking bronze gears that buzz incessantly. The ring grants you a +1 item bonus to all [Crafting](compendium/skills.md#Crafting) checks to construct or repair clockworks. ```ad-embed-ability -title: Activate [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Activate** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") [Interact](rules/actions/interact.md) + The winder's ring extends a winding key that fits any clockwork contraption or creature, allowing you to fully wind a clockwork device or creature in half the usual time. When you activate a winder's ring in this way, attempt a DC 16 flat check. @@ -27,9 +27,13 @@ On a failure, the winder's ring exhausts itself, and you can't activate it again ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per day -The winder's ring transforms into a clockwork spy (Pathfinder Bestiary 3 48) that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed. +**Effect** The winder's ring transforms into a clockwork spy (Pathfinder Bestiary 3 48) that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the [minion](rules/traits/minion.md "Minion Creature Trait") trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed. ``` + +--- *Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/compendium/equipment/items/windlass-bolas-tv.md b/compendium/equipment/items/windlass-bolas-tv.md index b32c3eb79..2abd5112a 100644 --- a/compendium/equipment/items/windlass-bolas-tv.md +++ b/compendium/equipment/items/windlass-bolas-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/held +- item/category/held/ - trait/clockwork - trait/magical - trait/transmutation @@ -13,15 +13,18 @@ aliases: ["Windlass Bolas"] [clockwork](rules/traits/clockwork-g-g.md "Clockwork Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand -Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas (page 30), spooling out more cord in midair. +Clockwork mechanisms tick away inside the weights of these +1 striking [returning](compendium/equipment/items/returning.md) [bolas](compendium/equipment/items/bola-tv.md), spooling out more cord in midair. ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) -The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged [Trip](rules/actions/trip.md) against all creatures in a 5-foot radius burst within the weapon's first range increment. Roll a separate [Athletics](compendium/skills.md#Athletics) check for each target. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts. +- **Frequency**: once per day + +**Effect** The cord of the bola snakes out as you throw it, allowing the weapon to wrap around a group of enemies. You use the bolas to attempt a ranged [Trip](rules/actions/trip.md) against all creatures in a 5-foot radius burst within the weapon's first range increment. Roll a separate [Athletics](compendium/skills.md#Athletics) check for each target. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts. ``` + +--- *Source: Treasure Vault p. 34* \ No newline at end of file diff --git a/compendium/equipment/items/wine-of-the-blood-da.md b/compendium/equipment/items/wine-of-the-blood-da.md index 151c3a566..9cfe83eaf 100644 --- a/compendium/equipment/items/wine-of-the-blood-da.md +++ b/compendium/equipment/items/wine-of-the-blood-da.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/da -- item/category/potion +- item/category/potion/ - trait/consumable - trait/healing - trait/magical @@ -16,12 +16,13 @@ aliases: ["Wine of the Blood"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [potion](rules/traits/potion.md "Potion Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Potion This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood, you recover `2d10` Hit Points. Additionally, the wine attempts to counteract every negative [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects, for 1 minute. + +--- *Source: Dark Archive p. 114* \ No newline at end of file diff --git a/compendium/equipment/items/winged-apg.md b/compendium/equipment/items/winged-apg.md index 2ebac8834..1c15063d7 100644 --- a/compendium/equipment/items/winged-apg.md +++ b/compendium/equipment/items/winged-apg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/apg -- item/category/rune +- item/category/rune/ - trait/magical - trait/transmutation aliases: ["Winged"] @@ -12,14 +12,29 @@ aliases: ["Winged"] [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Usage** etched onto armor -- **Category** Rune This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you [Dismiss](rules/actions/dismiss.md) it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. +- **Frequency**: once per hour + +**Effect** You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you [Dismiss](rules/actions/dismiss.md) it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. ``` +--- +### Variants + +#### winged *Item 13* + +- **Price**: 2500 gp + +#### greater winged *Item 19* + +- **Price**: 35000 gp + +Once activated, the wings remain tangible indefinitely. You can [Dismiss](rules/actions/dismiss.md) the activation if you choose, and you don't have to wait an hour to activate the rune again. + +--- *Source: Advanced Player's Guide p. 265* \ No newline at end of file diff --git a/compendium/equipment/items/winged-boots.md b/compendium/equipment/items/winged-boots.md index 7d61cc139..f38b53288 100644 --- a/compendium/equipment/items/winged-boots.md +++ b/compendium/equipment/items/winged-boots.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/worn +- item/category/worn/ - trait/invested - trait/magical - trait/transmutation @@ -13,15 +13,18 @@ aliases: ["Winged Boots"] [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - **Price** 850 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn shoes Made from soft leather, with delicate white wings attached to the heel, these boots are ensorcelled with powerful air magic. Whenever you fall while wearing these boots, the boots automatically cast [feather fall](compendium/spells/feather-fall.md) on you. This benefit can't trigger again for 10 minutes. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -You speak a command word and click the boots' heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes. +- **Frequency**: once per day + +**Effect** You speak a command word and click the boots' heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes. ``` + +--- *Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/winter-wolf-elixir.md b/compendium/equipment/items/winter-wolf-elixir.md index c0b9920da..f5b87fdec 100644 --- a/compendium/equipment/items/winter-wolf-elixir.md +++ b/compendium/equipment/items/winter-wolf-elixir.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/elixir +- item/category/elixir/ - trait/alchemical - trait/consumable - trait/elixir @@ -12,10 +12,29 @@ aliases: ["Winter Wolf Elixir"] # Winter Wolf Elixir *Item 4+* [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [elixir](rules/traits/elixir.md "Elixir Item Trait") -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Elixir This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. +--- +### Variants + +#### lesser *Item 4* + +- **Price**: 15 gp + +#### moderate *Item 12* + +- **Price**: 320 gp + +You're also protected from extreme cold. + +#### greater *Item 16* + +- **Price**: 1400 gp + +You're also protected from extreme and incredible cold. + +--- *Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/wish-blade-loag.md b/compendium/equipment/items/wish-blade-loag.md index b2105ce71..16d6116e4 100644 --- a/compendium/equipment/items/wish-blade-loag.md +++ b/compendium/equipment/items/wish-blade-loag.md @@ -16,10 +16,12 @@ aliases: ["Wish Blade"] - **Price** 5 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Martial; **Group** Sword Specialized grooves lined with unique, alchemically treated metals capable of retaining energy score the length of this sword. The first wish blades originated from genie smiths, and the knowledge of these weapons has been passed on to generations of geniekin, earning them the name wish blades. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/wish-knife-loag.md b/compendium/equipment/items/wish-knife-loag.md index 27ff97270..b20257b69 100644 --- a/compendium/equipment/items/wish-knife-loag.md +++ b/compendium/equipment/items/wish-knife-loag.md @@ -18,10 +18,12 @@ aliases: ["Wish Knife"] - **Price** 2 gp - **Bulk** L -- **Damage** `1d4` P + - **Damage**: `1d4` P - **Hands** 1 - **Category** Martial; **Group** Knife Much like a [wish blade](compendium/equipment/items/wish-blade-loag.md), the length of this knife is scored with intricate grooves capable of retaining energy. Wish knives are lighter than their counterparts, making them the weapon of choice for agile combatants. + +--- *Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/compendium/equipment/items/witchs-finger-tv.md b/compendium/equipment/items/witchs-finger-tv.md index 04191e135..97489b7fe 100644 --- a/compendium/equipment/items/witchs-finger-tv.md +++ b/compendium/equipment/items/witchs-finger-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable aliases: ["Witch's Finger"] @@ -12,10 +12,11 @@ aliases: ["Witch's Finger"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 11 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Shaped like a pointed, gnarled finger on a stick, witch's finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale claims Irriseni winter witches created this dessert, but the story is apocryphal; an enterprising ice cream shop owner in New Stetven invented the treat and, as a marketing ploy, the myth surrounding it. Taking a bite makes you feel warm. For 1 hour, you have cold resistance 3, and for 8 hours, the treat negates the damage you would take from severe environmental cold and reduces the damage you take from extreme cold to that of severe cold. + +--- *Source: Treasure Vault p. 51* \ No newline at end of file diff --git a/compendium/equipment/items/withering-gmg.md b/compendium/equipment/items/withering-gmg.md index 8f429735d..9217456a5 100644 --- a/compendium/equipment/items/withering-gmg.md +++ b/compendium/equipment/items/withering-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/curse +- item/category/curse/ - trait/cursed - trait/magical - trait/necromancy @@ -14,8 +14,9 @@ aliases: ["Withering"] [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Usage** curses a ring, staff, or wand -- **Category** Curse A _withering_ curse shrivels vulnerable flesh. Whenever you [activate](rules/actions/activate-an-item.md) the item, one of your fingers turns black and falls off. You take a –1 status penalty to [Thievery](compendium/skills.md#Thievery) checks and Dexterity-based attack rolls with a hand missing two or three fingers; if you lose more than four fingers on one hand, you can't use that hand to hold objects or use [manipulate](rules/traits/manipulate.md "Manipulate General Trait") actions. These fingers can be replaced by magic but are otherwise gone forever. The GM has the final say on how creatures with unusual appendages or numbers of fingers are affected by this curse. + +--- *Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/compendium/equipment/items/wizards-tower-lotgb.md b/compendium/equipment/items/wizards-tower-lotgb.md index ec0b95495..2c6e1d10c 100644 --- a/compendium/equipment/items/wizards-tower-lotgb.md +++ b/compendium/equipment/items/wizards-tower-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/structure +- item/category/structure/ - trait/conjuration - trait/magical - trait/structure @@ -15,14 +15,16 @@ aliases: ["Wizard's Tower"] - **Price** 2500 gp - **Bulk** — (when not activated) -- **Category** Structure A wizard's tower is a tiny gaming piece carved into the form of a stone tower. ```ad-embed-ability -title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +title: **Activate** [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute ((10 minutes)) command, envision, [Interact](rules/actions/interact.md) + The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word. ``` + +--- *Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/wolf-fang.md b/compendium/equipment/items/wolf-fang.md index 0664eaa6c..a1c84b999 100644 --- a/compendium/equipment/items/wolf-fang.md +++ b/compendium/equipment/items/wolf-fang.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/evocation - trait/magical @@ -14,10 +14,11 @@ aliases: ["Wolf Fang"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") - **Price** 4 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision; **Trigger** You successfully [Trip](rules/actions/trip.md) a foe; **Requirements** You are trained in [Athletics](compendium/skills.md#Athletics). -- **Category** Talisman This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your [Trip](rules/actions/trip.md). If your [Trip](rules/actions/trip.md) would already deal physical damage that doesn't include an ability modifier, add your Strength modifier to that damage. + +--- *Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/wolfjaw-armor-tv.md b/compendium/equipment/items/wolfjaw-armor-tv.md index f62622a36..094c93809 100644 --- a/compendium/equipment/items/wolfjaw-armor-tv.md +++ b/compendium/equipment/items/wolfjaw-armor-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/armor +- item/category/armor/ - trait/evocation - trait/invested - trait/primal @@ -13,23 +13,30 @@ aliases: ["Wolfjaw Armor"] [evocation](rules/traits/evocation.md "Evocation School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") - **Price** 355 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor +- **Craft Requirements** The initial raw materials must include the hides of at least three winter wolves (Bestiary 322). +- **Bulk** 2; **Usage** worn armor Barbarians, druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest predators to stalk the forests and taiga of the northern reaches, the fearsome winter wolf. This +1 hide armor is assembled from the hide and fur of a trio of winter wolves, and it conveys on the wearer both an attack akin to the winter wolves' deadly jaws and the ability to channel the frigid cold of the winter wolf's Breath Weapon. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[cold](rules/traits/cold.md "Cold Energy & Element Trait") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](rules/actions/interact.md) ([cold](rules/traits/cold.md)) -You breathe a cloud of frost in a 15-foot cone that deals `5d8` cold damage (DC 23 basic Reflex save). -%% #trait/cold %% +- **Frequency**: once per day + +**Effect** You breathe a cloud of frost in a 15-foot cone that deals `5d8` cold damage (DC 23 basic Reflex save). +%% + #trait/cold +%% ``` ```ad-embed-ability -title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Activate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [Interact](rules/actions/interact.md) + +- **Frequency**: once per hour -You gain a jaws unarmed attack that you make using your hands. This attack deals `1d8` piercing damage plus 1 cold damage, is in the brawling group, and has the [trip](rules/traits/trip.md "Trip Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. +**Effect** You gain a jaws unarmed attack that you make using your hands. This attack deals `1d8` piercing damage plus 1 cold damage, is in the brawling group, and has the [trip](rules/traits/trip.md "Trip Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. ``` + +--- *Source: Treasure Vault p. 19* \ No newline at end of file diff --git a/compendium/equipment/items/wolfsbane.md b/compendium/equipment/items/wolfsbane.md index e1f3bb33f..091e6e9a2 100644 --- a/compendium/equipment/items/wolfsbane.md +++ b/compendium/equipment/items/wolfsbane.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/ingested @@ -14,9 +14,8 @@ aliases: ["Wolfsbane"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [ingested](rules/traits/ingested.md "Ingested Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 155 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Wolfsbane appears in folklore for its link to werecreatures. @@ -37,4 +36,6 @@ title: Saving Throw: DC 30 Fortitude **Stage 3** `20d6` poison damage (1 minute) ``` + +--- *Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/wondrous-figurine.md b/compendium/equipment/items/wondrous-figurine.md index 725af623d..25dc23f0a 100644 --- a/compendium/equipment/items/wondrous-figurine.md +++ b/compendium/equipment/items/wondrous-figurine.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical aliases: ["Wondrous Figurine"] @@ -11,17 +11,55 @@ aliases: ["Wondrous Figurine"] # Wondrous Figurine *Item 2+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) + You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. ``` +--- +### Variants + +#### golden lions *Item 10* + +- **Price**: 900 gp + +This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other. + +#### jade serpent *Item 7* + +- **Price**: 340 gp + +This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes. + +#### marble elephant *Item 13* + +- **Price**: 2700 gp + +Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. + +It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after `1d4` rounds. + +#### obsidian steed *Item 15* + +- **Price**: 6000 gp + +This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place. + +#### onyx dog *Item 2* + +- **Price**: 34 gp + +This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to [Survival](compendium/skills.md#Survival) checks to [Track](rules/actions/track.md), and it has [darkvision](rules/abilities/darkvision.md). + +When the dog senses a [hidden](rules/conditions.md#Hidden) creature with its scent, that creature is instead [observed](rules/conditions.md#Observed) and [concealed](rules/conditions.md#Concealed). The onyx dog can be activated once per week and remains in its form for up to 6 hours. + +--- *Source: Core Rulebook p. 576* \ No newline at end of file diff --git a/compendium/equipment/items/wondrous-figurines-ec2.md b/compendium/equipment/items/wondrous-figurines-ec2.md index dd00c4429..87d11b789 100644 --- a/compendium/equipment/items/wondrous-figurines-ec2.md +++ b/compendium/equipment/items/wondrous-figurines-ec2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/ec2 -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -12,11 +12,26 @@ aliases: ["Wondrous Figurines"] # Wondrous Figurines *Item 5+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The magical statuettes known as wondrous figurines are described on page 576 of the Pathfinder Core Rulebook. The following additional figurines are less common versions sometimes found in the pockets of menagerie owners who often find themselves in need of a quick act or diversion. +--- +### Variants + +#### candy constrictor *Item 5* + +- **Price**: 140 gp + +Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbowstriped ball python except it lacks the [Stealth](compendium/skills.md#Stealth) skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes. + +#### rubber bear *Item 7* + +- **Price**: 350 gp + +This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md), has a –10- foot circumstance penalty to its Speed, and is always [flat-footed](rules/conditions.md#Flat-footed). If the bear leaves its ball, such as if it is repositioned with forced movement or knocked [prone](rules/conditions.md#Prone), it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour. + +--- *Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/wondrous-figurines-sot2.md b/compendium/equipment/items/wondrous-figurines-sot2.md index f2fec3465..1185e28be 100644 --- a/compendium/equipment/items/wondrous-figurines-sot2.md +++ b/compendium/equipment/items/wondrous-figurines-sot2.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot2 -- item/category/held +- item/category/held/ - trait/conjuration - trait/magical - trait/uncommon @@ -12,11 +12,28 @@ aliases: ["Wondrous Figurines"] # Wondrous Figurines *Item 8+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The magical statuettes known as wondrous figurines are described on page 576 of the Pathfinder Core Rulebook. The following additional figurines are uncommon versions sometimes found among the magical creations of the Magaambya or for sale in the streets of Nantambu. +--- +### Variants + +#### bismuth leopards *Item 8* + +- **Price**: 495 gp + +This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become [dazzled](rules/conditions.md#Dazzled) for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. + +The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard. + +#### ruby hippopotamus *Item 9* + +- **Price**: 700 gp + +This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day. + +--- *Source: Strength of Thousands #2: Spoken on the Song Wind p. 77* \ No newline at end of file diff --git a/compendium/equipment/items/wooden-breastplate-tv.md b/compendium/equipment/items/wooden-breastplate-tv.md index 59d729e0c..cf2c2f864 100644 --- a/compendium/equipment/items/wooden-breastplate-tv.md +++ b/compendium/equipment/items/wooden-breastplate-tv.md @@ -11,9 +11,11 @@ aliases: ["Wooden Breastplate"] - **Price** 6 gp - **Bulk** 2 - **AC Bonus** +3; **Dex Cap** +2 -- **Strength** 14; **Check Penalty** --2; **Speed Penalty** -5 ft. +- **Strength** 14; **Check Penalty** -2; **Speed Penalty** -5 ft. - **Category** Medium; **Group** Wood A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from wood coaxed magically from special trees, whether by druids, elves, fey, or plant creatures such as arboreals or leshys. + +--- *Source: Treasure Vault p. 9* \ No newline at end of file diff --git a/compendium/equipment/items/wooden-nickel-tv.md b/compendium/equipment/items/wooden-nickel-tv.md index 77a092cb5..99429238c 100644 --- a/compendium/equipment/items/wooden-nickel-tv.md +++ b/compendium/equipment/items/wooden-nickel-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/talisman +- item/category/talisman/ - trait/consumable - trait/illusion - trait/magical @@ -15,12 +15,13 @@ aliases: ["Wooden Nickel"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [talisman](rules/traits/talisman.md "Talisman Item Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Price** 130 gp -- **Usage** affixed to armor; **Bulk** — +- **Bulk** —; **Usage** affixed to armor - **Activate** envision -- **Category** Talisman This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel, for 10 minutes, you can cause any object you touch of 2 Bulk or less to look, feel, and smell like valuables of a similar size crafted from a precious metal of your choice. A creature that touches or Interacts with an affected object can attempt a [Perception](compendium/skills.md#Perception) check against your [Deception](compendium/skills.md#Deception) DC to disbelieve the illusion, and a successful check against your [Deception](compendium/skills.md#Deception) DC with [Crafting](compendium/skills.md#Crafting) or an appropriate [Lore](compendium/skills.md#Lore) skill will also reveal the item's true nature. After 10 minutes have elapsed since you Activated the wooden nickel, all affected objects revert to their true form. + +--- *Source: Treasure Vault p. 95* \ No newline at end of file diff --git a/compendium/equipment/items/wooden-shield.md b/compendium/equipment/items/wooden-shield.md index 1d84665f6..12fb8a9e5 100644 --- a/compendium/equipment/items/wooden-shield.md +++ b/compendium/equipment/items/wooden-shield.md @@ -3,16 +3,18 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/shield/ aliases: ["Wooden Shield"] --- # Wooden Shield *Item 0* - **Price** 1 gp - **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 3, **null HP** 12 (BT 6); **Speed Penalty** — -- **Category** Shield; **Group** Shield +- **AC Bonus** +2/+2; **Hardness** 3, **HP** 12 (BT 6); **Speed Penalty** — +- **Group** Shield Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily. + +--- *Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/compendium/equipment/items/wooden-taws-tv.md b/compendium/equipment/items/wooden-taws-tv.md index 14b8340b7..6751a5607 100644 --- a/compendium/equipment/items/wooden-taws-tv.md +++ b/compendium/equipment/items/wooden-taws-tv.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/ammunition +- item/category/ammunition/ aliases: ["Wooden Taws"] --- # Wooden Taws *Item 0* - **Price** 1 sp -- **Category** Ammunition + +--- *Source: Treasure Vault p. 30* \ No newline at end of file diff --git a/compendium/equipment/items/wordreaper-tok.md b/compendium/equipment/items/wordreaper-tok.md index 2e69c2cc1..1e18429b9 100644 --- a/compendium/equipment/items/wordreaper-tok.md +++ b/compendium/equipment/items/wordreaper-tok.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tok -- item/category/held +- item/category/held/ - trait/divination - trait/magical - trait/uncommon @@ -13,15 +13,18 @@ aliases: ["Wordreaper"] [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The blade of this sickle is engraved to look like the curving feather of a particularly elaborate quill. The wooden handle has a pen nib at the base. You can use the _wordreaper_'s handle as an ink pen and it never runs out of ink. ```ad-embed-ability -title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Activate** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") [Interact](rules/actions/interact.md) -You use the _wordreaper_ to inscribe the words "read by" and your name inside a non-magical literary work (such as a non-magical book, scroll, or play). You immediately gain cursory knowledge of the literary work as though you had skimmed it for 5 minutes. +- **Frequency**: once per day + +**Effect** You use the _wordreaper_ to inscribe the words "read by" and your name inside a non-magical literary work (such as a non-magical book, scroll, or play). You immediately gain cursory knowledge of the literary work as though you had skimmed it for 5 minutes. ``` + +--- *Source: Threshold of Knowledge p. 10* \ No newline at end of file diff --git a/compendium/equipment/items/worm-vial-tv.md b/compendium/equipment/items/worm-vial-tv.md index 4285d46b9..27aae4060 100644 --- a/compendium/equipment/items/worm-vial-tv.md +++ b/compendium/equipment/items/worm-vial-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/consumable +- item/category/consumable/ - trait/alchemical - trait/consumable - trait/expandable @@ -14,12 +14,14 @@ aliases: ["Worm Vial"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [expandable](rules/traits/expandable-tv.md "Expandable Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply the corpse of a purple worm (Bestiary 56). +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Consumable Opening this vial unleashes its destructive contents: a reconstituted Gargantuan purple worm. The worm has two functions; choose which one to use when you Activate the item. [Burrow](rules/actions/burrow.md) The worm Burrows up to 80 feet, leaving a tunnel behind it. It can burrow through solid stone, but if it does so it burrows 40 feet instead of 80 feet. Eat The worm attempts to swallow a creature, crush it in its insides, then spit the creature out. The target must be within 15 feet, and it attempts a DC 30 Reflex save. If it fails, it takes `3d6+9` bludgeoning damage (doubled on a critical failure). The worm then spits the creature out to any empty space on the ground within 30 feet, causing the creature to take damage from a 20-foot fall. + +--- *Source: Treasure Vault p. 57* \ No newline at end of file diff --git a/compendium/equipment/items/wounding-oil-tv.md b/compendium/equipment/items/wounding-oil-tv.md index 5b14b1ba6..9e5f88976 100644 --- a/compendium/equipment/items/wounding-oil-tv.md +++ b/compendium/equipment/items/wounding-oil-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/oil +- item/category/oil/ - trait/consumable - trait/magical - trait/necromancy @@ -15,10 +15,11 @@ aliases: ["Wounding Oil"] [consumable](rules/traits/consumable.md "Consumable Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [oil](rules/traits/oil.md "Oil Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 45 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Oil Smearing wounding oil, a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 minute. + +--- *Source: Treasure Vault p. 87* \ No newline at end of file diff --git a/compendium/equipment/items/wounding.md b/compendium/equipment/items/wounding.md index 97af2190e..a01ebdcb9 100644 --- a/compendium/equipment/items/wounding.md +++ b/compendium/equipment/items/wounding.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/rune +- item/category/rune/ - trait/magical - trait/necromancy aliases: ["Wounding"] @@ -13,8 +13,9 @@ aliases: ["Wounding"] - **Price** 340 gp - **Usage** etched onto a piercing or slashing melee weapon -- **Category** Rune Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +--- *Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/wovenwood-shield-lotgb.md b/compendium/equipment/items/wovenwood-shield-lotgb.md index 2d9d80060..bdff3dfb3 100644 --- a/compendium/equipment/items/wovenwood-shield-lotgb.md +++ b/compendium/equipment/items/wovenwood-shield-lotgb.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotgb -- item/category/held +- item/category/held/ - trait/abjuration - trait/magical - trait/uncommon @@ -12,9 +12,48 @@ aliases: ["Wovenwood Shield"] # Wovenwood Shield *Item 4+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Usage** held in one hand; **Bulk** 1 -- **Category** Held +- **Bulk** 1; **Usage** held in one hand This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. +--- +### Variants + +#### minor *Item 4* + +- **Price**: 85 gp + +This shield has Hardness 5, Hit Points 40, and [Broken](rules/conditions.md#Broken) Threshold 20. + +#### lesser *Item 7* + +- **Price**: 305 gp + +This shield has Hardness 8, Hit Points 64, and [Broken](rules/conditions.md#Broken) Threshold 32. + +#### moderate *Item 10* + +- **Price**: 850 gp + +This shield has Hardness 10, Hit Points 80, and [Broken](rules/conditions.md#Broken) Threshold 40. + +#### greater *Item 13* + +- **Price**: 2550 gp + +This shield has Hardness 13, Hit Points 104, and [Broken](rules/conditions.md#Broken) Threshold 52. + +#### major *Item 16* + +- **Price**: 8500 gp + +This shield has Hardness 15, Hit Points 120, and [Broken](rules/conditions.md#Broken) Threshold 60. + +#### true *Item 19* + +- **Price**: 34000 gp + +This shield has Hardness 17, Hit Points 136, and [Broken](rules/conditions.md#Broken) Threshold 68. + +--- *Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/compendium/equipment/items/wrecker-tv.md b/compendium/equipment/items/wrecker-tv.md index 7cd35e79d..4a41152b4 100644 --- a/compendium/equipment/items/wrecker-tv.md +++ b/compendium/equipment/items/wrecker-tv.md @@ -16,14 +16,16 @@ aliases: ["Wrecker"] - **Price** 8 gp - **Bulk** 2 -- **Ranged** - - **Damage** `1d6` B +- **Ranged**: + - **Damage**: `1d6` B - **Range** 20 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` B +- **Melee**: + - **Damage**: `1d8` B - **Hands** 2 - **Category** Advanced The wrecker combines a dwarven dorndergar with a heavy, gear-reinforced arm cover that allows it to be fired like an oversized sling, then retrieved and reloaded by manually activating a clockwork spool. A wrecker must be loaded to be switched from its ranged configuration to its melee configuration. + +--- *Source: Treasure Vault p. 31* \ No newline at end of file diff --git a/compendium/equipment/items/wrenchgear-loil.md b/compendium/equipment/items/wrenchgear-loil.md index 901ef47c8..93c710168 100644 --- a/compendium/equipment/items/wrenchgear-loil.md +++ b/compendium/equipment/items/wrenchgear-loil.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/loil -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Wrenchgear"] --- @@ -11,9 +11,10 @@ aliases: ["Wrenchgear"] [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Price** 50 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held +- **Bulk** L; **Usage** held in 1 hand The ubiquity of clockwork constructs in Alkenstar spurred the development of the wrenchgear (a shortened "wrench in the gears") by innovative criminals ("wrenchers") to create security exploits and larcenous opportunities. You gain a +2 item bonus to [Disable a Device](rules/actions/disable-a-device.md) checks made against clockwork creatures (typically to wind them down). + +--- *Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/compendium/equipment/items/wrestlers-armbands-tv.md b/compendium/equipment/items/wrestlers-armbands-tv.md index 17713fb28..9f05fd339 100644 --- a/compendium/equipment/items/wrestlers-armbands-tv.md +++ b/compendium/equipment/items/wrestlers-armbands-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/worn +- item/category/worn/ - trait/intelligent - trait/invested - trait/magical @@ -14,17 +14,19 @@ aliases: ["Wrestler's Armbands"] # Wrestler's Armbands *Item 9* [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Usage** worn armbands; **Bulk** L -- **Category** Worn +- **Bulk** L; **Usage** worn armbands [Perception](compendium/skills.md#Perception) +17; precise vision 30 feet, imprecise hearing 30 feet Communication speech (Common and one other common or regional language) Skills [Intimidation](compendium/skills.md#Intimidation) +19, [Sports Lore](compendium/skills.md#Lore) +17 Int +2, Wis +4, Cha +4 Will +17 Wrestler's armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren't created intentionally but rather are the result of a truly charismatic champion whose heart and body are unusually strong wearing the armbands of athleticism on many adventures as their most important item. Eventually, the essence of their earnest and adventurous spirit has so thoroughly inundated the item it gains a matching spirit and will of its own. Such armbands view themselves as a tough, but fair, trainer for whomever inherits them next, inspiring you to new heights of athleticism. They also spoil for contests, telepathically calling out competitors on your behalf; typically the armbands won't challenge a foe you're unprepared to face, but particularly eager wrestler's armbands might have an unfortunate habit of overestimating your abilities and pushing you into a conflict that's beyond your proven capacity. These armbands have the following activation. ```ad-embed-ability -title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command +- **Frequency**: once per minute - **Trigger**: You succeed or critically succeed at an [Athletics](compendium/skills.md#Athletics) check **Effect** The armbands taunt a creature you're competing with, boasting of your prowess and attempting an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) that creature. ``` + +--- *Source: Treasure Vault p. 197* \ No newline at end of file diff --git a/compendium/equipment/items/writ-of-authenticity-lopsg.md b/compendium/equipment/items/writ-of-authenticity-lopsg.md index 5ac31aa97..a04dca751 100644 --- a/compendium/equipment/items/writ-of-authenticity-lopsg.md +++ b/compendium/equipment/items/writ-of-authenticity-lopsg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lopsg -- item/category/held +- item/category/held/ - trait/uncommon aliases: ["Writ Of Authenticity"] --- @@ -12,8 +12,9 @@ aliases: ["Writ Of Authenticity"] - **Price** 5 gp - **Usage** held in 1 hand -- **Category** Held A typical Pathfinder writ of authenticity confirms the holder's status as a member of the Pathfinder Society and their intended business. Most writs are pieces of fine parchment folded, bound with gold cord, and sealed with three wax seals. The top seal is always the Glyph of the Open Road and the middle one is the Envoy's Alliance open door emblem. The bottom seal uses the preparer's personal sigil. Inside, the text describes a specific instance of a legitimate business activity, with blanks for the Pathfinder to fill in and personalize the writ to the persons and activity desired. Presenting a writ of authenticity grants a +2 item bonus to Make a [Request](rules/actions/request.md) for the associated business, assuming the writ is legitimate and the viewer expects to work with the Pathfinder Society for that activity. + +--- *Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/compendium/equipment/items/writing-set.md b/compendium/equipment/items/writing-set.md index 3467b1c61..761223d39 100644 --- a/compendium/equipment/items/writing-set.md +++ b/compendium/equipment/items/writing-set.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/adventuring-gear +- item/category/adventuring-gear/ aliases: ["Writing Set"] --- # Writing Set *Item 0* @@ -11,8 +11,9 @@ aliases: ["Writing Set"] - **Price** 1 gp - **Bulk** L - **Hands** 2 -- **Category** Adventuring Gear Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with [extra ink and paper](compendium/equipment/items/extra-ink-and-paper.md). + +--- *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/wyrm-claw-tv.md b/compendium/equipment/items/wyrm-claw-tv.md index f51019017..d7d23cf97 100644 --- a/compendium/equipment/items/wyrm-claw-tv.md +++ b/compendium/equipment/items/wyrm-claw-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/spellheart +- item/category/spellheart/ - trait/conjuration - trait/magical - trait/spellheart @@ -12,8 +12,7 @@ aliases: ["Wyrm Claw"] # Wyrm Claw *Item 12+* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") -- **Usage** affixed to armor or a weapon; **Bulk** — -- **Category** Spellheart +- **Bulk** —; **Usage** affixed to armor or a weapon The tip of a metallic dragon's claw is set into a band of silver. @@ -25,15 +24,50 @@ When you summon dragons using the claw, you must choose metallic dragons. Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You cast [gouging claw](compendium/spells/gouging-claw-som.md) . ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day -You cast [summon dragon](compendium/spells/summon-dragon.md). +**Effect** You cast [summon dragon](compendium/spells/summon-dragon.md). ``` +--- +### Variants + +#### greater wyrm claw *Item 15* + +- **Price**: 6500 gp + +Resistance when affixed to armor is 10, and damage from Breath Weapon when affixed to a weapon is `9d6` (DC 34). + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast 7th-level [summon dragon](compendium/spells/summon-dragon.md). +``` + +#### major wyrm claw *Item 19* + +- **Price**: 40000 gp + +Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is `12d6` (DC 41). + +```ad-embed-ability +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + +- **Frequency**: once per day + +**Effect** You cast [summon draconic legion](compendium/spells/summon-draconic-legion-som.md) . +``` + +--- *Source: Treasure Vault p. 129* \ No newline at end of file diff --git a/compendium/equipment/items/wyrm-drinker-sot5.md b/compendium/equipment/items/wyrm-drinker-sot5.md index bae449845..d08894614 100644 --- a/compendium/equipment/items/wyrm-drinker-sot5.md +++ b/compendium/equipment/items/wyrm-drinker-sot5.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/sot5 -- item/category/staff +- item/category/staff/ - trait/conjuration - trait/magical - trait/staff @@ -14,19 +14,21 @@ aliases: ["Wyrm Drinker"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") [unique](rules/traits/unique.md "Unique Rarity Trait") - **Price** 13000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Bulk** 1; **Usage** held in 1 hand This staff is made from the femur of a gold dragon wrapped in the multicolored scales of every type of chromatic and metallic dragon. When wielding this staff, you gain a +1 circumstance bonus to skill checks to [Coerce](rules/actions/coerce.md), [Make an Impression](rules/actions/make-an-impression.md), [Request](rules/actions/request.md), or [Lie](rules/actions/lie.md) to dragons and creatures with strong draconic ties (such as kobolds, dragon instinct barbarians, and draconic sorcerers). ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](rules/actions/interact.md) -Attempt a melee [Strike](rules/actions/strike.md) with Wyrm Drinker. If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the target, the target is [drained](rules/conditions.md#Drained), or [drained](rules/conditions.md#Drained) on a critical hit. +- **Frequency**: once per day + +**Effect** Attempt a melee [Strike](rules/actions/strike.md) with Wyrm Drinker. If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the target, the target is [drained](rules/conditions.md#Drained), or [drained](rules/conditions.md#Drained) on a critical hit. ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from this list. @@ -37,4 +39,6 @@ You expend a number of charges from the staff to cast a spell from this list. - 7th summon dragon (7th) ``` + +--- *Source: Strength of Thousands #5: Doorway to the Red Star p. 75* \ No newline at end of file diff --git a/compendium/equipment/items/wyrm-on-the-wing-tv.md b/compendium/equipment/items/wyrm-on-the-wing-tv.md index db5c0e932..c04d3820d 100644 --- a/compendium/equipment/items/wyrm-on-the-wing-tv.md +++ b/compendium/equipment/items/wyrm-on-the-wing-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/tattoo +- item/category/tattoo/ - trait/abjuration - trait/invested - trait/magical @@ -13,8 +13,7 @@ aliases: ["Wyrm on the Wing"] # Wyrm on the Wing *Item 9+* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [invested](rules/traits/invested.md "Invested Item Trait") [magical](rules/traits/magical.md "Magical Item Trait") [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") -- **Usage** tattooed on the body; **Bulk** — -- **Category** Tattoo +- **Bulk** —; **Usage** tattooed on the body Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts. @@ -25,9 +24,39 @@ Depicting a majestic dragon in flight, this tattoo imparts the endurance and maj - Silver or White Cold ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision -The tattoo casts [dragon wings](compendium/spells/dragon-wings.md) on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo. +- **Frequency**: once per day + +**Effect** The tattoo casts [dragon wings](compendium/spells/dragon-wings.md) on you. You can add the dragon claws benefit only if you know that focus spell and spend 1 Focus Point when you Activate the tattoo. ``` +--- +### Variants + +#### wyrm on the wing *Item 9* + +- **Price**: 700 gp + +#### greater wyrm on the wing *Item 13* + +- **Price**: 2800 gp + +The resistance increases to 10. The tattoo gains the following activation. + +```ad-embed-ability +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, envision + +- **Frequency**: once per day + +**Effect** The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo. +``` + +#### major wyrm on the wing *Item 17* + +- **Price**: 13500 gp + +The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level. + +--- *Source: Treasure Vault p. 123* \ No newline at end of file diff --git a/compendium/equipment/items/wyvern-poison.md b/compendium/equipment/items/wyvern-poison.md index 5f2ef6ab2..118574ab2 100644 --- a/compendium/equipment/items/wyvern-poison.md +++ b/compendium/equipment/items/wyvern-poison.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/injury @@ -14,9 +14,8 @@ aliases: ["Wyvern Poison"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 80 gp -- **Usage** held in 2 hands; **Bulk** L +- **Bulk** L; **Usage** held in 2 hands - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison Properly harvested and preserved, the poison from a wyvern's sting is effective and direct. @@ -34,4 +33,6 @@ title: Saving Throw: DC 26 Fortitude **Stage 3** `8d6` poison damage (1 round) ``` + +--- *Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/xs-lizard-lotg.md b/compendium/equipment/items/xs-lizard-lotg.md index 532d35535..7291b648a 100644 --- a/compendium/equipment/items/xs-lizard-lotg.md +++ b/compendium/equipment/items/xs-lizard-lotg.md @@ -3,14 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/pet +- item/category/pet/ aliases: ["X's Lizard"] --- # X's Lizard *Item 0* - **Price** 1 gp -- **Category** Pet Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained these lizards to keep valuables in their stomachs. They swallow specially treated purses with attached chains that clip to a collar, which can hold objects up to 1 Bulk. The contents of the purse stay safe for one month before slowly dissolving. + +--- *Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/compendium/equipment/items/yarrow-root-bandage-lotg.md b/compendium/equipment/items/yarrow-root-bandage-lotg.md index 5835d1eea..995e6d9ba 100644 --- a/compendium/equipment/items/yarrow-root-bandage-lotg.md +++ b/compendium/equipment/items/yarrow-root-bandage-lotg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/lotg -- item/category/plant +- item/category/plant/ - trait/alchemical - trait/consumable aliases: ["Yarrow-Root Bandage"] @@ -12,10 +12,11 @@ aliases: ["Yarrow-Root Bandage"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") - **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Administer First Aid](rules/actions/administer-first-aid.md) -- **Category** Plant This root is often infused into bandages for life-threatening bleeding. [Activating the item](rules/actions/activate-an-item.md) is part of the same activity you use to [Administer First Aid](rules/actions/administer-first-aid.md) to stop bleeding on a creature who's also [dying](rules/conditions.md#Dying). When you do, you can [Administer First Aid](rules/actions/administer-first-aid.md) to stop bleeding and [dying](rules/conditions.md#Dying) as part of the same activity with only one [Medicine](compendium/skills.md#Medicine) check. However, the DC for the [Medicine](compendium/skills.md#Medicine) check is equal to the 5 + the higher of the two DCs to [Administer First Aid](rules/actions/administer-first-aid.md). + +--- *Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/compendium/equipment/items/zealot-staff-tv.md b/compendium/equipment/items/zealot-staff-tv.md index 637c1fd01..4664809f8 100644 --- a/compendium/equipment/items/zealot-staff-tv.md +++ b/compendium/equipment/items/zealot-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/evocation - trait/magical - trait/staff @@ -13,15 +13,15 @@ aliases: ["Zealot Staff"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [staff](rules/traits/staff.md "Staff Item Trait") - **Price** 13000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** You worship the deity to which the staff is dedicated. Supply one casting of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A zealot staff's color, iconography, and materials vary depending on the faith it's dedicated to. An Iomedaean staff might be forged of gold and shaped like an ornamental sword, while a Lamashtan one could instead be made of blackened iron depicting monstrous faces. Used as a weapon, the staff is a +3 greater striking staff. The staff represents vehement support of the deity to whom the staff is dedicated, punishing defiance. When the staff's effects require choosing alignments, you can choose only that deity's alignments. No such staves exist for deities that are true neutral. When you prepare this staff, if you don't worship its deity, you become [drained](rules/conditions.md#Drained) until your next daily preparations. ```ad-embed-ability -title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Activate** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") envision - **Trigger**: You hit with a [Strike](rules/actions/strike.md) using the staff @@ -29,7 +29,8 @@ title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ``` ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. @@ -43,4 +44,6 @@ You expend a number of charges from the staff to cast a spell from its list. - 7th divine decree ``` + +--- *Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/zerk-gmg.md b/compendium/equipment/items/zerk-gmg.md index 847cb6893..a6a6479eb 100644 --- a/compendium/equipment/items/zerk-gmg.md +++ b/compendium/equipment/items/zerk-gmg.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/gmg -- item/category/poison +- item/category/poison/ - trait/alchemical - trait/consumable - trait/drug @@ -15,9 +15,8 @@ aliases: ["Zerk"] [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [consumable](rules/traits/consumable.md "Consumable Item Trait") [drug](rules/traits/drug-gmg.md "Drug Item Trait") [injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") - **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Interact](rules/actions/interact.md) -- **Category** Poison This bitter paste is used among some gladiatorial rings for its short-term benefits in a fight. @@ -33,4 +32,6 @@ title: Saving Throw: DC 20 Fortitude **Stage 2** [drained](rules/conditions.md#Drained) (1 hour) ``` + +--- *Source: Gamemastery Guide p. 121* \ No newline at end of file diff --git a/compendium/equipment/items/zombie-staff-tv.md b/compendium/equipment/items/zombie-staff-tv.md index 76774b5b3..c313a37d7 100644 --- a/compendium/equipment/items/zombie-staff-tv.md +++ b/compendium/equipment/items/zombie-staff-tv.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/tv -- item/category/staff +- item/category/staff/ - trait/magical - trait/necromancy - trait/staff @@ -12,15 +12,42 @@ aliases: ["Zombie Staff"] # Zombie Staff *Item 7+* [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [staff](rules/traits/staff.md "Staff Item Trait") -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff +- **Craft Requirements** Supply one casting of all listed levels of all listed spells. +- **Bulk** 1; **Usage** held in 1 hand A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff's [animate dead](compendium/spells/animate-dead-apg.md) spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower. ```ad-embed-ability -title: Activate +title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) + You expend a number of charges from the staff to cast a spell from its list. If you cast [animate dead](compendium/spells/animate-dead-apg.md), you can also cast [protect companion](compendium/spells/protect-companion-som.md) on the resulting minion as a free action. ``` +--- +### Variants + +#### zombie staff *Item 7* + +- **Price**: 330 gp + +- Cantrip protect companion +- 1st animate dead , necromancer's generosity +- 2nd animate dead, final sacrifice + +#### greater zombie staff *Item 11* + +- **Price**: 1200 gp + +- 3rd animate dead, bind undead, necromancer's generosity +- 4th animate dead, enervation , final sacrifice + +#### major zombie staff *Item 15* + +- **Price**: 5600 gp + +- 5th animate dead, necromancer's generosity +- 6th animate dead, final sacrifice, necrotize + +--- *Source: Treasure Vault p. 135* \ No newline at end of file diff --git a/compendium/equipment/items/zulfikar-loil.md b/compendium/equipment/items/zulfikar-loil.md index 89916a7d7..b807e988b 100644 --- a/compendium/equipment/items/zulfikar-loil.md +++ b/compendium/equipment/items/zulfikar-loil.md @@ -16,10 +16,12 @@ aliases: ["Zulfikar"] - **Price** 4 gp - **Bulk** 1 -- **Damage** `1d6` S + - **Damage**: `1d6` S - **Hands** 1 - **Category** Advanced; **Group** Sword This curved blade has a bifurcated tip, creating what looks like a second blade. It's a customary practice among zulfikar users to have religious or personal inscriptions upon the blade. + +--- *Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/compendium/feats/add-element-roe.md b/compendium/feats/add-element-roe.md new file mode 100644 index 000000000..b961e6c53 --- /dev/null +++ b/compendium/feats/add-element-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Add Element"] +--- +# Add Element *Feat 10* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Advanced Element Control](compendium/feats/advanced-element-control-roe.md) + +Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist. + +*Source: RoE p. 57* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/advanced-element-control-roe.md b/compendium/feats/advanced-element-control-roe.md new file mode 100644 index 000000000..1ee3fffe4 --- /dev/null +++ b/compendium/feats/advanced-element-control-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Advanced Element Control"] +--- +# Advanced Element Control *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: Through the Gate + +You gain one kineticist feat. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. + +Your options include impulse feats for your kinetic element, as normal for a kineticist. + +**Special.** You can select this feat more than once. Each time you select it, you gain another kineticist feat. + +## Advanced Element Control leads to... + +[Add Element](compendium/feats/add-element-roe.md) + +## Summary + +*Source: RoE p. 57* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/aegis-of-arnisant-locg.md b/compendium/feats/aegis-of-arnisant-locg.md index c629ee13a..886760b68 100644 --- a/compendium/feats/aegis-of-arnisant-locg.md +++ b/compendium/feats/aegis-of-arnisant-locg.md @@ -16,13 +16,14 @@ aliases: ["Aegis Of Arnisant"] Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction: ```ad-embed-ability -title: Absorb into the Aegis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Absorb into the Aegis** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Reaction ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")) ([manipulate](rules/traits/manipulate.md)) - **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. **Effect** You interpose your shield's ward against the spell. Attempt a counteract check, using your [Religion](compendium/skills.md#Religion) modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` *Source: Lost Omens: Character Guide p. 94* diff --git a/compendium/feats/aerial-boomerang-roe.md b/compendium/feats/aerial-boomerang-roe.md new file mode 100644 index 000000000..e0c6d59e6 --- /dev/null +++ b/compendium/feats/aerial-boomerang-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Aerial Boomerang"] +--- +# Aerial Boomerang [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[air](rules/traits/air.md "Air Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes `2d4` slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. + +On your next turn, you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/air-cushion-roe.md b/compendium/feats/air-cushion-roe.md new file mode 100644 index 000000000..46990281e --- /dev/null +++ b/compendium/feats/air-cushion-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Air Cushion"] +--- +# Air Cushion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[air](rules/traits/air.md "Air Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Trigger** A creature within 60 feet is falling. +- **Activity** Reaction + +Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect. + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/air-shroud-roe.md b/compendium/feats/air-shroud-roe.md new file mode 100644 index 000000000..5b3fe86db --- /dev/null +++ b/compendium/feats/air-shroud-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Air Shroud"] +--- +# Air Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[air](rules/traits/air.md "Air Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +Turbulent air suffuses your kinetic aura. This doesn't displace other matter but provides air for creatures in your kinetic aura that need air to breathe. Attacks with ranged weapons take a –1 circumstance penalty to their attack rolls if their paths pass through your kinetic aura. Air in your kinetic aura is difficult terrain for flying creatures other than yourself. + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/aldori-riposte-lowg.md b/compendium/feats/aldori-riposte-lowg.md index 20cbb0ec8..d8f9b43c1 100644 --- a/compendium/feats/aldori-riposte-lowg.md +++ b/compendium/feats/aldori-riposte-lowg.md @@ -6,7 +6,7 @@ tags: - trait/archetype aliases: ["Aldori Riposte"] --- -# Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* +# Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) *Feat 6* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Parry](compendium/feats/aldori-parry-lowg.md) diff --git a/compendium/feats/all-shall-end-in-flames-roe.md b/compendium/feats/all-shall-end-in-flames-roe.md new file mode 100644 index 000000000..b42df87d4 --- /dev/null +++ b/compendium/feats/all-shall-end-in-flames-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/death +- trait/fire +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["All Shall End in Flames"] +--- +# All Shall End in Flames [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[death](rules/traits/death.md "Death Effect Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Three-Action + +White-hot fire consumes everything in a cataclysmic sphere of death. The fire fills your choice of a 30-foot burst within 500 feet or a 30-foot emanation. This deals `13d6` fire damage with a basic Reflex save against your class DC. Any creature dropped to 0 HP by this fire dies, reduced to a pile of ash. + +If you die to this impulse, you return to life at the start of your next turn in the same space. When you return, you have Hit Points equal to double your level. + +Level (20th) The damage is `15d6`. + +*Source: RoE p. 29* +%% #compendium/src/pf2e/roe #trait/death #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/alloy-flesh-and-steel-roe.md b/compendium/feats/alloy-flesh-and-steel-roe.md new file mode 100644 index 000000000..97fd8554c --- /dev/null +++ b/compendium/feats/alloy-flesh-and-steel-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/metal +- trait/polymorph +- trait/primal +aliases: ["Alloy Flesh and Steel"] +--- +# Alloy Flesh and Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Two-Action + +Elemental energy replaces every cell of your body with raw metal. You gain the benefits of the ferrous form spell (except you can't cast needle darts; see page 142) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Raise a metal Shield if you're wielding one. Your metal Elemental Blasts deal an additional die of damage. If you suspend any conditions with Alloy Flesh and Steel, when it ends, you're temporarily immune to Alloy Flesh and Steel for 1 hour. + +Level (16th) The resistance is 15. + +*Source: RoE p. 31* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/metal #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/alter-ego-dedication-da.md b/compendium/feats/alter-ego-dedication-da.md index 91a1cf8da..95392ec11 100644 --- a/compendium/feats/alter-ego-dedication-da.md +++ b/compendium/feats/alter-ego-dedication-da.md @@ -16,8 +16,7 @@ aliases: ["Alter Ego Dedication"] You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in [Deception](compendium/skills.md#Deception). You gain the Assume a Role activity. ```ad-embed-ability -title: Assume a Role -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Assume a Role** ([concentrate](rules/traits/concentrate.md)) - **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information @@ -26,7 +25,9 @@ title: Assume a Role You perform the [Impersonate](rules/actions/impersonate.md) activity to pass as a member of the role you [observed](rules/conditions.md#Observed) and gain a +1 circumstance bonus to any [Deception](compendium/skills.md#Deception) checks you attempt in your impersonation. This takes the normal amount of time it takes you to [Impersonate](rules/actions/impersonate.md). You also choose one [Lore](compendium/skills.md#Lore) skill relevant to that role (such as [Farming Lore](compendium/skills.md#Lore) for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that [Lore](compendium/skills.md#Lore) skill, and if you're untrained in it, you can use your level as your proficiency bonus. You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. diff --git a/compendium/feats/ambersoul-roe.md b/compendium/feats/ambersoul-roe.md new file mode 100644 index 000000000..4be9e54d3 --- /dev/null +++ b/compendium/feats/ambersoul-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +- trait/lineage +aliases: ["Ambersoul"] +--- +# Ambersoul *Feat 1* +[lineage](rules/traits/lineage-apg.md "Lineage Trait") ardande + + +Your elemental heritage is reflected in the oils and fragrances of plants, in tree resin that fossilizes into amber, or in the gentle smell of a flower. Sticky, golden sap runs through your veins instead of blood. Each time a creature deals slashing or piercing damage to you with a melee [Strike](rules/actions/strike.md), your sap coats its weapon or unarmed attack. + +The creature takes a –1 circumstance penalty on attack rolls with that weapon or unarmed attack until the end of its turn. + +*Source: RoE p. 47* +%% #compendium/src/pf2e/roe #trait/ardande #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/ambush-bladderwort-roe.md b/compendium/feats/ambush-bladderwort-roe.md new file mode 100644 index 000000000..47ac3177d --- /dev/null +++ b/compendium/feats/ambush-bladderwort-roe.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/impulse +- trait/kineticist +- trait/plant +- trait/primal +- trait/water +- trait/wood +aliases: ["Ambush Bladderwort"] +--- +# Ambush Bladderwort [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") wood + +- **Activity** Three-Action + +You plant the seed of a giant bladderwort in an unoccupied square of ground or water within 30 feet. It lasts for 10 minutes. + +Using this impulse again ends any previous one. If a creature enters its square, the seed erupts into a voluminous, translucent plant that seals tight around the triggering creature and fills with water. Unless the creature succeeds at a Reflex save against your class DC, it's [immobilized](rules/conditions.md#Immobilized) within the bladderwort and must hold its breath or begin drowning. The [Escape](rules/actions/escape.md) DC is also your class DC. The plant has AC 10 and 50 Hit Points. + +If a creature dies inside it, the plant shrinks down, converting itself and the remains into a watery fruit. A creature can eat this consumable to regain `1d8+4` HP, after which that creature is temporarily immune for 10 minutes. This fruit rots after 1 hour. + +Level (+4) The bladderwort's HP increase by 25 and the fruit's healing increases by `1d8+4`. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/composite #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/water #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/anchoring-roots-loag.md b/compendium/feats/anchoring-roots-loag.md index ab55ec2e9..6ce157872 100644 --- a/compendium/feats/anchoring-roots-loag.md +++ b/compendium/feats/anchoring-roots-loag.md @@ -13,7 +13,8 @@ aliases: ["Anchoring Roots"] Small roots sprout from your feet, steadying you as you move. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat, even if you aren't trained in [Acrobatics](compendium/skills.md#Acrobatics), and you can use the Anchor action. ```ad-embed-ability -title: Anchor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Anchor** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + You send your roots deeper into the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to [Shove](rules/actions/shove.md) or [Trip](rules/actions/trip.md) you (or a +4 circumstance bonus if you're a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you [prone](rules/conditions.md#Prone). diff --git a/compendium/feats/architect-of-flame-roe.md b/compendium/feats/architect-of-flame-roe.md new file mode 100644 index 000000000..3d7c8d17b --- /dev/null +++ b/compendium/feats/architect-of-flame-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/overflow +- trait/primal +aliases: ["Architect of Flame"] +--- +# Architect of Flame [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Three-Action + +Flames rise and shape to your will, forming a wall or dome of your design. You create a wall of fire. In addition to the normal choices, you can make the wall up to 10 feet long and 60 feet high. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. + +Level (+3) The damage increases by `1d6`. + +*Source: RoE p. 29* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/armor-in-earth-roe.md b/compendium/feats/armor-in-earth-roe.md new file mode 100644 index 000000000..989abde67 --- /dev/null +++ b/compendium/feats/armor-in-earth-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Armor in Earth"] +--- +# Armor in Earth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Single Action + +Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. + +The stone armor lasts for 10 minutes, and you can [Dismiss](rules/actions/dismiss.md) this impulse. If you use this impulse again, any existing one ends. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ash-strider-roe.md b/compendium/feats/ash-strider-roe.md new file mode 100644 index 000000000..fe9991923 --- /dev/null +++ b/compendium/feats/ash-strider-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/fire +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/polymorph +- trait/primal +aliases: ["Ash Strider"] +--- +# Ash Strider [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[air](rules/traits/air.md "Air Energy & Element Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You discorporate into a cloud of whirling ash and [Stride](rules/actions/stride.md). If you have a fly Speed, you can [Fly](rules/actions/fly.md) instead. This movement doesn't trigger reactions, you can move through occupied spaces and tiny cracks, and you ignore any difficult terrain and greater difficult terrain that wouldn't impede smoke. The first creature you pass through during this movement takes `3d6` fire damage with a basic Reflex save against your class DC. Ash lingers around you after your movement is complete, granting you concealment until the start of your next turn. + +Level (+2) The damage increases by `1d6`. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/air #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/assassin-dedication-apg.md b/compendium/feats/assassin-dedication-apg.md index 71055cecf..a5db0ae6f 100644 --- a/compendium/feats/assassin-dedication-apg.md +++ b/compendium/feats/assassin-dedication-apg.md @@ -15,7 +15,7 @@ aliases: ["Assassin Dedication"] You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. ```ad-embed-ability -title: Mark for Death [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Mark for Death** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**: You can see and hear the creature you intend to mark diff --git a/compendium/feats/assume-earths-mantle-roe.md b/compendium/feats/assume-earths-mantle-roe.md new file mode 100644 index 000000000..4c210283f --- /dev/null +++ b/compendium/feats/assume-earths-mantle-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Assume Earth's Mantle"] +--- +# Assume Earth's Mantle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +Enormous pieces of rock cluster around your body. You can [Dismiss](rules/actions/dismiss.md) this impulse. + +- You become Large if you were smaller. This increases your reach by 5 feet (or by 10 feet if you started out Tiny). +- You gain a climb Speed equal to your land Speed, but you can use it only to climb surfaces of earthen matter. +- The armor grants you a +1 circumstance bonus to your Fortitude saves and a +2 circumstance bonus to your Fortitude or Reflex DCs against attempts to [Shove](rules/actions/shove.md) you, [Trip](rules/actions/trip.md) you, or knock you [prone](rules/conditions.md#Prone). +- If your Strength is below +4, this armor raises your Strength to +4. If your Strength is +4 or higher, this armor grants you a +1 item bonus to your Strength. +- If you have the Armor in Earth impulse, you can add its effects to Assume Earth's Mantle. + +*Source: RoE p. 27* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/aura-shaping-roe.md b/compendium/feats/aura-shaping-roe.md new file mode 100644 index 000000000..33f1e566c --- /dev/null +++ b/compendium/feats/aura-shaping-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Aura Shaping"] +--- +# Aura Shaping *Feat 10* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +You control the size of your kinetic aura. You can make your kinetic aura's emanation any size from a 5-foot emanation to a 20-foot emanation (you must choose a multiple of 5). You choose the size when you [Channel Elements](rules/actions/channel-elements-roe.md) and can change it when you use a stance impulse that affects your kinetic aura. + +Increase the maximum size you can choose by 5 feet at 15th and 20th levels. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/banshee-cry-display-g-g.md b/compendium/feats/banshee-cry-display-g-g.md index 257cdd1bc..8dfcd7ccc 100644 --- a/compendium/feats/banshee-cry-display-g-g.md +++ b/compendium/feats/banshee-cry-display-g-g.md @@ -14,7 +14,7 @@ aliases: ["Banshee Cry Display"] You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the Banshee Cry fireworks display. ```ad-embed-ability -title: Banshee Cry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Banshee Cry** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature within 30 feet [Casts a Spell](rules/actions/cast-a-spell.md) that has a verbal component or [Activates an Item](rules/actions/activate-an-item.md) using a command Activation diff --git a/compendium/feats/barrier-of-boreal-frost-roe.md b/compendium/feats/barrier-of-boreal-frost-roe.md new file mode 100644 index 000000000..25a7a579d --- /dev/null +++ b/compendium/feats/barrier-of-boreal-frost-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/cold +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/overflow +- trait/primal +- trait/water +aliases: ["Barrier of Boreal Frost"] +--- +# Barrier of Boreal Frost [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Three-Action + +You form an intricate structure of ice, such as a wall of bricks made of packed snow or a screen of enormous icicles. This has the effect of a [wall of ice](compendium/spells/wall-of-ice.md) spell with a spell rank equal to half your level rounded up. It can only be a wall (not a hemisphere), and you choose whether the ice is transparent or opaque. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. + +*Source: RoE p. 33* +%% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/base-kinesis-roe.md b/compendium/feats/base-kinesis-roe.md new file mode 100644 index 000000000..94d6200b4 --- /dev/null +++ b/compendium/feats/base-kinesis-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Base Kinesis"] +--- +# Base Kinesis *Feat 4* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Kineticist Dedication](compendium/feats/kineticist-dedication-roe.md) + +You gain the [Base Kinesis](rules/actions/base-kinesis-roe.md) impulse (page 16). For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, [Base Kinesis](rules/actions/base-kinesis-roe.md) for a 10th- level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element). + +*Source: RoE p. 57* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-skysage-divination-gw1.md b/compendium/feats/basic-skysage-divination-gw1.md new file mode 100644 index 000000000..b5f43d663 --- /dev/null +++ b/compendium/feats/basic-skysage-divination-gw1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +aliases: ["Basic Skysage Divination"] +--- +# Basic Skysage Divination *Feat 4* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) + +The stars move, granting you a sliver of their magic. + +Choose a 1st-level spell from any spell list to add to your spell repertoire. You can Cast this Spell as an occult Oatia skysage spell. + +At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from the divination school. + +## Basic Skysage Divination leads to... + +[Expert Skysage Divination](compendium/feats/expert-skysage-divination-gw1.md), [Master Skysage Divination](compendium/feats/master-skysage-divination-gw1.md) + +## Summary + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/beast-gunner-dedication-g-g.md b/compendium/feats/beast-gunner-dedication-g-g.md index 1843700e1..64f83a4db 100644 --- a/compendium/feats/beast-gunner-dedication-g-g.md +++ b/compendium/feats/beast-gunner-dedication-g-g.md @@ -23,7 +23,7 @@ If you already cast arcane or primal spells from spell slots, you learn one addi You also gain Spellsling. ```ad-embed-ability -title: Spellsling [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Spellsling** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**: You're wielding your bonded beast gun diff --git a/compendium/feats/beasts-of-slumbering-steel-roe.md b/compendium/feats/beasts-of-slumbering-steel-roe.md new file mode 100644 index 000000000..b08576803 --- /dev/null +++ b/compendium/feats/beasts-of-slumbering-steel-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Beasts of Slumbering Steel"] +--- +# Beasts of Slumbering Steel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Three-Action + +You conjure metal elemental mounts made of interlocking metal pieces. Target up to 5 Medium or smaller willing creatures within 30 feet. Large mounts appear underneath them, and the targets can immediately [Mount](rules/actions/mount.md) the creatures. Each mount can take four different forms. One form has only a land Speed of 80 feet, and the other forms each have a land Speed of 30 feet with a climb, fly, or swim Speed of 60 feet. Each rider chooses the initial form and can change the form as a single action, which has the concentration trait. The mounts have AC 40, Fortitude +30, Reflex +30, Will +25, and 180 Hit Points. They're mindless and immune to bleed, healing, [paralyzed](rules/conditions.md#Paralyzed), poison, and sleep. They can't attack. + +They remain for 1 minute or until you use this impulse again. You can use this impulse as a 1-minute exploration activity to make the duration 1 hour, but this halves the mounts' defenses and HP. + +*Source: RoE p. 31* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/black-powder-boost-g-g.md b/compendium/feats/black-powder-boost-g-g.md index 18c3b1f37..e0d36ffb1 100644 --- a/compendium/feats/black-powder-boost-g-g.md +++ b/compendium/feats/black-powder-boost-g-g.md @@ -6,7 +6,7 @@ tags: - trait/gunslinger aliases: ["Black Powder Boost"] --- -# Black Powder Boost [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* +# Black Powder Boost [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) *Feat 4* [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") - **Requirements**: You're wielding a loaded firearm. diff --git a/compendium/feats/blazing-wave-roe.md b/compendium/feats/blazing-wave-roe.md new file mode 100644 index 000000000..41dab1d16 --- /dev/null +++ b/compendium/feats/blazing-wave-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Blazing Wave"] +--- +# Blazing Wave [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. Each creature in the area takes `4d6` fire damage with a basic Reflex save against your class DC. A creature that critically fails its save is knocked [prone](rules/conditions.md#Prone). Level (+2) The damage increases by `1d6`. + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/blessed-medicine-botd.md b/compendium/feats/blessed-medicine-botd.md index a88da0898..e72a4ec96 100644 --- a/compendium/feats/blessed-medicine-botd.md +++ b/compendium/feats/blessed-medicine-botd.md @@ -12,7 +12,7 @@ aliases: ["Blessed Medicine"] [archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Undead Slayer Dedication](compendium/feats/undead-slayer-dedication-botd.md) -- **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as b1 or mummy rot). +- **Trigger** You fail a check to [Treat a Disease](rules/actions/treat-disease.md) that was inflicted by an undead (such as [ghoul fever](compendium/gm/afflictions/ghoul-fever-b1.md) or mummy rot). Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result. diff --git a/compendium/feats/body-of-air-roe.md b/compendium/feats/body-of-air-roe.md new file mode 100644 index 000000000..52511a011 --- /dev/null +++ b/compendium/feats/body-of-air-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/polymorph +- trait/primal +aliases: ["Body of Air"] +--- +# Body of Air [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[air](rules/traits/air.md "Air Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Trigger** An enemy you can observe targets you with an attack or other damaging effect. +- **Activity** Reaction + +Your gathered air consumes your body, leaving only a cloud of living vapor. This has the same effects on you as vapor form. + +The effect lasts until the end of your next turn, but you can Sustain the form up to 5 minutes. If you activate your kinetic aura, Body of Air ends. + +You can use Body of Air as a reaction only when the trigger is met, but you can use it as a 2-action activity without the trigger being met. + +*Source: RoE p. 25* +%% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/overflow #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/bound-in-ice-lomm.md b/compendium/feats/bound-in-ice-lomm.md index d30454ab3..8473bd33b 100644 --- a/compendium/feats/bound-in-ice-lomm.md +++ b/compendium/feats/bound-in-ice-lomm.md @@ -16,8 +16,9 @@ You become a hybrid of your ancestry and a saumen kar. Your size increases to La You also gain the Blizzard Evasion reaction. ```ad-embed-ability -title: Blizzard Evasion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Blizzard Evasion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Frequency**: once per day - **Trigger**: You take 40 or more physical damage from a single attack **Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) your mark and on [Deception](compendium/skills.md#Deception) checks to [Feint](rules/actions/feint.md) against your mark. Your [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons and unarmed attacks gain the backstabber and [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait") weapon traits when you're attacking your mark. diff --git a/compendium/feats/brightness-seeker-locg.md b/compendium/feats/brightness-seeker-locg.md index 201519946..3e2a36872 100644 --- a/compendium/feats/brightness-seeker-locg.md +++ b/compendium/feats/brightness-seeker-locg.md @@ -13,13 +13,14 @@ aliases: ["Brightness Seeker"] Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast [augury](compendium/spells/augury.md) as an innate divine spell. Unless the result of the [augury](compendium/spells/augury.md) was "nothing," you gain the following reaction for the next 30 minutes: ```ad-embed-ability -title: Call Upon the Brightness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Call Upon the Brightness** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md)) - **Trigger**: You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven't rolled yet **Effect** You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the [augury](compendium/spells/augury.md) was "woe" and you proceeded anyway. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` *Source: Lost Omens: Character Guide p. 27* diff --git a/compendium/feats/brinesoul-loag.md b/compendium/feats/brinesoul-loag.md index 38689bc16..ac08071d6 100644 --- a/compendium/feats/brinesoul-loag.md +++ b/compendium/feats/brinesoul-loag.md @@ -14,13 +14,15 @@ aliases: ["Brinesoul"] Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction. ```ad-embed-ability -title: Salt Wound [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") +title: **Salt Wound** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([undine](rules/traits/undine-b2.md)) +- **Frequency**: once per day - **Trigger**: A creature that has blood and is not at its maximum Hit Points hits you with a melee [Strike](rules/actions/strike.md) **Effect** You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened) by the pain. On a critical failure, it instead takes `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened). -%% #trait/undine %% +%% + #trait/undine +%% ``` *Source: Lost Omens: Ancestry Guide p. 119* diff --git a/compendium/feats/bullet-dancer-dedication-g-g.md b/compendium/feats/bullet-dancer-dedication-g-g.md index 9ac3cd857..7b8b1a644 100644 --- a/compendium/feats/bullet-dancer-dedication-g-g.md +++ b/compendium/feats/bullet-dancer-dedication-g-g.md @@ -16,13 +16,14 @@ aliases: ["Bullet Dancer Dedication"] You've learned how to synchronize traditional martial arts and guns. You gain the Bullet Dancer Stance action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks. ```ad-embed-ability -title: Bullet Dancer Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[stance](rules/traits/stance.md "Stance Combat Trait") +title: **Bullet Dancer Stance** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([stance](rules/traits/stance.md)) - **Requirements**: You're unarmored and wielding a simple firearm, [bayonet](compendium/equipment/items/bayonet-g-g.md), or [reinforced stock](compendium/equipment/items/reinforced-stock-g-g.md) **Effect** You enter a specialized stance for a unique martial art centered around the use of simple firearms. While in this stance, the only [Strikes](rules/actions/strike.md) you can make are those using bayonets, reinforced stocks, and simple firearms. You can use Flurry of Blows with these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with simple firearms when attacking within half the first range increment. -%% #trait/stance %% +%% + #trait/stance +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the bullet dancer dedication archetype. diff --git a/compendium/feats/burning-jet-roe.md b/compendium/feats/burning-jet-roe.md new file mode 100644 index 000000000..ad0528cc0 --- /dev/null +++ b/compendium/feats/burning-jet-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Burning Jet"] +--- +# Burning Jet [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +A condensed burst of flame shoots behind you, propelling you forward with its sheer force. [Stride](rules/actions/stride.md) up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't trigger reactions. + +Level (6th) The maximum distance of the [Stride](rules/actions/stride.md) is 60 feet. You can choose to [Leap](rules/actions/leap.md) up to 40 feet in any direction instead of Striding. If you're in the air at the end of this [Leap](rules/actions/leap.md), you fall normally. + +Level (10th) As 6th level, but you hover briefly after leaping into the air. If you [Leap](rules/actions/leap.md), you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/burning-spell-roe.md b/compendium/feats/burning-spell-roe.md new file mode 100644 index 000000000..0e647ce6f --- /dev/null +++ b/compendium/feats/burning-spell-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/fire +- trait/spellshape +aliases: ["Burning Spell"] +--- +# Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), fire is in your elemental philosophy +- **Activity** Single Action + +You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non- cantrip Spell that deals damage at a single target, the spell deals additional [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell rank, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](rules/conditions.md#Persistent%20Damage). The spell gains the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait. + +*Source: RoE p. 59* +%% #compendium/src/pf2e/roe #trait/archetype #trait/fire #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/calcifying-sand-roe.md b/compendium/feats/calcifying-sand-roe.md new file mode 100644 index 000000000..dac14dc6d --- /dev/null +++ b/compendium/feats/calcifying-sand-roe.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/incapacitation +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Calcifying Sand"] +--- +# Calcifying Sand [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Trigger** A creature damages you with an attack using an unarmed attack or a non-reach melee weapon. +- **Activity** Reaction + +Your flesh gives way as you're struck, becoming coarse sand that can magically turn your enemy to stone. You gain resistance equal to your level to physical damage from the triggering attack. The attacking creature must attempt a Fortitude save against your class DC. Regardless of the result, that creature can't trigger Calcifying Sand again for 1 hour. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [slowed](rules/conditions.md#Slowed) until the end of its next turn. +> - **Critical Failure** The creature is [petrified](rules/conditions.md#Petrified) until the end of its next turn. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/incapacitation #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/call-the-hurricane-roe.md b/compendium/feats/call-the-hurricane-roe.md new file mode 100644 index 000000000..e3b78e2a4 --- /dev/null +++ b/compendium/feats/call-the-hurricane-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/water +aliases: ["Call the Hurricane"] +--- +# Call the Hurricane [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Two-Action + +Massive waves spiral around you, with you as the eye of the hurricane. The waves appear in a 20-foot emanation, or a 30-foot emanation if you're in a body of water. Each creature in the area takes `6d8` bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is battered by the waves and pushed 10 feet (or 20 feet on a critical failure). Level (+2) The damage increases by `1d8`. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/cathartic-mage-dedication-som.md b/compendium/feats/cathartic-mage-dedication-som.md index 01aae477e..1fa374218 100644 --- a/compendium/feats/cathartic-mage-dedication-som.md +++ b/compendium/feats/cathartic-mage-dedication-som.md @@ -24,21 +24,24 @@ If you can already cast spells from spell slots, you learn one additional cantri You gain the Catharsis reaction and the Settle Emotions activity. ```ad-embed-ability -title: Catharsis [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Catharsis** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md), [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md)) - **Trigger**: determined by your catharsis emotion **Effect** You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. -%% #trait/concentrate #trait/emotion #trait/mental %% +%% + #trait/concentrate #trait/emotion #trait/mental +%% ``` ```ad-embed-ability -title: Settle Emotions -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Settle Emotions** ([concentrate](rules/traits/concentrate.md), [emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md)) + You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. -%% #trait/concentrate #trait/emotion #trait/mental %% +%% + #trait/concentrate #trait/emotion #trait/mental +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. diff --git a/compendium/feats/celebrity-dedication-apg.md b/compendium/feats/celebrity-dedication-apg.md index c50bdae59..49a7a2997 100644 --- a/compendium/feats/celebrity-dedication-apg.md +++ b/compendium/feats/celebrity-dedication-apg.md @@ -14,7 +14,7 @@ aliases: ["Celebrity Dedication"] The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](rules/actions/earn-income.md). ```ad-embed-ability -title: Upstage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Upstage** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A foe attempts a skill check and doesn't get a critical success diff --git a/compendium/feats/chain-infusion-roe.md b/compendium/feats/chain-infusion-roe.md new file mode 100644 index 000000000..4e1e70d17 --- /dev/null +++ b/compendium/feats/chain-infusion-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/infusion +- trait/kineticist +aliases: ["Chain Infusion"] +--- +# Chain Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Activity** Single Action + +The elemental matter in your blast keeps reconstituting itself to travel onward, no matter how many bodies it collides with. + +If your next action is an [Elemental Blast](rules/actions/elemental-blast-roe.md) and it hits, attempt a new ranged [Elemental Blast](rules/actions/elemental-blast-roe.md) from the target against a different creature that's within the blast's range, measuring from the creature you hit. You can keep chaining the blast in this way each time you hit. Your multiple attack penalty applies normally to any blasts in the chain after the first. You can make up to five blasts total, but you can't target the same creature more than once. Roll damage only once and apply it to each creature you hit. (If you start with a melee blast, you still add your Strength to only that blast, not the successive ranged blasts.) + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/infusion #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/clear-as-air-roe.md b/compendium/feats/clear-as-air-roe.md new file mode 100644 index 000000000..8a4af9792 --- /dev/null +++ b/compendium/feats/clear-as-air-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/illusion +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Clear as Air"] +--- +# Clear as Air [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[air](rules/traits/air.md "Air Energy & Element Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Compact layers of air diffract and bend light around your body, making you appear as clear as the sky on a perfect day. You become [invisible](rules/conditions.md#Invisible) until the end of your next turn. You can Sustain the impulse. If you use a [hostile](rules/conditions.md#Hostile) action, the impulse ends after that action is completed. If you activate your kinetic aura, the impulse conceals its elements, though any special effects of your aura might give away your location. + +This impulse weakens if you use it too frequently. Using it again within 10 minutes makes you [concealed](rules/conditions.md#Concealed) instead of [invisible](rules/conditions.md#Invisible). + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/illusion #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/clone-risen-da.md b/compendium/feats/clone-risen-da.md index d8704e4f3..55797ee08 100644 --- a/compendium/feats/clone-risen-da.md +++ b/compendium/feats/clone-risen-da.md @@ -14,13 +14,15 @@ aliases: ["Clone-Risen"] You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction. ```ad-embed-ability -title: Empty Vessel [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Empty Vessel** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md)) +- **Frequency**: once per day - **Trigger**: You would take mental damage or be affected by a [mental](rules/traits/mental.md "Mental Effect Trait") effect **Effect** You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, [persistent mental damage](rules/conditions.md#Persistent%20Damage), or other repeated effects. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` ## Clone-Risen leads to... diff --git a/compendium/feats/command-elemental-roe.md b/compendium/feats/command-elemental-roe.md new file mode 100644 index 000000000..30dc590f1 --- /dev/null +++ b/compendium/feats/command-elemental-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Command Elemental"] +--- +# Command Elemental [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You grasp the animating force within an elemental creature and bend it to your will. Choose a trait matching one of your kinetic elements and target an elemental creature within 30 feet that has the chosen trait. The elemental becomes [controlled](rules/conditions.md#Controlled) by you if its level is equal to or lower than your level — 3, or [slowed](rules/conditions.md#Slowed) for as long as you Sustain the effect if its level is equal to your level — 2 or higher. It can attempt a Will saving throw against your class DC to resist being [controlled](rules/conditions.md#Controlled) by you or to end the [slowed](rules/conditions.md#Slowed) effect. If the target is already under someone else's command, it can't be [slowed](rules/conditions.md#Slowed) by this ability, and the controlling creature also rolls a saving throw, with the elemental using the better result. + +> [!success-degree] +> - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. +> - **Success** The target is unaffected. +> - **Failure** The elemental creature is [controlled](rules/conditions.md#Controlled) or [slowed](rules/conditions.md#Slowed) as long as you Sustain the impulse, up to 1 minute. This effect ends if you or an ally attacks the elemental. +> - **Critical Failure** As failure, but you can Sustain the impulse up to 1 hour. + +*Source: RoE p. 21* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/conductive-sphere-roe.md b/compendium/feats/conductive-sphere-roe.md new file mode 100644 index 000000000..7ff8a95e0 --- /dev/null +++ b/compendium/feats/conductive-sphere-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/electricity +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/metal +- trait/primal +aliases: ["Conductive Sphere"] +--- +# Conductive Sphere [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Two-Action + +A floating metal ball forms in a space within 30 feet, flashing with electricity. It can't be targeted or damaged. Any of your allies adjacent to it gain resistance to electricity equal to your level and add the shock rune to all their Strikes with metal objects. The sphere lasts until the end of your next turn, but you can Sustain it up to 1 minute. When you conjure the sphere and the first time you Sustain the impulse on subsequent rounds, you can either have it [Fly](rules/actions/fly.md) up to 20 feet or deal `1d12` electricity damage to an adjacent creature with a basic Reflex save against your class DC. + +*Source: RoE p. 31* +%% #compendium/src/pf2e/roe #trait/electricity #trait/impulse #trait/kineticist #trait/manipulate #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/conductors-redirection-roe.md b/compendium/feats/conductors-redirection-roe.md new file mode 100644 index 000000000..4d19bda52 --- /dev/null +++ b/compendium/feats/conductors-redirection-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/talos +aliases: ["Conductor's Redirection"] +--- +# Conductor's Redirection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +talos + +- **Trigger** You are hit by an attack, spell, or other effect that deals electricity damage. +- **Activity** Reaction + +You conduct the damage through your body, taking damage as normal (if applicable) and redirecting it at one target within 10 feet that you can see. The creature must make a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, they take the electrical damage; on a success, they take half damage. + +*Source: RoE p. 53* +%% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/consume-power-roe.md b/compendium/feats/consume-power-roe.md new file mode 100644 index 000000000..36bf4a817 --- /dev/null +++ b/compendium/feats/consume-power-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Consume Power"] +--- +# Consume Power [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Trigger** You would take acid, electricity, fire, or sonic damage. +- **Activity** Reaction + +You absorb energy and hold it in your kinetic gate. You gain resistance equal to your level to the triggering damage—choose one eligible type of resistance. If this reaction prevents any damage, you gain a status bonus equal to half your level to the damage roll of the next metal impulse you use before the end of your next turn. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/coughing-dragon-display-g-g.md b/compendium/feats/coughing-dragon-display-g-g.md index 8362aba1e..65dba7b78 100644 --- a/compendium/feats/coughing-dragon-display-g-g.md +++ b/compendium/feats/coughing-dragon-display-g-g.md @@ -14,8 +14,7 @@ aliases: ["Coughing Dragon Display"] This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") effects behind your magnificent display. You gain the Coughing Dragon fireworks display. ```ad-embed-ability -title: Coughing Dragon [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - +title: **Coughing Dragon** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Cost**: 2 batches of infused reagents Choose either [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your [Fireworks Lore](compendium/skills.md#Lore) modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") effects at the same time. diff --git a/compendium/feats/counter-element-roe.md b/compendium/feats/counter-element-roe.md new file mode 100644 index 000000000..7a8012565 --- /dev/null +++ b/compendium/feats/counter-element-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +aliases: ["Counter Element"] +--- +# Counter Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Prerequisites**: exactly one kinetic element +- **Trigger** You're targeted by or in the area of an effect that has the trait matching your kinetic element and originates from an enemy or hazard. +- **Activity** Reaction + +Your absolute dedication to a single element lets you attempt to gain control over it, even when the element is in service to another entity. You attempt to counteract the effect, using your kineticist class DC – 10 as your counteract check modifier and half this impulse's level rounded up as the counteract rank. If you counteract the effect, you protect only yourself unless you got a critical success on your counteract check. + +*Source: RoE p. 22* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/crawling-fire-roe.md b/compendium/feats/crawling-fire-roe.md new file mode 100644 index 000000000..5b68ca893 --- /dev/null +++ b/compendium/feats/crawling-fire-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/primal +aliases: ["Crawling Fire"] +--- +# Crawling Fire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You mimic the motions of a beast of your devising, and it becomes real, with a flaming pelt and searing claws. It is Small and appears in an unoccupied space within 30 feet. You can sense from the crawling fire's space as well as your own, using your senses. When you use a fire impulse, you can have it originate from the crawling fire instead of you (with the exception of impulses that affect your kinetic aura). The creation lasts until the end of your next turn, but you can Sustain it up to 1 minute. Each time you Sustain it, you can have the crawling fire [Stride](rules/actions/stride.md) up to 40 feet. The crawling fire can be attacked. It uses your statistics for defenses but is immune to fire. Any damage that would be dealt to the crawling fire is dealt to you instead, though you take damage only once from any ability that includes both you and the creation in the area of effect. If you use Crawling Fire again, any previous one ends. Level (8th) The fire can be Small or Medium. + +Level (10th) The fire can be Small, Medium, or Large. + +Level (14th) The fire can be Small, Medium, Large, or Huge. + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/crowned-in-tempests-fury-roe.md b/compendium/feats/crowned-in-tempests-fury-roe.md new file mode 100644 index 000000000..eef194671 --- /dev/null +++ b/compendium/feats/crowned-in-tempests-fury-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/electricity +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Crowned in Tempest's Fury"] +--- +# Crowned in Tempest's Fury [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[air](rules/traits/air.md "Air Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +You become one with a devastating thunderstorm from the Plane of Air, placing a crown of lightning upon your brow. Sparks flash in your eyes, and lightning strikes constantly in the air around you as howling winds lift you from the ground. + +- Any creature that enters your kinetic aura or ends its turn there takes `2d12` electricity damage. +- If you don't have a fly Speed, you gain a 20-foot fly Speed. If you have the Cyclonic Ascent impulse, you instead gain that fly Speed and the extra benefits. +- You gain a +10-foot status bonus to all your Speeds. +- Your air Elemental Blasts deal an additional `1d12` electricity damage. + +*Source: RoE p. 25* +%% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/current-spell-roe.md b/compendium/feats/current-spell-roe.md new file mode 100644 index 000000000..73b5e1662 --- /dev/null +++ b/compendium/feats/current-spell-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/concentrate +- trait/spellshape +aliases: ["Current Spell"] +--- +# Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), air or water is in your elemental philosophy +- **Activity** Single Action + +As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](rules/traits/air.md "Air Energy & Element Trait") or [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](rules/traits/air.md "Air Energy & Element Trait") trait, [water](rules/traits/water.md "Water Energy & Element Trait") trait, or both until the start of your next turn, depending on the spell's traits. + +*Source: RoE p. 59* +%% #compendium/src/pf2e/roe #trait/archetype #trait/concentrate #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/curse-maelstrom-dedication-da.md b/compendium/feats/curse-maelstrom-dedication-da.md index b7444d49c..5f5aa5b57 100644 --- a/compendium/feats/curse-maelstrom-dedication-da.md +++ b/compendium/feats/curse-maelstrom-dedication-da.md @@ -24,8 +24,7 @@ No matter the source, you can only enter a curse maelstrom state during an encou While in a curse maelstrom state, you can't benefit from [fortune](rules/traits/fortune.md "Fortune Effect Trait") effects, and they also don't cancel [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. ```ad-embed-ability -title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Expel Maelstrom** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([curse](rules/traits/curse.md), [necromancy](rules/traits/necromancy.md), [occult](rules/traits/occult.md)) - **Requirements**: You are in a curse maelstrom state @@ -36,7 +35,9 @@ title: Expel Maelstrom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Act > - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. > - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. > - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect. -%% #trait/curse #trait/necromancy #trait/occult %% +%% + #trait/curse #trait/necromancy #trait/occult +%% ``` ## Curse Maelstrom Dedication leads to... diff --git a/compendium/feats/cyclonic-ascent-roe.md b/compendium/feats/cyclonic-ascent-roe.md new file mode 100644 index 000000000..a7b895ddc --- /dev/null +++ b/compendium/feats/cyclonic-ascent-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Cyclonic Ascent"] +--- +# Cyclonic Ascent [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[air](rules/traits/air.md "Air Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Whorls of wind surround your lower body, forming a cyclone that lifts you into the air. You gain a fly Speed equal to your land Speed or 30 feet, whichever is greater, for 10 minutes. Unlike with a normal fly Speed, you can move upward without treating it as difficult terrain. In addition, you can remain in the air at the end of your turn if you used an air impulse during that turn, even if you didn't use a [Fly](rules/actions/fly.md) action that turn. + +*Source: RoE p. 25* +%% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/dash-of-herbs-roe.md b/compendium/feats/dash-of-herbs-roe.md new file mode 100644 index 000000000..206ae7f6e --- /dev/null +++ b/compendium/feats/dash-of-herbs-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/healing +- trait/impulse +- trait/kineticist +- trait/plant +- trait/primal +- trait/vitality +- trait/wood +aliases: ["Dash of Herbs"] +--- +# Dash of Herbs [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") vitality wood + +- **Activity** Two-Action + +A small cloud of medicinal herbs heal a creature. The type of herbs depends on which malady you decide to treat: [confused](rules/conditions.md#Confused), disease, poison, [sickened](rules/conditions.md#Sickened), or injuries. Target one living creature within 30 feet, who regains `2d8+4` HP and can attempt a new save against one malady of the chosen kind. If you chose injuries, instead increase the healing dice to d10s. The creature becomes temporarily immune to Dash of Herbs for 10 minutes. + +Alternatively, you can add the herbs to a dish of food being prepared for up to six people. Creatures who partake in the meal gain the benefits. The herbs' [healing](rules/traits/healing.md "Healing Effect Trait") effects wear off if not eaten within an hour, though their flavor remains. + +Level (+2) The healing increases by `1d8`. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/vitality #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/deflecting-wave-roe.md b/compendium/feats/deflecting-wave-roe.md new file mode 100644 index 000000000..22464173a --- /dev/null +++ b/compendium/feats/deflecting-wave-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +- trait/water +aliases: ["Deflecting Wave"] +--- +# Deflecting Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Trigger** You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other [hostile](rules/conditions.md#Hostile) effect. +- **Requirements**: You're aware of the [hostile](rules/conditions.md#Hostile) effect, and you aren't off-guard against it. +- **Activity** Reaction + +A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/demolition-charge-apg.md b/compendium/feats/demolition-charge-apg.md index 593d6515d..db80084cd 100644 --- a/compendium/feats/demolition-charge-apg.md +++ b/compendium/feats/demolition-charge-apg.md @@ -15,7 +15,7 @@ You can rig your bombs to inanimate objects in order to cause destruction to the The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first. ```ad-embed-ability -title: Fire in the Hole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Fire in the Hole** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves into the hazard's space diff --git a/compendium/feats/demolitionist-dedication-g-g.md b/compendium/feats/demolitionist-dedication-g-g.md index 4cc068e9f..e2d661c3d 100644 --- a/compendium/feats/demolitionist-dedication-g-g.md +++ b/compendium/feats/demolitionist-dedication-g-g.md @@ -15,13 +15,14 @@ aliases: ["Demolitionist Dedication"] You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in [Engineering Lore](compendium/skills.md#Lore) or become an expert in it if you were already trained. You gain the Set Explosives action. ```ad-embed-ability -title: Set Explosives [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Set Explosives** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([concentrate](rules/traits/concentrate.md)) - **Requirements**: You have 1 or 2 bombs in hand **Effect** You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the demolitionist archetype. diff --git a/compendium/feats/desert-wind-roe.md b/compendium/feats/desert-wind-roe.md new file mode 100644 index 000000000..29324c855 --- /dev/null +++ b/compendium/feats/desert-wind-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/composite +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Desert Wind"] +--- +# Desert Wind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +A vortex of sand and dust surrounds you. Each creature inside your kinetic aura (including you) is [concealed](rules/conditions.md#Concealed) from any creature outside your kinetic aura, and creatures outside the aura are [concealed](rules/conditions.md#Concealed) from creatures inside the aura other than you. + +Your air impulses carry sands that cut at great speed. When you use a damaging air impulse that affects at least one creature in your kinetic aura, that impulse deals 1 additional slashing damage, or 2 if the impulse has a single target. + +Level (+2) The extra damage increases by 1, or 2 if the impulse has a single target. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/devils-eye-da.md b/compendium/feats/devils-eye-da.md index 85b6dcda0..40a9c224b 100644 --- a/compendium/feats/devils-eye-da.md +++ b/compendium/feats/devils-eye-da.md @@ -17,13 +17,15 @@ Your experience in the finer points of bargaining with a devil has awakened a si You gain the Objection reaction. You also become an expert in [Legal Lore](compendium/skills.md#Lore) and gain a +1 circumstance bonus to any check you make to read or negotiate a treatise, contract, or similar text. At 7th level you become a master of [Legal Lore](compendium/skills.md#Lore), and at 15th level you become legendary in [Legal Lore](compendium/skills.md#Lore). You can use [Legal Lore](compendium/skills.md#Lore) in place of [Perception](compendium/skills.md#Perception) to detect verbal loopholes, double entendres, [hidden](rules/conditions.md#Hidden) meanings, code, or contradictions in a conversation you can hear. This doesn't let you fully understand coded speech but alerts you to its presence. ```ad-embed-ability -title: Objection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Objection** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per minute - **Trigger**: You're about to attempt a saving throw against a [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effect **Effect** Your devil's eye crackles with infernal glee as you discover a loophole in the wording of the triggering effect. You roll your saving throw twice, taking the higher result. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` *Source: Dark Archive p. 55* diff --git a/compendium/feats/doctors-visitation-apg.md b/compendium/feats/doctors-visitation-apg.md index 24c7a36d9..df7a7f3cc 100644 --- a/compendium/feats/doctors-visitation-apg.md +++ b/compendium/feats/doctors-visitation-apg.md @@ -7,7 +7,7 @@ tags: - trait/flourish aliases: ["Doctor's Visitation"] --- -# Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* +# Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Medic Dedication](compendium/feats/medic-dedication-apg.md) diff --git a/compendium/feats/dormant-eruption-da.md b/compendium/feats/dormant-eruption-da.md index d42cbf7d9..331eaec7f 100644 --- a/compendium/feats/dormant-eruption-da.md +++ b/compendium/feats/dormant-eruption-da.md @@ -16,11 +16,14 @@ aliases: ["Dormant Eruption"] A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature [Strikes](rules/actions/strike.md) you with a melee attack or touches you, it takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). You gain the Thermal Eruption action. ```ad-embed-ability -title: Thermal Eruption[two-actions] -[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") +title: **Thermal Eruption[two-actions]** ([evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md), [primal](rules/traits/primal.md)) -You concentrate your thermal energy and explode it outward. All creatures in a 20-foot emanation take `14d6` fire damage with a basic Reflex save. Afterward, you lose all effects of the Dormant Eruption feat until your next daily preparations. -%% #trait/evocation #trait/fire #trait/primal %% +- **Frequency**: once per day + +**Effect** You concentrate your thermal energy and explode it outward. All creatures in a 20-foot emanation take `14d6` fire damage with a basic Reflex save. Afterward, you lose all effects of the Dormant Eruption feat until your next daily preparations. +%% + #trait/evocation #trait/fire #trait/primal +%% ``` *Source: Dark Archive p. 57* diff --git a/compendium/feats/dousing-spell-roe.md b/compendium/feats/dousing-spell-roe.md new file mode 100644 index 000000000..d31ef5bfa --- /dev/null +++ b/compendium/feats/dousing-spell-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/spellshape +- trait/water +aliases: ["Dousing Spell"] +--- +# Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), water is in your elemental philosophy +- **Activity** Single Action + +You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. If the target has [persistent acid](rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](rules/traits/water.md "Water Energy & Element Trait") trait (causing it to deal extra damage to creatures with weakness to water). + +*Source: RoE p. 59* +%% #compendium/src/pf2e/roe #trait/archetype #trait/spellshape #trait/water %% \ No newline at end of file diff --git a/compendium/feats/drifting-pollen-roe.md b/compendium/feats/drifting-pollen-roe.md new file mode 100644 index 000000000..f77249e21 --- /dev/null +++ b/compendium/feats/drifting-pollen-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/plant +- trait/primal +- trait/stance +- trait/wood +aliases: ["Drifting Pollen"] +--- +# Drifting Pollen [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") wood + +- **Activity** Single Action + +A haze of pollen floats around you. A creature in your kinetic aura when you enter the stance, or who later enters the aura or ends its turn in the aura, attempts at a Fortitude save against your class DC. On a failure, it's [sickened](rules/conditions.md#Sickened) ([sickened](rules/conditions.md#Sickened) on a critical failure) and [dazzled](rules/conditions.md#Dazzled) until it's no longer [sickened](rules/conditions.md#Sickened). A creature attempts this save no more than once per round and doesn't attempt a new save if already affected. + +*Source: RoE p. 35* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/stance #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/drive-by-attack-g-g.md b/compendium/feats/drive-by-attack-g-g.md index 77ddd9579..7bc2b7551 100644 --- a/compendium/feats/drive-by-attack-g-g.md +++ b/compendium/feats/drive-by-attack-g-g.md @@ -7,7 +7,7 @@ tags: - trait/flourish aliases: ["Drive-by Attack"] --- -# Drive-by Attack [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 12* +# Drive-by Attack [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) *Feat 12* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Trick Driver Dedication](compendium/feats/trick-driver-dedication-g-g.md) diff --git a/compendium/feats/driving-rain-roe.md b/compendium/feats/driving-rain-roe.md new file mode 100644 index 000000000..0259aeb16 --- /dev/null +++ b/compendium/feats/driving-rain-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/water +aliases: ["Driving Rain"] +--- +# Driving Rain [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Three-Action + +Heavy drops of rain batter down, hitting like sling stones and impeding vision. Each creature in a 15-foot burst within 120 feet takes `3d8` bludgeoning damage with a basic Reflex save against your class DC. Until the start of your next turn, all creatures are [concealed](rules/conditions.md#Concealed) while in the area, and all creatures outside the area are [concealed](rules/conditions.md#Concealed) to creatures within it. + +Level (+2) The damage increases by `1d8`. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/drow-shootist-dedication-av3.md b/compendium/feats/drow-shootist-dedication-av3.md index 148bb60a0..ef7955203 100644 --- a/compendium/feats/drow-shootist-dedication-av3.md +++ b/compendium/feats/drow-shootist-dedication-av3.md @@ -16,9 +16,11 @@ aliases: ["Drow Shootist Dedication"] Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action. ```ad-embed-ability -title: Shootist's Draw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Shootist's Draw** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](rules/actions/strike.md) with it, or you [Strike](rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](rules/actions/interact.md) to stow it. +- **Frequency**: once per round + +**Effect** You [Interact](rules/actions/interact.md) to draw a hand crossbow and [Strike](rules/actions/strike.md) with it, or you [Strike](rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](rules/actions/interact.md) to stow it. ``` **Special.** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. diff --git a/compendium/feats/echo-of-the-fallen-da.md b/compendium/feats/echo-of-the-fallen-da.md index d8b158cad..c9c61b4ca 100644 --- a/compendium/feats/echo-of-the-fallen-da.md +++ b/compendium/feats/echo-of-the-fallen-da.md @@ -15,15 +15,18 @@ aliases: ["Echo of the Fallen"] With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. This manifests as an echo of their former self that follows you around and that you and anyone capable of casting divine or occult spells can see and speak with. When you take this feat, work with your GM to choose one martial weapon and one skill (or an advanced weapon if you're trained in all martial weapons) that are appropriate for the spirit; once you've chosen the weapon and skill, you can't change them. You gain the Accept Echo action. ```ad-embed-ability -title: Accept Echo [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Accept Echo** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md)) -You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against [possession](rules/traits/possession.md "Possession Effect Trait") effects, as the possessing spirit protects you from other possessions. +- **Frequency**: once per day + +**Effect** You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against [possession](rules/traits/possession.md "Possession Effect Trait") effects, as the possessing spirit protects you from other possessions. This state lasts for 10 minutes, after which the echo disappears completely until the next time you make your daily preparations. You can [Dismiss](rules/actions/dismiss.md) this effect. At 7th level you become a master of the skill you chose, at 13th level you become an expert with the weapon you chose, and at 15th level you become legendary with the skill you chose. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` *Source: Dark Archive p. 55* diff --git a/compendium/feats/effortless-impulse-roe.md b/compendium/feats/effortless-impulse-roe.md new file mode 100644 index 000000000..c90cde157 --- /dev/null +++ b/compendium/feats/effortless-impulse-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Effortless Impulse"] +--- +# Effortless Impulse [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Trigger** Your turn begins. +- **Activity** Free Action + +A steady ripple from your kinetic gate maintains one of your impulses. You immediately Sustain one of your active impulses that can be sustained. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/eldritch-archer-dedication-apg.md b/compendium/feats/eldritch-archer-dedication-apg.md index e1d1c360f..69f203c5e 100644 --- a/compendium/feats/eldritch-archer-dedication-apg.md +++ b/compendium/feats/eldritch-archer-dedication-apg.md @@ -20,7 +20,7 @@ If you don't already cast spells from spell slots, you learn to cast spontaneous You also gain Eldritch Shot. ```ad-embed-ability -title: Eldritch Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +title: **Eldritch Shot** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Requirements**: You are wielding a bow diff --git a/compendium/feats/elemental-apotheosis-roe.md b/compendium/feats/elemental-apotheosis-roe.md new file mode 100644 index 000000000..521df2fdd --- /dev/null +++ b/compendium/feats/elemental-apotheosis-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Elemental Apotheosis"] +--- +# Elemental Apotheosis *Feat 18* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Prerequisites**: Nourishing Gate, exactly one kinetic element + +You take on an elemental countenance, appearing like a type of elemental of your element. You gain any Speeds listed in the [elemental form](compendium/spells/elemental-form.md) spell for your element and gain darkvision if you don't already have it. You also gain the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait and the trait of your chosen element. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/elemental-artillery-roe.md b/compendium/feats/elemental-artillery-roe.md new file mode 100644 index 000000000..fe14075d0 --- /dev/null +++ b/compendium/feats/elemental-artillery-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +- trait/wood +aliases: ["Elemental Artillery"] +--- +# Elemental Artillery [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal wood + +- **Activity** Three-Action + +Spinning wood and metal together, you create a rugged wooden ballista. The ballista is Medium and appears in an unoccupied space within 30 feet. It immediately shoots a bolt with a jagged tip of elemental metal. Make an impulse attack roll against the AC of a target within 120 feet. The target takes `3d12` piercing damage on a hit (or double damage on a critical hit). The ballista can be shot again, but it must first be reloaded with two [Interact](rules/actions/interact.md) actions. The ballista lasts until the end of your next turn, and you can Sustain the impulse. Each time you Sustain it, you can roll the ballista up to 20 feet, shoot it if it's loaded, or contribute 1 action toward reloading it. + +Level (+3) The damage increases by `1d12`. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/composite #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/elemental-evolution-roe.md b/compendium/feats/elemental-evolution-roe.md new file mode 100644 index 000000000..7881d8bd8 --- /dev/null +++ b/compendium/feats/elemental-evolution-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/barbarian +aliases: ["Elemental Evolution"] +--- +# Elemental Evolution *Feat 2* +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") + +- **Prerequisites**: elemental instinct + +The elemental power within you is more mutable and versatile than most. Choose a second damage type for your element. Whenever you [Rage](rules/actions/rage.md), you can choose that type instead of the damage type you would normally gain. The new damage type can be the one you did not choose when you selected the element initially if you had multiple options available for your element, or one of the following types: air cold, earth poison, fire cold, metal electricity, water acid, wood poison. + +*Source: RoE p. 54* +%% #compendium/src/pf2e/roe #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/elemental-explosion-roe.md b/compendium/feats/elemental-explosion-roe.md new file mode 100644 index 000000000..a69db947e --- /dev/null +++ b/compendium/feats/elemental-explosion-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/barbarian +- trait/concentrate +- trait/primal +- trait/rage +aliases: ["Elemental Explosion"] +--- +# Elemental Explosion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rage](rules/traits/rage.md "Rage Combat Trait") + +- **Prerequisites**: elemental instinct +- **Requirements**: You're raging, and you haven't used this ability since you last Raged. +- **Activity** Two-Action + +You unleash the energy roiling within you, exploding elemental matter in a 15-foot emanation. Each creature in the area takes `1d8` damage per level you possess, with the same type you chose for elemental rage. + +Each creature in the area must attempt a basic Reflex save against your class DC. Elemental Explosion gains the trait of your element. + +*Source: RoE p. 54* +%% #compendium/src/pf2e/roe #trait/barbarian #trait/concentrate #trait/primal #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/elemental-familiar-roe.md b/compendium/feats/elemental-familiar-roe.md new file mode 100644 index 000000000..e7296feda --- /dev/null +++ b/compendium/feats/elemental-familiar-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Elemental Familiar"] +--- +# Elemental Familiar *Feat 1* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +A small creature made of elemental matter springs forth from your kinetic gate. This elemental familiar appears to be made of one of your kinetic elements, though it might have unusual or distinguishing aspects. Like other familiars, your elemental familiar can assist you in various tasks and on adventures. + +You gain an elemental familiar (page 42) with the trait of one of your kinetic elements. If you have more than one kinetic element, you can change the element you've selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its [Perception](compendium/skills.md#Perception), [Acrobatics](compendium/skills.md#Acrobatics), and [Stealth](compendium/skills.md#Stealth) modifiers. + +*Source: RoE p. 20* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/elemental-overlap-roe.md b/compendium/feats/elemental-overlap-roe.md new file mode 100644 index 000000000..59cfad7eb --- /dev/null +++ b/compendium/feats/elemental-overlap-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Elemental Overlap"] +--- +# Elemental Overlap *Feat 8* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Prerequisites**: exactly one kinetic element + +Though you've dedicated yourself to one element, you learn to mix that element with another. Gain a composite impulse feat that includes your kinetic element. You can use that impulse even though you can't channel all its elements. The feat's level must be lower than the level at which you selected Elemental Overlap. + +**Special.** You can select this feat more than once, choosing a different impulse feat each time. + +*Source: RoE p. 22* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/elemental-transformation-roe.md b/compendium/feats/elemental-transformation-roe.md new file mode 100644 index 000000000..a7f5ffb2e --- /dev/null +++ b/compendium/feats/elemental-transformation-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +- trait/polymorph +- trait/primal +aliases: ["Elemental Transformation"] +--- +# Elemental Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Prerequisites**: exactly one kinetic element +- **Frequency**: once per day +- **Requirements**: Your kinetic gate is deactivated. +- **Activity** Single Action + +You open your kinetic gate, but rather than activating your kinetic aura, you instead become overwhelmed with transformative elemental energy. You're affected by an [elemental form](compendium/spells/elemental-form.md) spell with the same trait as your kinetic element. You can heighten it to any spell rank up to half your level rounded up. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/kineticist #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/elementalist-dedication-roe.md b/compendium/feats/elementalist-dedication-roe.md new file mode 100644 index 000000000..c5c2a52b3 --- /dev/null +++ b/compendium/feats/elementalist-dedication-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/class +- trait/dedication +aliases: ["Elementalist Dedication"] +--- +# Elementalist Dedication *Feat 2* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [class](rules/traits/class-som.md "Class Class Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") + +- **Prerequisites**: elemental magic + +Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait. This attunement lasts until you next make your daily preparations. + +## Elementalist Dedication leads to... + +[Dousing Spell](compendium/feats/dousing-spell-roe.md), [Elemental Familiar](compendium/feats/elemental-familiar-roe.md), [Burning Spell](compendium/feats/burning-spell-roe.md), [Current Spell](compendium/feats/current-spell-roe.md), [Expanded Elemental Magic](compendium/feats/expanded-elemental-magic-roe.md), [Metabolize Element](compendium/feats/metabolize-element-roe.md), [Reverberating Spell](compendium/feats/reverberating-spell-roe.md), [Growth Spell](compendium/feats/growth-spell-roe.md), [Rockslide Spell](compendium/feats/rockslide-spell-roe.md), [Redirect Elements](compendium/feats/redirect-elements-roe.md), [Water Step](compendium/feats/water-step-roe.md), [Wind-Tossed Spell](compendium/feats/wind-tossed-spell-roe.md) + +## Summary + +*Source: RoE p. 59* +%% #compendium/src/pf2e/roe #trait/archetype #trait/class #trait/dedication %% \ No newline at end of file diff --git a/compendium/feats/elysiums-cadence-da.md b/compendium/feats/elysiums-cadence-da.md index dfdec81e6..4c34ac82e 100644 --- a/compendium/feats/elysiums-cadence-da.md +++ b/compendium/feats/elysiums-cadence-da.md @@ -15,13 +15,15 @@ aliases: ["Elysium's Cadence"] You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. You gain a +1 circumstance bonus to checks to [Make an Impression](rules/actions/make-an-impression.md), or a +2 circumstance bonus if the target is chaotic good. You gain the [Set](compendium/setting/deities/set-botd.md) Free reaction. ```ad-embed-ability -title: Set Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Set Free** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([fortune](rules/traits/fortune.md)) +- **Frequency**: once per hour - **Trigger**: You attempt a check to remove or counteract an effect with the [confused](rules/conditions.md#Confused), [controlled](rules/conditions.md#Controlled), [fascinated](rules/conditions.md#Fascinated), [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), or [restrained](rules/conditions.md#Restrained) conditions **Effect** You roll twice and use the better result. -%% #trait/fortune %% +%% + #trait/fortune +%% ``` *Source: Dark Archive p. 56* diff --git a/compendium/feats/eternal-torch-roe.md b/compendium/feats/eternal-torch-roe.md new file mode 100644 index 000000000..3ae8d088d --- /dev/null +++ b/compendium/feats/eternal-torch-roe.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/light +- trait/manipulate +- trait/primal +aliases: ["Eternal Torch"] +--- +# Eternal Torch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [light](rules/traits/light.md "Light Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Single Action + +You open a connection to your kinetic gate, large enough for a torch flame to flow. You create a magical, torch-like flame within 120 feet in any color you choose. It's as bright and hot as a torch. + +You can have it orbit a target willing creature or emit from a target object that's unattended or attended by a willing creature. + +If you create a flame on a weapon, you still need to use it as an improvised weapon to attack with the flame, just as with a torch. + +The flame has an unlimited duration. You can have a maximum number of Eternal Torches equal to your Constitution modifier, and you can [Dismiss](rules/actions/dismiss.md) each torch individually. + +Level (8th) All your torches—even ones you already created— shed bright light in a 60-foot radius (and dim light for the next 60 feet). + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/light #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/exorcist-dedication-botd.md b/compendium/feats/exorcist-dedication-botd.md index 71f2f131a..6110ce682 100644 --- a/compendium/feats/exorcist-dedication-botd.md +++ b/compendium/feats/exorcist-dedication-botd.md @@ -21,16 +21,16 @@ You can also learn abilities that let you purify a spirit in your spirit dwellin Any actions you gain from the exorcist archetype gain either the [divine](rules/traits/divine.md "Divine Tradition Trait") or [occult](rules/traits/occult.md "Occult Tradition Trait") trait, depending on whether you used [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. ```ad-embed-ability -title: Spirit's Mercy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](rules/traits/necromancy.md "Necromancy School Trait") - +title: **Spirit's Mercy** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([necromancy](rules/traits/necromancy.md)) - **Cost**: 1 spirit wisp or remnant - **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead **Effect** You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant. -%% #trait/necromancy %% +%% + #trait/necromancy +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the exorcist archetype. diff --git a/compendium/feats/expanded-elemental-magic-roe.md b/compendium/feats/expanded-elemental-magic-roe.md new file mode 100644 index 000000000..ad341ef7d --- /dev/null +++ b/compendium/feats/expanded-elemental-magic-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Expanded Elemental Magic"] +--- +# Expanded Elemental Magic *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md) + +You reach new understandings of the elements, taking an expansive view. Add to your elemental philosophy any of the following elements it doesn't already include: air, earth, fire, metal, water, and wood. + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-kinetic-control-roe.md b/compendium/feats/expert-kinetic-control-roe.md new file mode 100644 index 000000000..71726d4ff --- /dev/null +++ b/compendium/feats/expert-kinetic-control-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Expert Kinetic Control"] +--- +# Expert Kinetic Control *Feat 12* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Kineticist Dedication](compendium/feats/kineticist-dedication-roe.md) + +You become an expert in kineticist class DC and impulse attack rolls. + +*Source: RoE p. 57* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-skysage-divination-gw1.md b/compendium/feats/expert-skysage-divination-gw1.md new file mode 100644 index 000000000..9bbc30b7e --- /dev/null +++ b/compendium/feats/expert-skysage-divination-gw1.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +aliases: ["Expert Skysage Divination"] +--- +# Expert Skysage Divination *Feat 10* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Basic Skysage Divination](compendium/feats/basic-skysage-divination-gw1.md) + +Your studies of the stars have taught you about the mysteries of the cosmos. You learn a 4th-level spell from any spell list. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from the divination school. You become an expert with spell attack rolls and spell DCs for occult spells. + +## Expert Skysage Divination leads to... + +[Master Skysage Divination](compendium/feats/master-skysage-divination-gw1.md) + +## Summary + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/extended-kinesis-roe.md b/compendium/feats/extended-kinesis-roe.md new file mode 100644 index 000000000..a1c2ef4b8 --- /dev/null +++ b/compendium/feats/extended-kinesis-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Extended Kinesis"] +--- +# Extended Kinesis *Feat 1* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Prerequisites**: [Base Kinesis](rules/actions/base-kinesis-roe.md) + +You've refined the control you can exert over your elements. Add the following options to [Base Kinesis](rules/actions/base-kinesis-roe.md). + +- Proliferate You cause an existing element to expand. This works like the generate option, except that you can either create an equal quantity of the element in the same square as its source or in an adjacent square, or cause the element to expand to fill its square (making a flame bigger or turning a twig into a small tree, for example). After you proliferate an element, it reacts to the environment naturally—water you proliferated into thin air would splash back down, for example. This affects only natural forms of the element, not durable, crafted goods. +- Regulate (air, fire, metal, or water only) You change the temperature of an existing element, making it colder or warmer. This can snuff out a flame or turn water to ice or steam. After this change, the element cools or warms naturally unless you Sustain the impulse. An item that gets cold or hot enough (as determined by the GM) can be used as an improvised weapon that deals 1 cold damage or 1 fire damage in addition to the damage the GM determines for the improvised weapon. +- Sculpt (earth, metal, or wood only) Reshape an existing element into a small object of a design you choose. It looks crude and artificial on close examination. The sculpted element can be shaped into a functional short tool (or a long tool if your [Base Kinesis](rules/actions/base-kinesis-roe.md) can affect 1 Bulk or greater). It's too fragile and artificial to be used as a weapon or have any monetary value. + +*Source: RoE p. 20* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/faultspawn-loil.md b/compendium/feats/faultspawn-loil.md index 5a2656044..96d79b6bc 100644 --- a/compendium/feats/faultspawn-loil.md +++ b/compendium/feats/faultspawn-loil.md @@ -14,13 +14,14 @@ aliases: ["Faultspawn"] You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You also have some vestigial signs of your previous incarnation, such as a second set of shoulder blades without usable arms, a set of mostly closed eyes where no eyes belong, or strange scarring reminiscent of a mouth. You gain the Find Fault reaction. ```ad-embed-ability -title: Find Fault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Find Fault** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md)) - **Trigger**: You attempt a saving throw against a spell or magic effect but haven't rolled yet **Effect** You find some kind of fault with the magic, using that flaw to protect yourself from the effect. You gain a +1 circumstance bonus to your saving throw against the triggering effect, which increases to a +2 circumstance bonus if the effect is divine and originates from a worshipper of the deity you chose for your grudge. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` ## Faultspawn leads to... diff --git a/compendium/feats/fearsome-familiar-roe.md b/compendium/feats/fearsome-familiar-roe.md new file mode 100644 index 000000000..8c5a1a7f8 --- /dev/null +++ b/compendium/feats/fearsome-familiar-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Fearsome Familiar"] +--- +# Fearsome Familiar [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Prerequisites**: a familiar +- **Activity** Three-Action + +Your elemental familiar trades places with an elemental from its elemental plane. Summon a common creature that has the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait and a level no greater than your level – 4. + +This creature appears in the same space as your familiar, which disappears for the duration of this impulse. You can Sustain this impulse up to 1 minute. When the impulse ends, the familiar appears in the space the summoned elemental occupied. A familiar can endure this process only so often—if you use this impulse on your familiar more than once per day, it dies as soon as it returns the second time. + +*Source: RoE p. 22* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/feats.md b/compendium/feats/feats.md index 8c94bbd10..327ffb36e 100644 --- a/compendium/feats/feats.md +++ b/compendium/feats/feats.md @@ -31,6 +31,7 @@ cssclass: pf2e,pf2e-index - [Adaptive Adept, *Feat 5*](adaptive-adept.md) - [Adaptive Mask Familiar, *Feat 6*](adaptive-mask-familiar-locg.md) - [Adaptive Vision, *Feat 1*](adaptive-vision-g-g.md) +- [Add Element, *Feat 10*](add-element-roe.md) - [Additional Companion, *Feat 4*](additional-companion-apg.md) - [Additional Lore, *Feat 1*](additional-lore.md) - [Additional Recollection [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](additional-recollection-apg.md) @@ -51,6 +52,7 @@ cssclass: pf2e,pf2e-index - [Advanced Devotion, *Feat 6*](advanced-devotion.md) - [Advanced Dogma, *Feat 6*](advanced-dogma.md) - [Advanced Domain, *Feat 8*](advanced-domain.md) +- [Advanced Element Control, *Feat 6*](advanced-element-control-roe.md) - [Advanced Elemental Spell, *Feat 6*](advanced-elemental-spell-som.md) - [Advanced First Aid, *Feat 7*](advanced-first-aid-apg.md) - [Advanced Flair, *Feat 6*](advanced-flair-apg.md) @@ -84,6 +86,7 @@ cssclass: pf2e,pf2e-index - [Advantageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](advantageous-assault.md) - [Aegis Of Arnisant [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](aegis-of-arnisant-locg.md) - [Aeon Resonance, *Feat 4*](aeon-resonance-som.md) +- [Aerial Boomerang [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](aerial-boomerang-roe.md) - [Aerial Piledriver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](aerial-piledriver-lotgb.md) - [Aerobatics Mastery, *Feat 7*](aerobatics-mastery-apg.md) - [Affliction Mercy, *Feat 12*](affliction-mercy.md) @@ -98,6 +101,8 @@ cssclass: pf2e,pf2e-index - [Agile Maneuvers, *Feat 6*](agile-maneuvers-apg.md) - [Agile Shield Grip [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](agile-shield-grip-lokl.md) - [Agonizing Rebuke, *Feat 5*](agonizing-rebuke-locg.md) +- [Air Cushion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](air-cushion-roe.md) +- [Air Shroud [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](air-shroud-roe.md) - [Airborne Form, *Feat 14*](airborne-form-som.md) - [Airy Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](airy-step-loag.md) - [Alabaster Eyes, *Feat 1*](alabaster-eyes-loil.md) @@ -111,21 +116,25 @@ cssclass: pf2e,pf2e-index - [Alchemist Dedication, *Feat 2*](alchemist-dedication.md) - [Aldori Duelist Dedication, *Feat 2*](aldori-duelist-dedication-lowg.md) - [Aldori Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](aldori-parry-lowg.md) -- [Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 6*](aldori-riposte-lowg.md) +- [Aldori Riposte [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]), *Feat 6*](aldori-riposte-lowg.md) - [Alghollthu Bound, *Feat 1*](alghollthu-bound-aaws.md) - [Align Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](align-armament.md) - [Align Ki [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](align-ki-apg.md) - [Alkenstar Agent Dedication, *Feat 2*](alkenstar-agent-dedication-ooa1.md) - [All In My Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](all-in-my-head-apg.md) - [All in Your Head [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](all-in-your-head-da.md) +- [All Shall End in Flames [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](all-shall-end-in-flames-roe.md) - [All The Time In The World [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](all-the-time-in-the-world-frp3.md) - [Allegro, *Feat 14*](allegro.md) +- [Alloy Flesh and Steel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](alloy-flesh-and-steel-roe.md) - [Alluring Performance [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](alluring-performance-loil.md) - [Ally's Shelter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](allys-shelter-apg.md) - [Alter Ego Dedication, *Feat 2*](alter-ego-dedication-da.md) - [Alter Resistance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](alter-resistance-loag.md) - [Always Ready, *Feat 4*](always-ready-lokl.md) +- [Ambersoul, *Feat 1*](ambersoul-roe.md) - [Ambush Awareness, *Feat 5*](ambush-awareness-lome.md) +- [Ambush Bladderwort [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 4*](ambush-bladderwort-roe.md) - [Ambushing Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](ambushing-knockdown-aoe3.md) - [Ammunition Thaumaturgy, *Feat 1*](ammunition-thaumaturgy-da.md) - [Amorphous Aspect, *Feat 5*](amorphous-aspect-loag.md) @@ -204,12 +213,14 @@ cssclass: pf2e,pf2e-index - [Archaeologist's Warning [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](archaeologists-warning-lopsg.md) - [Archer Dedication, *Feat 2*](archer-dedication-apg.md) - [Archer's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](archers-aim-apg.md) +- [Architect of Flame [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](architect-of-flame-roe.md) - [Archon Magic, *Feat 9*](archon-magic-apg.md) - [Archwizard's Might, *Feat 20*](archwizards-might.md) - [Ardent Armiger, *Feat 4*](ardent-armiger-lowg.md) - [Arise, Ye Worthy!, *Feat 13*](arise-ye-worthy-loag.md) - [Armiger's Mobility, *Feat 8*](armigers-mobility-lowg.md) - [Armor Assist, *Feat 1*](armor-assist-apg.md) +- [Armor in Earth [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](armor-in-earth-roe.md) - [Armor Proficiency, *Feat 1*](armor-proficiency.md) - [Armor Rune Shifter, *Feat 10*](armor-rune-shifter-aoa4.md) - [Armor Specialist, *Feat 6*](armor-specialist-apg.md) @@ -222,10 +233,12 @@ cssclass: pf2e,pf2e-index - [Artillerist Dedication, *Feat 2*](artillerist-dedication-g-g.md) - [Artokus's Fire [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](artokuss-fire-lol.md) - [As in Life, So in Death, *Feat 1*](as-in-life-so-in-death-botd.md) +- [Ash Strider [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](ash-strider-roe.md) - [Ashen Veil [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 7*](ashen-veil-lokl.md) - [Assassin Dedication, *Feat 2*](assassin-dedication-apg.md) - [Assassinate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](assassinate-apg.md) - [Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](assisting-shot.md) +- [Assume Earth's Mantle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](assume-earths-mantle-roe.md) - [Assurance, *Feat 1*](assurance.md) - [Assured Identification, *Feat 2*](assured-identification-apg.md) - [Assured Knowledge, *Feat 6*](assured-knowledge-apg.md) @@ -252,6 +265,7 @@ cssclass: pf2e,pf2e-index - [Aura Of Righteousness, *Feat 14*](aura-of-righteousness.md) - [Aura Of Unbreakable Virtue, *Feat 20*](aura-of-unbreakable-virtue-aoa6.md) - [Aura Of Vengeance, *Feat 14*](aura-of-vengeance.md) +- [Aura Shaping, *Feat 10*](aura-shaping-roe.md) - [Aura Sight, *Feat 2*](aura-sight-da.md) - [Auspicious Mount, *Feat 16*](auspicious-mount.md) - [Automatic Knowledge, *Feat 2*](automatic-knowledge.md) @@ -287,7 +301,9 @@ cssclass: pf2e,pf2e-index - [Bark And Tendril, *Feat 9*](bark-and-tendril-locg.md) - [Barreling Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](barreling-charge-barbarian-apg.md) - [Barreling Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](barreling-charge-fighter-apg.md) +- [Barrier of Boreal Frost [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](barrier-of-boreal-frost-roe.md) - [Barrier Shield, *Feat 4*](barrier-shield-lotgb.md) +- [Base Kinesis, *Feat 4*](base-kinesis-roe.md) - [Bashing Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](bashing-charge-apg.md) - [Basic Arcana, *Feat 4*](basic-arcana.md) - [Basic Bard Spellcasting, *Feat 4*](basic-bard-spellcasting.md) @@ -320,6 +336,7 @@ cssclass: pf2e,pf2e-index - [Basic Red Mantis Magic, *Feat 4*](basic-red-mantis-magic-lowg.md) - [Basic Scroll Cache, *Feat 6*](basic-scroll-cache-apg.md) - [Basic Shooting, *Feat 4*](basic-shooting-g-g.md) +- [Basic Skysage Divination, *Feat 4*](basic-skysage-divination-gw1.md) - [Basic Sorcerer Spellcasting, *Feat 4*](basic-sorcerer-spellcasting.md) - [Basic Spellcasting, *Feat 4*](basic-spellcasting-som.md) - [Basic Summoner Spellcasting, *Feat 6*](basic-summoner-spellcasting-som.md) @@ -351,6 +368,7 @@ cssclass: pf2e,pf2e-index - [Beastmaster Dedication, *Feat 2*](beastmaster-dedication-apg.md) - [Beastmaster's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](beastmasters-call-apg.md) - [Beastmaster's Trance, *Feat 6*](beastmasters-trance-apg.md) +- [Beasts of Slumbering Steel [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](beasts-of-slumbering-steel-roe.md) - [Become Thought, *Feat 20*](become-thought-da.md) - [Bellflower Dedication, *Feat 6*](bellflower-dedication-aoa3.md) - [Bend Space, *Feat 17*](bend-space-loil.md) @@ -367,7 +385,7 @@ cssclass: pf2e,pf2e-index - [Bizarre Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](bizarre-transformation-da.md) - [Black Cat Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](black-cat-curse-apg.md) - [Black Powder Blaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](black-powder-blaze-g-g.md) -- [Black Powder Boost [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 4*](black-powder-boost-g-g.md) +- [Black Powder Boost [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")), *Feat 4*](black-powder-boost-g-g.md) - [Black Powder Embodiment [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](black-powder-embodiment-g-g.md) - [Black Powder Flash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](black-powder-flash-ooa1.md) - [Blade Of Justice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-justice.md) @@ -382,6 +400,7 @@ cssclass: pf2e,pf2e-index - [Blazing Aura [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](blazing-aura-loag.md) - [Blazing Streak [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](blazing-streak-som.md) - [Blazing Talon Surge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](blazing-talon-surge-lopsg.md) +- [Blazing Wave [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](blazing-wave-roe.md) - [Bleeding Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bleeding-finisher-apg.md) - [Bless Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](bless-shield-lokl.md) - [Bless Tonic, *Feat 7*](bless-tonic-logm.md) @@ -414,6 +433,7 @@ cssclass: pf2e,pf2e-index - [Bloody Blows, *Feat 5*](bloody-blows-apg.md) - [Bloody Debilitation, *Feat 12*](bloody-debilitation-apg.md) - [Boaster's Challenge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](boasters-challenge-locg.md) +- [Body of Air [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](body-of-air-roe.md) - [Bolera's Interrogation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](boleras-interrogation-aoe1.md) - [Bolster Soul Cage, *Feat 16*](bolster-soul-cage-botd.md) - [Bon Mot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](bon-mot-apg.md) @@ -472,6 +492,8 @@ cssclass: pf2e,pf2e-index - [Bullseye [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bullseye-apg.md) - [Bullying Staff, *Feat 4*](bullying-staff-ec1.md) - [Burn It!, *Feat 1*](burn-it.md) +- [Burning Jet [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](burning-jet-roe.md) +- [Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](burning-spell-roe.md) - [Burning Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](burning-spell-som.md) - [Burrow Elocutionist, *Feat 1*](burrow-elocutionist.md) - [Burrowing Form, *Feat 10*](burrowing-form-som.md) @@ -481,6 +503,7 @@ cssclass: pf2e,pf2e-index - [Cackle, *Feat 1*](cackle-apg.md) - [Cadence Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](cadence-call-apg.md) - [Calaca's Showstopper [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](calacas-showstopper-loag.md) +- [Calcifying Sand [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](calcifying-sand-roe.md) - [Calculated Splash, *Feat 4*](calculated-splash.md) - [Call And Response [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](call-and-response-apg.md) - [Call Bonded Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](call-bonded-item-apg.md) @@ -489,6 +512,7 @@ cssclass: pf2e,pf2e-index - [Call Of Elysium, *Feat 9*](call-of-elysium-loag.md) - [Call Of The Green Man, *Feat 13*](call-of-the-green-man-loag.md) - [Call Of The Wild, *Feat 2*](call-of-the-wild.md) +- [Call the Hurricane [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](call-the-hurricane-roe.md) - [Call Ursine Ally, *Feat 8*](call-ursine-ally-tv.md) - [Call Your Shot, *Feat 8*](call-your-shot-apg.md) - [Called, *Feat 5*](called-apg.md) @@ -571,6 +595,7 @@ cssclass: pf2e,pf2e-index - [Ceremony Of The Evened Hand, *Feat 1*](ceremony-of-the-evened-hand-lome.md) - [Ceremony Of The Strengthened Hand, *Feat 9*](ceremony-of-the-strengthened-hand-lome.md) - [Certain Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](certain-strike.md) +- [Chain Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](chain-infusion-roe.md) - [Chain Reaction [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](chain-reaction-g-g.md) - [Champion Dedication, *Feat 2*](champion-dedication.md) - [Champion Resiliency, *Feat 4*](champion-resiliency.md) @@ -606,6 +631,7 @@ cssclass: pf2e,pf2e-index - [Claws Of The Dragon, *Feat 4*](claws-of-the-dragon-apg.md) - [Cleansing Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](cleansing-light-loil.md) - [Cleansing Subroutine, *Feat 1*](cleansing-subroutine-loag.md) +- [Clear as Air [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](clear-as-air-roe.md) - [Clear The Way [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](clear-the-way-apg.md) - [Cleave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](cleave.md) - [Cleric Dedication, *Feat 2*](cleric-dedication.md) @@ -652,6 +678,7 @@ cssclass: pf2e,pf2e-index - [Come And Get Me [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](come-and-get-me.md) - [Come At Me!, *Feat 14*](come-at-me-g-g.md) - [Command Attention [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](command-attention-apg.md) +- [Command Elemental [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](command-elemental-roe.md) - [Command Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](command-undead.md) - [Communal Healing, *Feat 2*](communal-healing.md) - [Communal Sustain [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](communal-sustain-lopsg.md) @@ -663,6 +690,8 @@ cssclass: pf2e,pf2e-index - [Concealing Legerdemain, *Feat 1*](concealing-legerdemain-apg.md) - [Conceited Mindset, *Feat 2*](conceited-mindset-apg.md) - [Concentrated Assault, *Feat 14*](concentrated-assault-g-g.md) +- [Conductive Sphere [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](conductive-sphere-roe.md) +- [Conductor's Redirection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](conductors-redirection-roe.md) - [Confabulator, *Feat 2*](confabulator.md) - [Conflux Focus, *Feat 12*](conflux-focus-som.md) - [Conflux Wellspring, *Feat 18*](conflux-wellspring-som.md) @@ -685,6 +714,7 @@ cssclass: pf2e,pf2e-index - [Consult The Spirits, *Feat 7*](consult-the-spirits-apg.md) - [Consult The Stars, *Feat 1*](consult-the-stars-loag.md) - [Consume Energy [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](consume-energy-da.md) +- [Consume Power [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](consume-power-roe.md) - [Consume Spell, *Feat 14*](consume-spell-apg.md) - [Contagious Rage, *Feat 20*](contagious-rage.md) - [Contingency Gadgets, *Feat 12*](contingency-gadgets-g-g.md) @@ -710,6 +740,7 @@ cssclass: pf2e,pf2e-index - [Corrupted Shield, *Feat 6*](corrupted-shield-apg.md) - [Coughing Dragon Display, *Feat 4*](coughing-dragon-display-g-g.md) - [Counter Curse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](counter-curse-da.md) +- [Counter Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](counter-element-roe.md) - [Counter Perform, *Feat 6*](counter-perform.md) - [Counter Thought [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counter-thought-da.md) - [Countercharm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](countercharm-lotgb.md) @@ -732,6 +763,7 @@ cssclass: pf2e,pf2e-index - [Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](crane-flutter.md) - [Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](crane-stance.md) - [Cranial Detonation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](cranial-detonation-da.md) +- [Crawling Fire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](crawling-fire-roe.md) - [Creative Prodigy, *Feat 1*](creative-prodigy-loag.md) - [Cremate Undead, *Feat 8*](cremate-undead.md) - [Criminal Connections, *Feat 2*](criminal-connections-apg.md) @@ -750,6 +782,7 @@ cssclass: pf2e,pf2e-index - [Crossbow Terror, *Feat 6*](crossbow-terror-apg.md) - [Crowd Mastery, *Feat 6*](crowd-mastery-lowg.md) - [Crown of the Saumen Kar, *Feat 6*](crown-of-the-saumen-kar-lomm.md) +- [Crowned in Tempest's Fury [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](crowned-in-tempests-fury-roe.md) - [Crude Communication, *Feat 8*](crude-communication-apg.md) - [Cruelty [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](cruelty-apg.md) - [Crunch, *Feat 1*](crunch-lome.md) @@ -767,12 +800,14 @@ cssclass: pf2e,pf2e-index - [Cunning Tinker, *Feat 5*](cunning-tinker-lotgb.md) - [Cunning Trickster Mask, *Feat 20*](cunning-trickster-mask-sot6.md) - [Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](current-spell-apg.md) +- [Current Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](current-spell-roe.md) - [Curse Maelstrom Dedication, *Feat 2*](curse-maelstrom-dedication-da.md) - [Curse of the Saumen Kar [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](curse-of-the-saumen-kar-lomm.md) - [Cursed Effigy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](cursed-effigy-da.md) - [Cut From The Air [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](cut-from-the-air-apg.md) - [Cut The Bonds [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](cut-the-bonds-aoa3.md) - [Cycle Spell, *Feat 4*](cycle-spell-botd.md) +- [Cyclonic Ascent [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](cyclonic-ascent-roe.md) - [Cynical, *Feat 1*](cynical-aaws.md) - [Daemon Magic, *Feat 9*](daemon-magic-apg.md) - [Dance Of Intercession [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](dance-of-intercession-frp3.md) @@ -789,6 +824,7 @@ cssclass: pf2e,pf2e-index - [Dark Persona's Presence [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](dark-personas-presence-da.md) - [Darkseer, *Feat 5*](darkseer-locg.md) - [Darting Monkey, *Feat 5*](darting-monkey-loil.md) +- [Dash of Herbs [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](dash-of-herbs-roe.md) - [Daywalker, *Feat 6*](daywalker-botd.md) - [Daywalker, *Feat 13*](daywalker-loag.md) - [Dazing Blow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](dazing-blow-apg.md) @@ -829,6 +865,7 @@ cssclass: pf2e,pf2e-index - [Deflect Arrow [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](deflect-arrow.md) - [Deflecting Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](deflecting-cloud-sot3.md) - [Deflecting Shot [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](deflecting-shot-g-g.md) +- [Deflecting Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](deflecting-wave-roe.md) - [Deft Cooperation, *Feat 4*](deft-cooperation-lowg.md) - [Defy Death, *Feat 5*](defy-death-loag.md) - [Defy Fey, *Feat 6*](defy-fey-loil.md) @@ -851,6 +888,7 @@ cssclass: pf2e,pf2e-index - [Deny Support, *Feat 10*](deny-support-aoe3.md) - [Deny The Songs Of War, *Feat 10*](deny-the-songs-of-war-sot2.md) - [Derring-do, *Feat 10*](derring-do-apg.md) +- [Desert Wind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](desert-wind-roe.md) - [Desiccating Inhalation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](desiccating-inhalation-botd.md) - [Desperate Finisher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](desperate-finisher.md) - [Desperate Prayer [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](desperate-prayer-apg.md) @@ -944,7 +982,7 @@ cssclass: pf2e,pf2e-index - [Diviner Sense, *Feat 12*](diviner-sense-apg.md) - [Diving Armor, *Feat 4*](diving-armor-g-g.md) - [Djinni Magic, *Feat 9*](djinni-magic-loag.md) -- [Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 4*](doctors-visitation-apg.md) +- [Doctor's Visitation [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")), *Feat 4*](doctors-visitation-apg.md) - [Dodge Away [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](dodge-away-apg.md) - [Dodging Roll [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](dodging-roll-apg.md) - [Dogfang Bite, *Feat 5*](dogfang-bite-loag.md) @@ -961,6 +999,7 @@ cssclass: pf2e,pf2e-index - [Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](double-shot.md) - [Double Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](double-slice.md) - [Doublespeak, *Feat 7*](doublespeak-apg.md) +- [Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dousing-spell-roe.md) - [Dousing Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dousing-spell-som.md) - [Dracomancer, *Feat 9*](dracomancer-apg.md) - [Draconic Arrogance, *Feat 1*](draconic-arrogance-apg.md) @@ -995,8 +1034,10 @@ cssclass: pf2e,pf2e-index - [Dream May, *Feat 1*](dream-may-apg.md) - [Drenching Mist, *Feat 6*](drenching-mist-lotgb.md) - [Drifter's Juke [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](drifters-juke-g-g.md) +- [Drifting Pollen [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](drifting-pollen-roe.md) - [Drive Back [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](drive-back-lokl.md) -- [Drive-by Attack [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 12*](drive-by-attack-g-g.md) +- [Drive-by Attack [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")), *Feat 12*](drive-by-attack-g-g.md) +- [Driving Rain [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](driving-rain-roe.md) - [Drow Shootist Dedication, *Feat 2*](drow-shootist-dedication-av3.md) - [Druid Dedication, *Feat 2*](druid-dedication.md) - [Dual Energy Heart, *Feat 4*](dual-energy-heart-som.md) @@ -1069,6 +1110,7 @@ cssclass: pf2e,pf2e-index - [Effortless Concentration [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-som.md) - [Effortless Concentration (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-sorcerer.md) - [Effortless Concentration (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-wizard.md) +- [Effortless Impulse [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](effortless-impulse-roe.md) - [Effortless Reach, *Feat 18*](effortless-reach-frp2.md) - [Efreeti Magic, *Feat 9*](efreeti-magic-loag.md) - [Eidetic Ear, *Feat 1*](eidetic-ear-lome.md) @@ -1087,17 +1129,25 @@ cssclass: pf2e,pf2e-index - [Eldritch Researcher Dedication, *Feat 2*](eldritch-researcher-dedication-av2.md) - [Electric Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](electric-counter-frp2.md) - [Electrify Armor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](electrify-armor-g-g.md) +- [Elemental Apotheosis, *Feat 18*](elemental-apotheosis-roe.md) +- [Elemental Artillery [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](elemental-artillery-roe.md) - [Elemental Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](elemental-assault-loag.md) - [Elemental Bulwark [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](elemental-bulwark-loag.md) - [Elemental Embellish, *Feat 1*](elemental-embellish-loag.md) +- [Elemental Evolution, *Feat 2*](elemental-evolution-roe.md) +- [Elemental Explosion [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](elemental-explosion-roe.md) - [Elemental Eyes, *Feat 1*](elemental-eyes-loag.md) +- [Elemental Familiar, *Feat 1*](elemental-familiar-roe.md) - [Elemental Familiar, *Feat 4*](elemental-familiar-som.md) - [Elemental Fist, *Feat 2*](elemental-fist.md) - [Elemental Lore, *Feat 1*](elemental-lore-loag.md) +- [Elemental Overlap, *Feat 8*](elemental-overlap-roe.md) - [Elemental Shape, *Feat 10*](elemental-shape.md) - [Elemental Summons, *Feat 4*](elemental-summons-apg.md) - [Elemental Trade, *Feat 1*](elemental-trade-loag.md) +- [Elemental Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](elemental-transformation-roe.md) - [Elemental Wrath, *Feat 1*](elemental-wrath-locg.md) +- [Elementalist Dedication, *Feat 2*](elementalist-dedication-roe.md) - [Elementalist Dedication, *Feat 2*](elementalist-dedication-som.md) - [Elf Atavism, *Feat 1*](elf-atavism.md) - [Elf Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](elf-step.md) @@ -1204,6 +1254,7 @@ cssclass: pf2e,pf2e-index - [Eternal Composition, *Feat 18*](eternal-composition.md) - [Eternal Elixir, *Feat 16*](eternal-elixir.md) - [Eternal Memories [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](eternal-memories-loil.md) +- [Eternal Torch [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](eternal-torch-roe.md) - [Eternal Wings, *Feat 17*](eternal-wings-apg.md) - [Eternal Wings, *Feat 17*](eternal-wings-loag.md) - [Evade Doom, *Feat 9*](evade-doom-loag.md) @@ -1226,6 +1277,7 @@ cssclass: pf2e,pf2e-index - [Expand Aura [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](expand-aura-apg.md) - [Expand Spiral, *Feat 10*](expand-spiral-botd.md) - [Expanded Domain Initiate, *Feat 4*](expanded-domain-initiate-logm.md) +- [Expanded Elemental Magic, *Feat 6*](expanded-elemental-magic-roe.md) - [Expanded Luck, *Feat 5*](expanded-luck-apg.md) - [Expanded Senses, *Feat 1*](expanded-senses-som.md) - [Expanded Splash, *Feat 10*](expanded-splash.md) @@ -1249,12 +1301,14 @@ cssclass: pf2e,pf2e-index - [Expert Eldritch Archer Spellcasting, *Feat 12*](expert-eldritch-archer-spellcasting-apg.md) - [Expert Fireworks Crafter, *Feat 6*](expert-fireworks-crafter-g-g.md) - [Expert Herbalism, *Feat 6*](expert-herbalism-apg.md) +- [Expert Kinetic Control, *Feat 12*](expert-kinetic-control-roe.md) - [Expert Longevity, *Feat 9*](expert-longevity.md) - [Expert Magus Spellcasting, *Feat 12*](expert-magus-spellcasting-som.md) - [Expert Oracle Spellcasting, *Feat 12*](expert-oracle-spellcasting-apg.md) - [Expert Poisoner, *Feat 6*](expert-poisoner-apg.md) - [Expert Psychic Spellcasting, *Feat 12*](expert-psychic-spellcasting-da.md) - [Expert Scroll Cache, *Feat 12*](expert-scroll-cache-apg.md) +- [Expert Skysage Divination, *Feat 10*](expert-skysage-divination-gw1.md) - [Expert Snowcasting, *Feat 12*](expert-snowcasting-tv.md) - [Expert Sorcerer Spellcasting, *Feat 12*](expert-sorcerer-spellcasting.md) - [Expert Spellcasting, *Feat 12*](expert-spellcasting-som.md) @@ -1275,6 +1329,7 @@ cssclass: pf2e,pf2e-index - [Extend Armament Alignment, *Feat 14*](extend-armament-alignment.md) - [Extend Boost, *Feat 1*](extend-boost-som.md) - [Extend Elixir, *Feat 12*](extend-elixir.md) +- [Extended Kinesis, *Feat 1*](extended-kinesis-roe.md) - [Extinguish Light [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](extinguish-light-loag.md) - [Extra Squishy, *Feat 1*](extra-squishy-apg.md) - [Extradimensional Stash, *Feat 20*](extradimensional-stash-frp3.md) @@ -1324,6 +1379,7 @@ cssclass: pf2e,pf2e-index - [Favored Enemy, *Feat 4*](favored-enemy.md) - [Favored Terrain, *Feat 2*](favored-terrain.md) - [Fearsome Brute, *Feat 10*](fearsome-brute.md) +- [Fearsome Familiar [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](fearsome-familiar-roe.md) - [Fearsome Fangs, *Feat 16*](fearsome-fangs-tv.md) - [Feast [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](feast-botd.md) - [Feather Step, *Feat 1*](feather-step.md) @@ -1337,6 +1393,7 @@ cssclass: pf2e,pf2e-index - [Ferocious Beasts, *Feat 13*](ferocious-beasts-apg.md) - [Ferocious Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](ferocious-gust-loag.md) - [Ferocious Shape, *Feat 8*](ferocious-shape.md) +- [Ferrousoul, *Feat 1*](ferrousoul-roe.md) - [Festering Wounds, *Feat 12*](festering-wounds-botd.md) - [Fetchling Lore, *Feat 1*](fetchling-lore-loag.md) - [Feverish Enzymes [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](feverish-enzymes-botd.md) @@ -1391,6 +1448,7 @@ cssclass: pf2e,pf2e-index - [Flamboyant Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](flamboyant-leap-apg.md) - [Flame Jump, *Feat 13*](flame-jump-loag.md) - [Flash Your Badge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](flash-your-badge-ooa1.md) +- [Flashforge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](flashforge-roe.md) - [Flashing Shield [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](flashing-shield-lokl.md) - [Fledgling Flight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](fledgling-flight-loag.md) - [Fleet Tempo [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](fleet-tempo-sot2.md) @@ -1408,12 +1466,15 @@ cssclass: pf2e,pf2e-index - [Flicker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](flicker-lowg.md) - [Flinging Blow [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](flinging-blow-apg.md) - [Flinging Shove, *Feat 12*](flinging-shove.md) +- [Flinging Updraft [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](flinging-updraft-roe.md) - [Flourish And Ruin, *Feat 17*](flourish-and-ruin-loag.md) - [Flourishing Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](flourishing-finish-aoe3.md) - [Flower Magic, *Feat 9*](flower-magic-loil.md) +- [Flowering Path [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](flowering-path-roe.md) - [Fluid Contortionist, *Feat 5*](fluid-contortionist-loag.md) - [Flurry Of Maneuvers, *Feat 4*](flurry-of-maneuvers.md) - [Flying Blade, *Feat 1*](flying-blade-apg.md) +- [Flying Flame [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](flying-flame-roe.md) - [Flying Kick [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](flying-kick.md) - [Focus Ally [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](focus-ally-lopsg.md) - [Focused Cat Nap, *Feat 5*](focused-cat-nap-loag.md) @@ -1459,10 +1520,12 @@ cssclass: pf2e,pf2e-index - [Fortify Shield [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](fortify-shield-loag.md) - [Fortuitous Shift, *Feat 9*](fortuitous-shift-locg.md) - [Fountain Of Secrets [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](fountain-of-secrets-lome.md) +- [Four Winds [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](four-winds-roe.md) - [Fox Trick [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](fox-trick-loag.md) - [Foxfire, *Feat 1*](foxfire-loag.md) - [Freeze It! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](freeze-it-locg.md) - [Fresh Ingredients, *Feat 2*](fresh-ingredients-apg.md) +- [Fresh Produce [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](fresh-produce-roe.md) - [Friendform, *Feat 5*](friendform-lome.md) - [Friendly Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](friendly-toss-apg.md) - [Frighten Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](frighten-undead-botd.md) @@ -1483,6 +1546,7 @@ cssclass: pf2e,pf2e-index - [Furious Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](furious-grab.md) - [Furious Sprint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](furious-sprint.md) - [Furious Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](furious-vengeance-apg.md) +- [Furnace Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](furnace-form-roe.md) - [Fuse Stance, *Feat 20*](fuse-stance.md) - [Fused Polearm, *Feat 10*](fused-polearm-som.md) - [Fused Staff, *Feat 8*](fused-staff-som.md) @@ -1505,6 +1569,7 @@ cssclass: pf2e,pf2e-index - [Genie Weapon Familiarity, *Feat 1*](genie-weapon-familiarity-loag.md) - [Genie Weapon Flourish, *Feat 5*](genie-weapon-flourish-loag.md) - [Genius Mutagen, *Feat 16*](genius-mutagen.md) +- [Geologic Attunement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](geologic-attunement-roe.md) - [Geomancer Dedication, *Feat 2*](geomancer-dedication-som.md) - [Ghoran Lore, *Feat 1*](ghoran-lore-loil.md) - [Ghoran Weapon Expertise, *Feat 13*](ghoran-weapon-expertise-loil.md) @@ -1522,6 +1587,7 @@ cssclass: pf2e,pf2e-index - [Ghostly Grasp, *Feat 6*](ghostly-grasp-botd.md) - [Ghostly Grasp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](ghostly-grasp-da.md) - [Ghostly Resistance, *Feat 4*](ghostly-resistance-botd.md) +- [Ghosts in the Storm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](ghosts-in-the-storm-roe.md) - [Ghoul Dedication, *Feat 2*](ghoul-dedication-botd.md) - [Giant Snare, *Feat 10*](giant-snare-apg.md) - [Giant's Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](giants-lunge.md) @@ -1530,6 +1596,8 @@ cssclass: pf2e,pf2e-index - [Gift Of The Moon, *Feat 13*](gift-of-the-moon-loag.md) - [Gigaton Strike, *Feat 8*](gigaton-strike-g-g.md) - [Gigavolt, *Feat 12*](gigavolt-g-g.md) +- [Gildedsoul, *Feat 1*](gildedsoul-roe.md) +- [Glacial Prison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](glacial-prison-roe.md) - [Glad-hand, *Feat 2*](glad-hand.md) - [Gladiator Dedication, *Feat 2*](gladiator-dedication-apg.md) - [Glamour, *Feat 13*](glamour-loil.md) @@ -1635,7 +1703,9 @@ cssclass: pf2e,pf2e-index - [Group Aid, *Feat 9*](group-aid-apg.md) - [Group Coercion, *Feat 1*](group-coercion.md) - [Group Impression, *Feat 1*](group-impression.md) +- [Grove-Harbored, *Feat 1*](grove-harbored-roe.md) - [Grovel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](grovel-apg.md) +- [Growth Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](growth-spell-roe.md) - [Gruesome Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](gruesome-strike-apg.md) - [Guarded Advance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](guarded-advance-lokl.md) - [Guarded Movement, *Feat 4*](guarded-movement.md) @@ -1653,6 +1723,7 @@ cssclass: pf2e,pf2e-index - [Hag Claws, *Feat 1*](hag-claws-apg.md) - [Hag Magic, *Feat 13*](hag-magic-apg.md) - [Hag's Sight, *Feat 1*](hags-sight-apg.md) +- [Hail of Splinters [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](hail-of-splinters-roe.md) - [Hair Trigger, *Feat 16*](hair-trigger-g-g.md) - [Halcyon Speaker Dedication, *Feat 6*](halcyon-speaker-dedication-locg.md) - [Halcyon Spellcasting Adept, *Feat 14*](halcyon-spellcasting-adept-locg.md) @@ -1676,6 +1747,7 @@ cssclass: pf2e,pf2e-index - [Hard Tail, *Feat 1*](hard-tail-locg.md) - [Hard To Fool, *Feat 1*](hard-to-fool-loag.md) - [Harden Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](harden-flesh-som.md) +- [Hardwood Armor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](hardwood-armor-roe.md) - [Hardy Traveler, *Feat 9*](hardy-traveler-apg.md) - [Harming Hands, *Feat 1*](harming-hands.md) - [Harmless Doll, *Feat 1*](harmless-doll-lotgb.md) @@ -1703,10 +1775,12 @@ cssclass: pf2e,pf2e-index - [Heat Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](heat-wave-loag.md) - [Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](heavens-thunder-aoe2.md) - [Heaven's Thunder [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](heavens-thunder-loil.md) +- [Hedge Maze [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](hedge-maze-roe.md) - [Hefting Shadow, *Feat 9*](hefting-shadow-loag.md) - [Hefty Hauler, *Feat 1*](hefty-hauler.md) - [Heightened Captivation, *Feat 8*](heightened-captivation-lotgb.md) - [Heir Of The Saoc, *Feat 9*](heir-of-the-saoc-locg.md) +- [Hell of 1,000,000 Needles [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](hell-of-1000000-needles-roe.md) - [Hellknight Armiger Dedication, *Feat 2*](hellknight-armiger-dedication-lowg.md) - [Hellknight Dedication, *Feat 6*](hellknight-dedication-locg.md) - [Hellknight Order Cross-training, *Feat 12*](hellknight-order-cross-training-locg.md) @@ -1775,6 +1849,8 @@ cssclass: pf2e,pf2e-index - [Icy Apotheosis, *Feat 20*](icy-apotheosis-tv.md) - [Idol Threat [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](idol-threat-loil.md) - [Idyllkin, *Feat 1*](idyllkin-loag.md) +- [Igneogenesis [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](igneogenesis-roe.md) +- [Ignite the Sun [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](ignite-the-sun-roe.md) - [Illusion Sense, *Feat 1*](illusion-sense.md) - [Ilverani Purist, *Feat 8*](ilverani-purist-gw3.md) - [Immortal Bear, *Feat 20*](immortal-bear-tv.md) @@ -1783,6 +1859,8 @@ cssclass: pf2e,pf2e-index - [Impaling Thrust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](impaling-thrust-apg.md) - [Impassable Wall Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](impassable-wall-stance-locg.md) - [Impeccable Crafting, *Feat 7*](impeccable-crafting.md) +- [Impenetrable Fog [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 8*](impenetrable-fog-roe.md) +- [Imperious Aura [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](imperious-aura-roe.md) - [Impervious Vehicle, *Feat 8*](impervious-vehicle-g-g.md) - [Implausible Infiltration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](implausible-infiltration.md) - [Implausible Purchase (Investigator), *Feat 16*](implausible-purchase-investigator-apg.md) @@ -1809,6 +1887,7 @@ cssclass: pf2e,pf2e-index - [Improved Command Undead, *Feat 10*](improved-command-undead.md) - [Improved Communal Healing, *Feat 4*](improved-communal-healing.md) - [Improved Dueling Riposte, *Feat 12*](improved-dueling-riposte.md) +- [Improved Elemental Blast, *Feat 8*](improved-elemental-blast-roe.md) - [Improved Elemental Bulwark, *Feat 13*](improved-elemental-bulwark-loag.md) - [Improved Familiar (Familiar Master), *Feat 6*](improved-familiar-familiar-master-apg.md) - [Improved Familiar (Witch), *Feat 4*](improved-familiar-witch-apg.md) @@ -1852,6 +1931,7 @@ cssclass: pf2e,pf2e-index - [Inexhaustible Countermoves, *Feat 20*](inexhaustible-countermoves-apg.md) - [Infectious Emotions, *Feat 12*](infectious-emotions-som.md) - [Infiltrate Dream, *Feat 6*](infiltrate-dream-da.md) +- [Infinite Expanse of Bluest Heaven [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](infinite-expanse-of-bluest-heaven-roe.md) - [Infinite Possibilities, *Feat 18*](infinite-possibilities.md) - [Influence Nature, *Feat 7*](influence-nature-apg.md) - [Initial Eidolon Ability, *Feat 4*](initial-eidolon-ability-som.md) @@ -1932,6 +2012,7 @@ cssclass: pf2e,pf2e-index - [Iruxi Spirit Strike, *Feat 13*](iruxi-spirit-strike-loag.md) - [Iruxi Unarmed Cunning, *Feat 5*](iruxi-unarmed-cunning-locg.md) - [It's Alive!, *Feat 6*](its-alive-ooa3.md) +- [Jagged Berms [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](jagged-berms-roe.md) - [Jalmeri Heavenseeker Dedication, *Feat 4*](jalmeri-heavenseeker-dedication-aoe2.md) - [Jalmeri Heavenseeker Dedication, *Feat 4*](jalmeri-heavenseeker-dedication-loil.md) - [Jalmeri Rakshasa Magic, *Feat 9*](jalmeri-rakshasa-magic-loil.md) @@ -1967,11 +2048,16 @@ cssclass: pf2e,pf2e-index - [Ki Rush, *Feat 1*](ki-rush.md) - [Ki Strike, *Feat 1*](ki-strike.md) - [Killing Stone, *Feat 13*](killing-stone-loag.md) +- [Kindle Inner Flames [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](kindle-inner-flames-roe.md) +- [Kinetic Activation, *Feat 2*](kinetic-activation-roe.md) +- [Kinetic Pinnacle, *Feat 20*](kinetic-pinnacle-roe.md) +- [Kineticist Dedication, *Feat 2*](kineticist-dedication-roe.md) - [Kip Up [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 7*](kip-up.md) - [Kitsune Lore, *Feat 1*](kitsune-lore-loag.md) - [Kitsune Spell Expertise, *Feat 13*](kitsune-spell-expertise-loag.md) - [Kitsune Spell Familiarity, *Feat 1*](kitsune-spell-familiarity-loag.md) - [Kitsune Spell Mysteries, *Feat 5*](kitsune-spell-mysteries-loag.md) +- [Kizidhar Magic, *Feat 9*](kizidhar-magic-roe.md) - [Kneecap [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](kneecap-apg.md) - [Kneel For No God, *Feat 9*](kneel-for-no-god-locg.md) - [Knight In Shining Armor, *Feat 12*](knight-in-shining-armor-locg.md) @@ -2004,6 +2090,7 @@ cssclass: pf2e,pf2e-index - [Lastwall Sentry Dedication, *Feat 2*](lastwall-sentry-dedication-lowg.md) - [Lastwall Warden, *Feat 10*](lastwall-warden-lowg.md) - [Laughing Gnoll, *Feat 9*](laughing-gnoll-lome.md) +- [Lava Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](lava-leap-roe.md) - [Lavasoul, *Feat 1*](lavasoul-loag.md) - [Lawbringer, *Feat 1*](lawbringer-apg.md) - [Lead Climber, *Feat 2*](lead-climber-apg.md) @@ -2059,6 +2146,8 @@ cssclass: pf2e,pf2e-index - [Light Paws [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](light-paws-apg.md) - [Light Step, *Feat 6*](light-step.md) - [Lightless Litheness, *Feat 5*](lightless-litheness-loag.md) +- [Lightning Dash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](lightning-dash-roe.md) +- [Lightning Rod [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](lightning-rod-roe.md) - [Lightning Snares, *Feat 12*](lightning-snares.md) - [Lightning Tongue [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](lightning-tongue-loag.md) - [Lightslayer Oath, *Feat 2*](lightslayer-oath-apg.md) @@ -2078,6 +2167,7 @@ cssclass: pf2e,pf2e-index - [Litany Of Righteousness, *Feat 14*](litany-of-righteousness.md) - [Litany Of Self-interest, *Feat 10*](litany-of-self-interest-apg.md) - [Live Ammunition, *Feat 8*](live-ammunition-g-g.md) +- [Living Bonfire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](living-bonfire-roe.md) - [Living Hair, *Feat 2*](living-hair-apg.md) - [Living Monolith Dedication, *Feat 2*](living-monolith-dedication-lowg.md) - [Living Rune, *Feat 6*](living-rune-lowg.md) @@ -2133,6 +2223,8 @@ cssclass: pf2e,pf2e-index - [Magical Shorthand, *Feat 2*](magical-shorthand.md) - [Magical Trickster, *Feat 4*](magical-trickster.md) - [Magical Understudy, *Feat 2*](magical-understudy-som.md) +- [Magnetic Field [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](magnetic-field-roe.md) +- [Magnetic Pinions [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](magnetic-pinions-roe.md) - [Magpie Snatch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](magpie-snatch-loag.md) - [Magus Dedication, *Feat 2*](magus-dedication-som.md) - [Magus's Analysis [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](maguss-analysis-som.md) @@ -2183,6 +2275,7 @@ cssclass: pf2e,pf2e-index - [Master Psychic Spellcasting, *Feat 18*](master-psychic-spellcasting-da.md) - [Master Scroll Cache, *Feat 18*](master-scroll-cache-apg.md) - [Master Siege Engineer, *Feat 16*](master-siege-engineer-g-g.md) +- [Master Skysage Divination, *Feat 16*](master-skysage-divination-gw1.md) - [Master Snowcasting, *Feat 18*](master-snowcasting-tv.md) - [Master Sorcerer Spellcasting, *Feat 18*](master-sorcerer-spellcasting.md) - [Master Spellcasting, *Feat 18*](master-spellcasting-som.md) @@ -2222,9 +2315,12 @@ cssclass: pf2e,pf2e-index - [Merciless Rend [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](merciless-rend-som.md) - [Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](mercy.md) - [Mesmerizing Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](mesmerizing-gaze-apg.md) +- [Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](metabolize-element-roe.md) - [Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](metabolize-element-som.md) +- [Metal Carapace [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](metal-carapace-roe.md) - [Metal-veined Strikes, *Feat 13*](metal-veined-strikes-loag.md) - [Metallic Envisionment, *Feat 12*](metallic-envisionment-da.md) +- [Metallic Skin [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](metallic-skin-roe.md) - [Metamagic Channel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](metamagic-channel.md) - [Metamagic Mastery (Sorcerer), *Feat 20*](metamagic-mastery-sorcerer.md) - [Metamagic Mastery (Wizard), *Feat 20*](metamagic-mastery-wizard.md) @@ -2243,6 +2339,7 @@ cssclass: pf2e,pf2e-index - [Miniaturize, *Feat 8*](miniaturize-som.md) - [Minion Guise, *Feat 4*](minion-guise-apg.md) - [Minor Magic, *Feat 2*](minor-magic.md) +- [Minor Omen [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](minor-omen-gw1.md) - [Miracle Worker, *Feat 18*](miracle-worker.md) - [Miraculous Flight, *Feat 18*](miraculous-flight-g-g.md) - [Miraculous Intervention [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](miraculous-intervention-lokl.md) @@ -2265,6 +2362,8 @@ cssclass: pf2e,pf2e-index - [Mobility, *Feat 2*](mobility.md) - [Moderate Enhance Venom, *Feat 9*](moderate-enhance-venom-loil.md) - [Modular Dynamo, *Feat 4*](modular-dynamo-g-g.md) +- [Moldersoul, *Feat 1*](moldersoul-roe.md) +- [Molten Wire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](molten-wire-roe.md) - [Molten Wit, *Feat 1*](molten-wit-loil.md) - [Moment Of Clarity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](moment-of-clarity.md) - [Monastic Archer Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](monastic-archer-stance-apg.md) @@ -2324,6 +2423,7 @@ cssclass: pf2e,pf2e-index - [Native Waters, *Feat 1*](native-waters-loil.md) - [Natural Ambition, *Feat 1*](natural-ambition.md) - [Natural Illusionist, *Feat 5*](natural-illusionist-locg.md) +- [Natural Magnetism, *Feat 9*](natural-magnetism-roe.md) - [Natural Medicine, *Feat 1*](natural-medicine.md) - [Natural Performer, *Feat 1*](natural-performer-locg.md) - [Natural Skill, *Feat 1*](natural-skill.md) @@ -2341,6 +2441,9 @@ cssclass: pf2e,pf2e-index - [Nestling Fall, *Feat 1*](nestling-fall-loag.md) - [Never Tire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](never-tire-apg.md) - [Night Magic, *Feat 9*](night-magic-apg.md) +- [Night's Glow, *Feat 6*](nights-glow-gw1.md) +- [Night's Shine, *Feat 12*](nights-shine-gw1.md) +- [Night's Warning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](nights-warning-gw1.md) - [Nightvision Adaptation, *Feat 1*](nightvision-adaptation-loag.md) - [Nimble Crawl, *Feat 2*](nimble-crawl.md) - [Nimble Dodge (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nimble-dodge-rogue.md) @@ -2367,22 +2470,26 @@ cssclass: pf2e,pf2e-index - [Nonlethal Takedown, *Feat 4*](nonlethal-takedown-lokl.md) - [Nosoi's Mask, *Feat 1*](nosois-mask-loag.md) - [Nothing But Fluff, *Feat 5*](nothing-but-fluff-lotgb.md) +- [Nourishing Gate, *Feat 14*](nourishing-gate-roe.md) - [Numb, *Feat 6*](numb-botd.md) - [Numb To Death, *Feat 7*](numb-to-death-logm.md) +- [Oatia Skysage Dedication, *Feat 2*](oatia-skysage-dedication-gw1.md) - [Obscured Emergence, *Feat 12*](obscured-emergence-da.md) - [Obscured Terrain, *Feat 6*](obscured-terrain-lotgb.md) - [Observant Explorer, *Feat 4*](observant-explorer-lopsg.md) - [Occult Breadth, *Feat 8*](occult-breadth.md) - [Occult Evolution, *Feat 4*](occult-evolution.md) - [Occult Resistance, *Feat 9*](occult-resistance-apg.md) +- [Ocean's Balm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](oceans-balm-roe.md) - [Oddity Identification, *Feat 1*](oddity-identification.md) - [Ode To Ouroboros, *Feat 10*](ode-to-ouroboros-apg.md) - [Offensive Analysis, *Feat 5*](offensive-analysis-loag.md) - [Offensive Subroutine, *Feat 9*](offensive-subroutine-loag.md) - [Old Soul, *Feat 1*](old-soul-loag.md) - [Olethros's Decree [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](olethross-decree-loag.md) +- [Omnikinesis [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](omnikinesis-roe.md) - [One For All [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](one-for-all-apg.md) -- [One-inch Punch [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 6*](one-inch-punch-apg.md) +- [One-inch Punch [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")), *Feat 6*](one-inch-punch-apg.md) - [One-millimeter Punch, *Feat 16*](one-millimeter-punch-apg.md) - [One More Activation, *Feat 6*](one-more-activation-da.md) - [One-toed Hop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](one-toed-hop-apg.md) @@ -2410,6 +2517,7 @@ cssclass: pf2e,pf2e-index - [Orc Weapon Carnage, *Feat 5*](orc-weapon-carnage.md) - [Orc Weapon Expertise, *Feat 13*](orc-weapon-expertise.md) - [Orc Weapon Familiarity, *Feat 1*](orc-weapon-familiarity.md) +- [Orchard's Endurance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](orchards-endurance-roe.md) - [Order Explorer, *Feat 2*](order-explorer.md) - [Order Magic, *Feat 4*](order-magic.md) - [Order Spell, *Feat 4*](order-spell.md) @@ -2541,6 +2649,7 @@ cssclass: pf2e,pf2e-index - [Planar Survival, *Feat 7*](planar-survival.md) - [Plant Evidence [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](plant-evidence-apg.md) - [Plant Shape, *Feat 10*](plant-shape.md) +- [Plate in Treasure [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](plate-in-treasure-roe.md) - [Play Dead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](play-dead-botd.md) - [Play To The Crowd [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](play-to-the-crowd-apg.md) - [Plentiful Snares, *Feat 12*](plentiful-snares-apg.md) @@ -2563,7 +2672,7 @@ cssclass: pf2e,pf2e-index - [Poultice Preparation, *Feat 4*](poultice-preparation-apg.md) - [Powder Punch Stance, *Feat 2*](powder-punch-stance-ooa1.md) - [Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](power-attack.md) -- [Power Slide [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 4*](power-slide-g-g.md) +- [Power Slide [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")), *Feat 4*](power-slide-g-g.md) - [Powerful Alchemy, *Feat 8*](powerful-alchemy.md) - [Powerful Guts, *Feat 5*](powerful-guts-loag.md) - [Powerful Leap, *Feat 2*](powerful-leap.md) @@ -2578,6 +2687,7 @@ cssclass: pf2e,pf2e-index - [Prairie Rider, *Feat 1*](prairie-rider-apg.md) - [Prayer Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](prayer-attack-lol.md) - [Prayer-Touched Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](prayer-touched-weapon-lokl.md) +- [Precious Alloys, *Feat 5*](precious-alloys-roe.md) - [Precious Arrow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](precious-arrow-apg.md) - [Precious Munitions, *Feat 10*](precious-munitions-g-g.md) - [Precise Debilitations, *Feat 10*](precise-debilitations.md) @@ -2633,6 +2743,7 @@ cssclass: pf2e,pf2e-index - [Puncturing Horn, *Feat 1*](puncturing-horn-loil.md) - [Purge of Moments [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](purge-of-moments-da.md) - [Purge Sins [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](purge-sins-loag.md) +- [Purify Element [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](purify-element-roe.md) - [Purifying Breeze [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](purifying-breeze-lokl.md) - [Purifying Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](purifying-spell-som.md) - [Push Back the Dead! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](push-back-the-dead-lokl.md) @@ -2679,6 +2790,7 @@ cssclass: pf2e,pf2e-index - [Quickened Casting (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-sorcerer.md) - [Quickened Casting (Witch) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-witch-apg.md) - [Quickened Casting (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-wizard.md) +- [Quicksoul, *Feat 1*](quicksoul-roe.md) - [Quiet Allies, *Feat 2*](quiet-allies.md) - [Quill Spray [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](quill-spray-lome.md) - [Quivering Palm, *Feat 16*](quivering-palm.md) @@ -2695,6 +2807,8 @@ cssclass: pf2e,pf2e-index - [Raging Thrower, *Feat 1*](raging-thrower.md) - [Rain Of Bolts [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](rain-of-bolts-g-g.md) - [Rain Of Embers Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](rain-of-embers-stance-lopsg.md) +- [Rain of Razors [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](rain-of-razors-roe.md) +- [Rain of Rust [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 4*](rain-of-rust-roe.md) - [Rain-scribe Mobility [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](rain-scribe-mobility-locg.md) - [Rain-scribe Sustenance, *Feat 6*](rain-scribe-sustenance-locg.md) - [Raise A Tome [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](raise-a-tome-som.md) @@ -2713,6 +2827,7 @@ cssclass: pf2e,pf2e-index - [Rapid Affixture, *Feat 7*](rapid-affixture-apg.md) - [Rapid Manifestation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](rapid-manifestation-som.md) - [Rapid Mantel, *Feat 2*](rapid-mantel.md) +- [Rapid Reattunement, *Feat 14*](rapid-reattunement-roe.md) - [Rapid Recharge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](rapid-recharge-som.md) - [Rapid Response [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](rapid-response-apg.md) - [Rat Familiar, *Feat 1*](rat-familiar-apg.md) @@ -2722,6 +2837,8 @@ cssclass: pf2e,pf2e-index - [Ratfolk Lore, *Feat 1*](ratfolk-lore-apg.md) - [Ratfolk Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](ratfolk-roll-loag.md) - [Ratspeak, *Feat 1*](ratspeak-apg.md) +- [Rattle the Earth [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](rattle-the-earth-roe.md) +- [Ravel of Thorns [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](ravel-of-thorns-roe.md) - [Ravening's Desperation, *Feat 1*](ravenings-desperation-ec3.md) - [Ravenous Charge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](ravenous-charge-botd.md) - [Razor Claws, *Feat 1*](razor-claws-locg.md) @@ -2748,12 +2865,14 @@ cssclass: pf2e,pf2e-index - [Read Psychometric Resonance, *Feat 1*](read-psychometric-resonance-da.md) - [Read Shibboleths, *Feat 7*](read-shibboleths-apg.md) - [Read The Land, *Feat 12*](read-the-land-som.md) +- [Read the Roots [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](read-the-roots-roe.md) - [Read The Stars, *Feat 9*](read-the-stars-loag.md) - [Reanimating Spark, *Feat 13*](reanimating-spark-lotgb.md) - [Reanimator Dedication, *Feat 2*](reanimator-dedication-botd.md) - [Reaper Of Repose, *Feat 12*](reaper-of-repose-locg.md) - [Reason Rapidly [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](reason-rapidly-apg.md) - [Reassuring Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](reassuring-presence-lome.md) +- [Rebirth in Living Stone [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](rebirth-in-living-stone-roe.md) - [Rebounding Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](rebounding-assault-g-g.md) - [Rebounding Toss [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](rebounding-toss-apg.md) - [Reckless Abandon (Barbarian) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](reckless-abandon-barbarian.md) @@ -2771,6 +2890,7 @@ cssclass: pf2e,pf2e-index - [Red Herring, *Feat 2*](red-herring-apg.md) - [Red Mantis Assassin Dedication, *Feat 2*](red-mantis-assassin-dedication-lowg.md) - [Redirect Attention, *Feat 13*](redirect-attention-da.md) +- [Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](redirect-elements-roe.md) - [Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](redirect-elements-som.md) - [Redirecting Shot [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](redirecting-shot-g-g.md) - [Reflect Foe, *Feat 17*](reflect-foe-da.md) @@ -2778,6 +2898,7 @@ cssclass: pf2e,pf2e-index - [Reflect Spell (Witch), *Feat 14*](reflect-spell-witch-apg.md) - [Reflect Spell (Wizard), *Feat 14*](reflect-spell-wizard.md) - [Reflecting Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](reflecting-riposte-ec6.md) +- [Reflective Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](reflective-defense-roe.md) - [Reflective Pocket, *Feat 5*](reflective-pocket-da.md) - [Reflective Ripple Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reflective-ripple-stance-som.md) - [Reflexive Catch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reflexive-catch-ec1.md) @@ -2836,14 +2957,17 @@ cssclass: pf2e,pf2e-index - [Resuscitate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](resuscitate-apg.md) - [Retain Absorbed Spell, *Feat 18*](retain-absorbed-spell-lopsg.md) - [Retaliatory Cleansing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](retaliatory-cleansing-lokl.md) +- [Retch Rust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](retch-rust-roe.md) - [Retractable Claws, *Feat 1*](retractable-claws-loag.md) - [Return Fire, *Feat 6*](return-fire-apg.md) +- [Return to the Sea [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](return-to-the-sea-roe.md) - [Returning Throw [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](returning-throw-apg.md) - [Reveal Hidden Self [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 5*](reveal-hidden-self-loil.md) - [Reveal Machinations [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 15*](reveal-machinations-aoa3.md) - [Reveal True Name [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](reveal-true-name-som.md) - [Revealing Stab [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](revealing-stab.md) - [Reverberate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](reverberate-apg.md) +- [Reverberating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](reverberating-spell-roe.md) - [Reverse Curse, *Feat 12*](reverse-curse-da.md) - [Reverse Engineer, *Feat 2*](reverse-engineer-g-g.md) - [Reverse Engineering, *Feat 4*](reverse-engineering-apg.md) @@ -2857,6 +2981,7 @@ cssclass: pf2e,pf2e-index - [Ricochet Stance (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](ricochet-stance-fighter-apg.md) - [Ricochet Stance (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](ricochet-stance-rogue-apg.md) - [Ricocheting Leap, *Feat 9*](ricocheting-leap-lome.md) +- [Ride the Tsunami [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](ride-the-tsunami-roe.md) - [Ride, *Feat 1*](ride.md) - [Riftmarked, *Feat 1*](riftmarked-loag.md) - [Right-hand Blood, *Feat 5*](right-hand-blood-lome.md) @@ -2864,6 +2989,7 @@ cssclass: pf2e,pf2e-index - [Ringmaster's Introduction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](ringmasters-introduction-ec6.md) - [Rippling Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](rippling-spin-som.md) - [Riptide [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](riptide-aaws.md) +- [Rising Hurricane [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](rising-hurricane-roe.md) - [Risky Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](risky-reload-g-g.md) - [Risky Surgery, *Feat 1*](risky-surgery-apg.md) - [Rites Of Convocation, *Feat 4*](rites-of-convocation-apg.md) @@ -2873,18 +2999,22 @@ cssclass: pf2e,pf2e-index - [Ritualist Dedication, *Feat 4*](ritualist-dedication-apg.md) - [Roadkill, *Feat 10*](roadkill-g-g.md) - [Robust Recovery, *Feat 2*](robust-recovery.md) +- [Rock Rampart [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](rock-rampart-roe.md) - [Rock Runner, *Feat 1*](rock-runner.md) +- [Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](rockslide-spell-roe.md) - [Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](rockslide-spell-som.md) - [Rogue Dedication, *Feat 2*](rogue-dedication.md) +- [Roiling Mudslide [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](roiling-mudslide-roe.md) - [Rokoan Arts, *Feat 9*](rokoan-arts-loag.md) - [Roll With It [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](roll-with-it-locg.md) - [Root Magic, *Feat 1*](root-magic-apg.md) -- [Root to Life [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 1*](root-to-life-da.md) +- [Root to Life [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")), *Feat 1*](root-to-life-da.md) - [Rope Mastery, *Feat 10*](rope-mastery-frp2.md) - [Rope Runner, *Feat 4*](rope-runner-apg.md) - [Rough Rider, *Feat 1*](rough-rider.md) - [Rough Terrain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](rough-terrain-stance-som.md) - [Round Ears, *Feat 1*](round-ears-locg.md) +- [Rouse the Forest's Fury [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](rouse-the-forests-fury-roe.md) - [Ru-shi, *Feat 1*](ru-shi-loag.md) - [Rubbery Skin, *Feat 10*](rubbery-skin-sli.md) - [Ruby Resurrection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](ruby-resurrection-frp3.md) @@ -2908,15 +3038,18 @@ cssclass: pf2e,pf2e-index - [Sacred Ki, *Feat 4*](sacred-ki-logm.md) - [Sacred Spells, *Feat 4*](sacred-spells-botd.md) - [Sacrifice Armor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](sacrifice-armor-apg.md) +- [Safe Elements, *Feat 4*](safe-elements-roe.md) - [Safe House, *Feat 4*](safe-house-apg.md) - [Safeguard Soul, *Feat 8*](safeguard-soul-botd.md) - [Safeguarded Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](safeguarded-spell-apg.md) - [Safety Measures, *Feat 4*](safety-measures-g-g.md) - [Sanctify Water [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](sanctify-water-logm.md) +- [Sand Snatcher [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](sand-snatcher-roe.md) +- [Sanguivolent Roots [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 8*](sanguivolent-roots-roe.md) - [Saoc Astrology [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](saoc-astrology-locg.md) - [Sap Life, *Feat 2*](sap-life.md) - [Savage Critical, *Feat 18*](savage-critical.md) -- [Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 10*](saving-slash-lowg.md) +- [Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]), *Feat 10*](saving-slash-lowg.md) - [Scalding Spit, *Feat 9*](scalding-spit-locg.md) - [Scales Of The Dragon, *Feat 4*](scales-of-the-dragon-apg.md) - [Scaling Poppet, *Feat 9*](scaling-poppet-lotgb.md) @@ -2931,6 +3064,7 @@ cssclass: pf2e,pf2e-index - [Scattered Fire, *Feat 8*](scattered-fire-lotgb.md) - [Scavenger's Search, *Feat 1*](scavengers-search-apg.md) - [Scholarly Defense, *Feat 6*](scholarly-defense-av2.md) +- [Scholar's Hunch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](scholars-hunch-gw1.md) - [Scholar's Inheritance, *Feat 1*](scholars-inheritance-loag.md) - [Scholastic Identification, *Feat 7*](scholastic-identification-apg.md) - [School Counterspell, *Feat 12*](school-counterspell-som.md) @@ -2938,6 +3072,7 @@ cssclass: pf2e,pf2e-index - [Schooled In Secrets, *Feat 1*](schooled-in-secrets-apg.md) - [Scintillating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](scintillating-spell-apg.md) - [Scion Transformation, *Feat 17*](scion-transformation-loag.md) +- [Scorching Column [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](scorching-column-roe.md) - [Scorching Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](scorching-disarm-loag.md) - [Scour the Library [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](scour-the-library-da.md) - [Scouring Rage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](scouring-rage-apg.md) @@ -2947,6 +3082,7 @@ cssclass: pf2e,pf2e-index - [Scout's Speed, *Feat 6*](scouts-speed-apg.md) - [Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-ranger.md) - [Scout's Warning (Rogue) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-rogue.md) +- [Scrap Barricade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](scrap-barricade-roe.md) - [Scroll Esoterica, *Feat 6*](scroll-esoterica-da.md) - [Scroll Savant, *Feat 10*](scroll-savant.md) - [Scroll Thaumaturgy, *Feat 1*](scroll-thaumaturgy-da.md) @@ -2956,6 +3092,7 @@ cssclass: pf2e,pf2e-index - [Scrutinizing Gaze, *Feat 13*](scrutinizing-gaze-g-g.md) - [Sculpt Shadows [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 9*](sculpt-shadows-loag.md) - [Scuttle Up, *Feat 1*](scuttle-up-loil.md) +- [Sea Glass Guardians [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](sea-glass-guardians-roe.md) - [Sealed Poppet, *Feat 5*](sealed-poppet-lotgb.md) - [Searing Restoration [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](searing-restoration-g-g.md) - [Seasoned, *Feat 1*](seasoned-apg.md) @@ -3023,12 +3160,13 @@ cssclass: pf2e,pf2e-index - [Shaitan Skin, *Feat 13*](shaitan-skin-loag.md) - [Shake It Off [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](shake-it-off.md) - [Shall Not Falter, Shall Not Rout, *Feat 10*](shall-not-falter-shall-not-rout-lol.md) -- [Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 8*](shamble-botd.md) +- [Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")), *Feat 8*](shamble-botd.md) - [Shameless Request, *Feat 7*](shameless-request.md) - [Shape of the Cloud Dragon, *Feat 14*](shape-of-the-cloud-dragon-sot3.md) - [Shape Of The Dragon, *Feat 14*](shape-of-the-dragon-apg.md) - [Shapechanger's Intuition, *Feat 1*](shapechangers-intuition-loag.md) - [Shaped Contaminant, *Feat 12*](shaped-contaminant-aoa5.md) +- [Shard Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](shard-strike-roe.md) - [Share Burden [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](share-burden-da.md) - [Share Eidolon Magic, *Feat 14*](share-eidolon-magic-som.md) - [Share Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](share-rage.md) @@ -3055,6 +3193,7 @@ cssclass: pf2e,pf2e-index - [Shattering Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](shattering-shot-g-g.md) - [Shattering Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](shattering-strike-apg.md) - [Shattering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](shattering-strike.md) +- [Shattershields [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](shattershields-roe.md) - [Shed Tail [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](shed-tail-locg.md) - [Sheltering Cave, *Feat 4*](sheltering-cave-som.md) - [Sheltering Slab, *Feat 5*](sheltering-slab-apg.md) @@ -3205,6 +3344,7 @@ cssclass: pf2e,pf2e-index - [Social Camouflage, *Feat 1*](social-camouflage-loil.md) - [Social Purview, *Feat 4*](social-purview-apg.md) - [Sodbuster, *Feat 9*](sodbuster-ec3.md) +- [Solar Detonation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 8*](solar-detonation-roe.md) - [Solar Rejuvenation, *Feat 9*](solar-rejuvenation-locg.md) - [Solar Rejuvenation, *Feat 9*](solar-rejuvenation-loil.md) - [Solid Lead, *Feat 2*](solid-lead-apg.md) @@ -3261,6 +3401,7 @@ cssclass: pf2e,pf2e-index - [Spellstriker, *Feat 4*](spellstriker-som.md) - [Spelunker, *Feat 1*](spelunker-lome.md) - [Spew Tentacles, *Feat 13*](spew-tentacles-loag.md) +- [Spike Skin [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](spike-skin-roe.md) - [Spine Stabber, *Feat 1*](spine-stabber-lome.md) - [Spinebreaker [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](spinebreaker-lotgb.md) - [Spiral Sworn [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spiral-sworn-botd.md) @@ -3286,6 +3427,7 @@ cssclass: pf2e,pf2e-index - [Spring Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-attack.md) - [Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-from-the-shadows.md) - [Springing Leaper, *Feat 5*](springing-leaper-apg.md) +- [Springsoul, *Feat 1*](springsoul-roe.md) - [Sprite's Spark, *Feat 1*](sprites-spark-loag.md) - [Spyglass Modification, *Feat 4*](spyglass-modification-g-g.md) - [Spy's Countermeasures, *Feat 10*](spys-countermeasures-lowg.md) @@ -3304,7 +3446,10 @@ cssclass: pf2e,pf2e-index - [Stand Still [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](stand-still.md) - [Standby Spell, *Feat 8*](standby-spell-som.md) - [Star Orb, *Feat 1*](star-orb-loag.md) +- [Stargazer's Eyes, *Feat 4*](stargazers-eyes-gw1.md) +- [Starlight Armor [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](starlight-armor-gw1.md) - [Starlit Eyes, *Feat 4*](starlit-eyes-som.md) +- [Starlit Spells, *Feat 10*](starlit-spells-gw1.md) - [Startling Appearance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](startling-appearance-apg.md) - [Startling Appearance, *Feat 1*](startling-appearance-loag.md) - [Stasian Smash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](stasian-smash-g-g.md) @@ -3330,6 +3475,7 @@ cssclass: pf2e,pf2e-index - [Steal Time [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](steal-time-da.md) - [Steal Vitality, *Feat 8*](steal-vitality-lotgb.md) - [Stealthy Companion, *Feat 14*](stealthy-companion.md) +- [Steam Knight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](steam-knight-roe.md) - [Steam Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](steam-spell-loag.md) - [Steed Form, *Feat 2*](steed-form-som.md) - [Steel Skin, *Feat 4*](steel-skin-apg.md) @@ -3337,6 +3483,7 @@ cssclass: pf2e,pf2e-index - [Steel Yourself! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](steel-yourself-apg.md) - [Stella's Stab And Snag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](stellas-stab-and-snag-lopsg.md) - [Step Lively [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](step-lively-apg.md) +- [Stepping Stones [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](stepping-stones-roe.md) - [Sterling Dynamo Dedication, *Feat 2*](sterling-dynamo-dedication-g-g.md) - [Sticky Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](sticky-bomb.md) - [Sticky Poison, *Feat 6*](sticky-poison-apg.md) @@ -3354,6 +3501,7 @@ cssclass: pf2e,pf2e-index - [Storm Form, *Feat 17*](storm-form-loag.md) - [Storm Retribution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](storm-retribution.md) - [Storm Shroud [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](storm-shroud-botd.md) +- [Storm Spiral [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 8*](storm-spiral-roe.md) - [Storming Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](storming-breath-da.md) - [Storm's Lash, *Feat 1*](storms-lash-apg.md) - [Stormsoul, *Feat 1*](stormsoul-loag.md) @@ -3408,12 +3556,15 @@ cssclass: pf2e,pf2e-index - [Summon Ensemble, *Feat 4*](summon-ensemble-lotgb.md) - [Summon Fiendish Kin, *Feat 13*](summon-fiendish-kin-apg.md) - [Summon Fire Elemental, *Feat 13*](summon-fire-elemental-loag.md) +- [Summon Metal Elemental, *Feat 13*](summon-metal-elemental-roe.md) - [Summon Water Elemental, *Feat 13*](summon-water-elemental-loag.md) +- [Summon Wood Elemental, *Feat 13*](summon-wood-elemental-roe.md) - [Summoner Dedication, *Feat 2*](summoner-dedication-som.md) - [Summoner's Call [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](summoners-call-som.md) - [Sun Blade, *Feat 4*](sun-blade-locg.md) - [Sunder Enchantment, *Feat 14*](sunder-enchantment-apg.md) - [Sunder Spell [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](sunder-spell-apg.md) +- [Sunlit Vitality, *Feat 1*](sunlit-vitality-roe.md) - [Sun's Fury, *Feat 6*](suns-fury-lol.md) - [Superimpose Time Duplicates [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](superimpose-time-duplicates-da.md) - [Superior Bond, *Feat 14*](superior-bond.md) @@ -3457,6 +3608,7 @@ cssclass: pf2e,pf2e-index - [Swift Sneak, *Feat 7*](swift-sneak.md) - [Swift Swimmer, *Feat 5*](swift-swimmer-locg.md) - [Swift Tracker, *Feat 6*](swift-tracker.md) +- [Swim Through Earth [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](swim-through-earth-roe.md) - [Swimming Poppet, *Feat 5*](swimming-poppet-lotgb.md) - [Swipe (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-barbarian.md) - [Swipe (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-fighter.md) @@ -3535,9 +3687,11 @@ cssclass: pf2e,pf2e-index - [Thaumaturge's Investiture, *Feat 10*](thaumaturges-investiture-da.md) - [Thaumaturgic Ritualist, *Feat 4*](thaumaturgic-ritualist-da.md) - [The Harder They Fall, *Feat 4*](the-harder-they-fall-apg.md) +- [The Shattered Mountain Weeps [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](the-shattered-mountain-weeps-roe.md) - [The Tyrant Falls! [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](the-tyrant-falls-lokl.md) - [Their Master's Call [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](their-masters-call-botd.md) - [Theoretical Acumen [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](theoretical-acumen-locg.md) +- [Thermal Nimbus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](thermal-nimbus-roe.md) - [Thick Hide Mask, *Feat 20*](thick-hide-mask-sot6.md) - [Thorned Seedpod, *Feat 9*](thorned-seedpod-loag.md) - [Thorough Reports, *Feat 4*](thorough-reports-lowg.md) @@ -3548,16 +3702,19 @@ cssclass: pf2e,pf2e-index - [Thousand Faces, *Feat 4*](thousand-faces.md) - [Thrash [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](thrash.md) - [Through Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](through-spell-apg.md) +- [Through the Gate, *Feat 4*](through-the-gate-roe.md) - [Thrown Voice, *Feat 5*](thrown-voice-loag.md) - [Thunder Clap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](thunder-clap-ooa1.md) - [Thunder God's Fan, *Feat 13*](thunder-gods-fan-loag.md) - [Thwart Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](thwart-evil-lokl.md) +- [Tidal Hands [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](tidal-hands-roe.md) - [Tidal Shield [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](tidal-shield-loag.md) - [Tide-hardened, *Feat 1*](tide-hardened-loag.md) - [Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](tiger-slash.md) - [Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](tiger-stance.md) - [Tiller's Aid, *Feat 10*](tillers-aid-aoa3.md) - [Tiller's Drive, *Feat 10*](tillers-drive-aoa3.md) +- [Timber Sentinel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](timber-sentinel-roe.md) - [Time Dilation Cascade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](time-dilation-cascade-frp3.md) - [Time Mage Dedication, *Feat 6*](time-mage-dedication-da.md) - [Timeless Body, *Feat 14*](timeless-body.md) @@ -3569,7 +3726,7 @@ cssclass: pf2e,pf2e-index - [Titan Swing [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](titan-swing-da.md) - [Titan Wrestler, *Feat 1*](titan-wrestler.md) - [Titan's Stature, *Feat 12*](titans-stature.md) -- [To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 8*](to-battle-apg.md) +- [To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")), *Feat 8*](to-battle-apg.md) - [To The Ends Of The Earth, *Feat 20*](to-the-ends-of-the-earth.md) - [Tomb-watcher's Glare, *Feat 5*](tomb-watchers-glare-locg.md) - [Tongue Disarm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](tongue-disarm-loag.md) @@ -3581,6 +3738,7 @@ cssclass: pf2e,pf2e-index - [Toppling Dance, *Feat 13*](toppling-dance-apg.md) - [Toppling Tentacles, *Feat 10*](toppling-tentacles-lotgb.md) - [Torch Goblin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](torch-goblin-locg.md) +- [Torrent in the Blood [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](torrent-in-the-blood-roe.md) - [Torrential Backlash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](torrential-backlash-da.md) - [Touch Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](touch-focus-frp2.md) - [Tough Skin, *Feat 1*](tough-skin-loil.md) @@ -3606,7 +3764,10 @@ cssclass: pf2e,pf2e-index - [Treat Condition [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](treat-condition-apg.md) - [Tree Climber, *Feat 9*](tree-climber-apg.md) - [Tree Climber, *Feat 5*](tree-climber-locg.md) +- [Tree of Duality [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](tree-of-duality-roe.md) - [Tree's Ward, *Feat 5*](trees-ward-loil.md) +- [Treespeech, *Feat 5*](treespeech-roe.md) +- [Tremor [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](tremor-roe.md) - [Trespass Teleportation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](trespass-teleportation-da.md) - [Triangle Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](triangle-shot-apg.md) - [Triangulate, *Feat 4*](triangulate-g-g.md) @@ -3631,11 +3792,13 @@ cssclass: pf2e,pf2e-index - [Truespeech, *Feat 13*](truespeech-loag.md) - [Tumble Behind (Rogue), *Feat 1*](tumble-behind-rogue-apg.md) - [Tumble Behind (Swashbuckler), *Feat 2*](tumble-behind-swashbuckler-apg.md) +- [Tumbling Lumber [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](tumbling-lumber-roe.md) - [Tumbling Opportunist [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](tumbling-opportunist-apg.md) - [Tumbling Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](tumbling-strike-apg.md) - [Tupilaq Carver, *Feat 1*](tupilaq-carver-locg.md) - [Turn Away Misfortune [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](turn-away-misfortune-da.md) - [Turn Back the Clock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](turn-back-the-clock-da.md) +- [Turn the Wheel of Seasons [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](turn-the-wheel-of-seasons-roe.md) - [Turn to Mist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](turn-to-mist-botd.md) - [Turn Undead, *Feat 2*](turn-undead.md) - [Turpin Rowe Lumberjack Dedication, *Feat 2*](turpin-rowe-lumberjack-dedication-ec3.md) @@ -3660,6 +3823,7 @@ cssclass: pf2e,pf2e-index - [Twist Healing, *Feat 17*](twist-healing-loag.md) - [Twist The Knife [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](twist-the-knife.md) - [Twitchy, *Feat 1*](twitchy-apg.md) +- [Two-Element Infusion [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](two-element-infusion-roe.md) - [Two Truths [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](two-truths-da.md) - [Two-Weapon Flurry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](two-weapon-flurry.md) - [Two-weapon Fusillade [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](two-weapon-fusillade-g-g.md) @@ -3740,6 +3904,7 @@ cssclass: pf2e,pf2e-index - [Unyielding Disguise, *Feat 9*](unyielding-disguise-da.md) - [Urgent Upwelling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](urgent-upwelling-som.md) - [Ursine Avenger Form [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](ursine-avenger-form-tv.md) +- [Usurp the Lunar Reins [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](usurp-the-lunar-reins-roe.md) - [Uzunjati Recollection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](uzunjati-recollection-locg.md) - [Uzunjati Storytelling [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](uzunjati-storytelling-locg.md) - [Vacate Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](vacate-vision-sli.md) @@ -3768,6 +3933,7 @@ cssclass: pf2e,pf2e-index - [Verdant Presence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](verdant-presence-ec6.md) - [Verdant Weapon, *Feat 1*](verdant-weapon-apg.md) - [Vernai Training, *Feat 12*](vernai-training-lol.md) +- [Versatile Blasts, *Feat 1*](versatile-blasts-roe.md) - [Versatile Font, *Feat 2*](versatile-font.md) - [Versatile Performance, *Feat 1*](versatile-performance.md) - [Versatile Signature, *Feat 4*](versatile-signature.md) @@ -3818,11 +3984,14 @@ cssclass: pf2e,pf2e-index - [Vivacious Conduit, *Feat 9*](vivacious-conduit.md) - [Voice Cold as Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](voice-cold-as-death-lokl.md) - [Voice of Authority, *Feat 4*](voice-of-authority-ngd.md) +- [Voice of Elements, *Feat 2*](voice-of-elements-roe.md) - [Voice Of The Night, *Feat 1*](voice-of-the-night-apg.md) - [Volatile Grease, *Feat 6*](volatile-grease-lotgb.md) +- [Volcanic Escape [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](volcanic-escape-roe.md) - [Waking Dream, *Feat 8*](waking-dream-da.md) - [Walk on the Wind, *Feat 16*](walk-on-the-wind-da.md) - [Walk The Plank [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](walk-the-plank-apg.md) +- [Walk Through the Conflagration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](walk-through-the-conflagration-roe.md) - [Wall Jump, *Feat 7*](wall-jump.md) - [Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](wall-run.md) - [Wandering Heart, *Feat 13*](wandering-heart-locg.md) @@ -3860,6 +4029,7 @@ cssclass: pf2e,pf2e-index - [Water Dancer, *Feat 9*](water-dancer-loag.md) - [Water Nagaji, *Feat 1*](water-nagaji-loil.md) - [Water Sprint, *Feat 7*](water-sprint-apg.md) +- [Water Step, *Feat 6*](water-step-roe.md) - [Water Step, *Feat 6*](water-step.md) - [Water Strider [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](water-strider-loag.md) - [Wave Spiral [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](wave-spiral-som.md) @@ -3870,6 +4040,7 @@ cssclass: pf2e,pf2e-index - [Wayfinder Resonance Tinkerer, *Feat 4*](wayfinder-resonance-tinkerer-lowg.md) - [We March On, *Feat 13*](we-march-on-loag.md) - [Weapon Improviser Dedication, *Feat 2*](weapon-improviser-dedication-apg.md) +- [Weapon Infusion [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](weapon-infusion-roe.md) - [Weapon Proficiency, *Feat 1*](weapon-proficiency.md) - [Weapon-rune Shifter, *Feat 10*](weapon-rune-shifter-aoa4.md) - [Weapon Supremacy, *Feat 20*](weapon-supremacy.md) @@ -3878,6 +4049,7 @@ cssclass: pf2e,pf2e-index - [Web Weaver, *Feat 1*](web-weaver-lome.md) - [Webslinger [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 13*](webslinger-lome.md) - [Weight Of Guilt, *Feat 1*](weight-of-guilt.md) +- [Weight of Stone [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](weight-of-stone-roe.md) - [Weighty Impact, *Feat 10*](weighty-impact-som.md) - [Well-Armed [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](well-armed-botd.md) - [Well-groomed, *Feat 9*](well-groomed-apg.md) @@ -3890,6 +4062,7 @@ cssclass: pf2e,pf2e-index - [What Could Have Been [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](what-could-have-been-da.md) - [Wheedle And Jig, *Feat 9*](wheedle-and-jig-lotgb.md) - [Whirling Blade Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](whirling-blade-stance-apg.md) +- [Whirling Grindstone [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](whirling-grindstone-roe.md) - [Whirling Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](whirling-knockdown-g-g.md) - [Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](whirling-throw.md) - [Whirlwind Spell [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](whirlwind-spell-som.md) @@ -3897,6 +4070,7 @@ cssclass: pf2e,pf2e-index - [Whirlwind Strike (Barbarian) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-barbarian.md) - [Whirlwind Strike (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-fighter.md) - [Whirlwind Toss, *Feat 20*](whirlwind-toss-frp3.md) +- [Whisper on the Wind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](whisper-on-the-wind-roe.md) - [Whispering Steps, *Feat 8*](whispering-steps-da.md) - [Whitecape, *Feat 1*](whitecape-loil.md) - [Whodunnit?, *Feat 8*](whodunnit-apg.md) @@ -3917,12 +4091,14 @@ cssclass: pf2e,pf2e-index - [Wildborn Adept, *Feat 5*](wildborn-adept-locg.md) - [Wildborn Magic, *Feat 1*](wildborn-magic-locg.md) - [Wilderness Spotter, *Feat 2*](wilderness-spotter-fop.md) +- [Wiles on the Wind [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](wiles-on-the-wind-roe.md) - [Willing Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](willing-death-loag.md) - [Wind Caller, *Feat 8*](wind-caller.md) - [Wind God's Fan, *Feat 9*](wind-gods-fan-loag.md) - [Wind Jump, *Feat 10*](wind-jump.md) - [Wind Pillow, *Feat 1*](wind-pillow-loil.md) - [Wind Tempered, *Feat 1*](wind-tempered-loag.md) +- [Wind-Tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](wind-tossed-spell-roe.md) - [Wind-tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](wind-tossed-spell-som.md) - [Winding Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](winding-flow.md) - [Wing Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](wing-step-loag.md) @@ -3930,6 +4106,8 @@ cssclass: pf2e,pf2e-index - [Wings Of Air [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](wings-of-air-loag.md) - [Wings Of The Dragon, *Feat 12*](wings-of-the-dragon-apg.md) - [Winter Cat Senses, *Feat 1*](winter-cat-senses-loag.md) +- [Winter Sleet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](winter-sleet-roe.md) +- [Winter's Clutch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](winters-clutch-roe.md) - [Winter's Embrace, *Feat 10*](winters-embrace-tv.md) - [Winter's Kiss, *Feat 14*](winters-kiss-tv.md) - [Wish Alchemy, *Feat 20*](wish-alchemy-lol.md) @@ -3939,14 +4117,19 @@ cssclass: pf2e,pf2e-index - [Witch's Charge, *Feat 6*](witchs-charge-apg.md) - [Witch's Communion, *Feat 10*](witchs-communion-apg.md) - [Witch's Hut, *Feat 20*](witchs-hut-apg.md) +- [Witchwood Seed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](witchwood-seed-roe.md) - [Withstand Death, *Feat 16*](withstand-death-lokl.md) - [Wizard Dedication, *Feat 2*](wizard-dedication.md) - [Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](wolf-drag.md) - [Wolf in Sheep's Clothing, *Feat 4*](wolf-in-sheeps-clothing-da.md) - [Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](wolf-stance.md) - [Wonder Worker, *Feat 20*](wonder-worker-da.md) +- [Wood Ward [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](wood-ward-roe.md) - [Woodcraft, *Feat 1*](woodcraft-locg.md) +- [Wooden Mantle, *Feat 13*](wooden-mantle-roe.md) +- [Wooden Palisade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](wooden-palisade-roe.md) - [Woodland Stride, *Feat 4*](woodland-stride.md) +- [Woodworker, *Feat 1*](woodworker-roe.md) - [Words Of Unraveling, *Feat 12*](words-of-unraveling-av2.md) - [Work Yourself Up [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](work-yourself-up-som.md) - [World-Wise Vigilance, *Feat 8*](world-wise-vigilance-gw3.md) diff --git a/compendium/feats/ferrousoul-roe.md b/compendium/feats/ferrousoul-roe.md new file mode 100644 index 000000000..4210cdab8 --- /dev/null +++ b/compendium/feats/ferrousoul-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/lineage +- trait/talos +aliases: ["Ferrousoul"] +--- +# Ferrousoul *Feat 1* +[lineage](rules/traits/lineage-apg.md "Lineage Trait") talos + + +Whether in their pure elemental forms or as part of an alloy such as steel, the elemental metal in your soul resonates strongly with iron, bronze, and other sturdy, practical metals suitable for weaponry. Your fist attacks gain the modular B, P, or S trait (Pathfinder Treasure Vault 25) and lose the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. Your fist's damage die increases to `1d6`. + +*Source: RoE p. 52* +%% #compendium/src/pf2e/roe #trait/lineage #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/firework-technician-dedication-g-g.md b/compendium/feats/firework-technician-dedication-g-g.md index c39d413d0..ce01d5845 100644 --- a/compendium/feats/firework-technician-dedication-g-g.md +++ b/compendium/feats/firework-technician-dedication-g-g.md @@ -20,9 +20,7 @@ You become trained in [Fireworks Lore](compendium/skills.md#Lore) or become an e You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. ```ad-embed-ability -title: Launch Fireworks Display [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") - +title: **Launch Fireworks Display** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (see below)) ([manipulate](rules/traits/manipulate.md)) - **Cost**: 1 or more batches of infused reagents - **Requirements**: You have a free hand @@ -31,7 +29,9 @@ title: Launch Fireworks Display [V](rules/core-rulebook/chapter-9-playing-the-ga - **Comet** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](rules/traits/visual.md "Visual Effect Trait")) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also [Point Out](rules/actions/point-out.md) a single creature in the line, and your allies do not need to hear or understand you. - **Flower** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](rules/traits/visual.md "Visual Effect Trait")) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is [dazzled](rules/conditions.md#Dazzled) for 1 round, and on a critical failure they are [dazzled](rules/conditions.md#Dazzled) for 2 rounds. - **Salute** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](rules/traits/auditory.md "Auditory Effect Trait")) You create a startling bang or whistle, adding an [auditory](rules/traits/auditory.md "Auditory Effect Trait") component to your fireworks display. When you launch a salute display, you can choose a [confused](rules/conditions.md#Confused) or [fascinated](rules/conditions.md#Fascinated) ally within 60 feet. If the ally you chose is [fascinated](rules/conditions.md#Fascinated), the noise is so violent that it acts as a [hostile](rules/conditions.md#Hostile) effect for the purpose of their [fascinated](rules/conditions.md#Fascinated) condition (though it has no negative repercussions) automatically ending most applications of the [fascinated](rules/conditions.md#Fascinated) condition. If they're [confused](rules/conditions.md#Confused), the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the [confused](rules/conditions.md#Confused) condition which normally occurs when a creature is damaged. If the [confused](rules/conditions.md#Confused) condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype. diff --git a/compendium/feats/flashforge-roe.md b/compendium/feats/flashforge-roe.md new file mode 100644 index 000000000..c1815e715 --- /dev/null +++ b/compendium/feats/flashforge-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Flashforge"] +--- +# Flashforge [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Two-Action + +An artificial metal object forms in the hands of you or a willing ally within 30 feet. You can choose a level 0, common, handheld weapon or piece of adventuring gear of 1 Bulk or less. The item is entirely made from metal, making some items impossible or impractical to use (if it's unclear, the GM decides). You can make items with simple moving parts or magnetism, like a compass, poor lock, or merchant's scale. The item lasts for 10 minutes, but each time it's used, the user must succeed at a DC 5 flat check or the item is destroyed after the action is completed. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/flinging-updraft-roe.md b/compendium/feats/flinging-updraft-roe.md new file mode 100644 index 000000000..80e9867da --- /dev/null +++ b/compendium/feats/flinging-updraft-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Flinging Updraft"] +--- +# Flinging Updraft [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[air](rules/traits/air.md "Air Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +A speeding wind heeds your call, picking someone up and depositing them nearby. Choose a creature within 60 feet of you. The target jumps in any direction, up to a maximum of 30 feet. If the target doesn't land on a space of solid ground within 30 feet of where it started, it falls unless it has a fly Speed but doesn't take any damage from the fall. You choose the distance and direction of the jump. If you target an unwilling creature, it attempts a Reflex save against your class DC with the following results. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** You make the creature jump up to half the maximum distance. +> - **Critical Failure** You make the creature jump up to the maximum distance. Level (+2) The maximum distance increases by 15 feet. + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/flowering-path-roe.md b/compendium/feats/flowering-path-roe.md new file mode 100644 index 000000000..eac6e8ecc --- /dev/null +++ b/compendium/feats/flowering-path-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +- trait/plant +- trait/primal +aliases: ["Flowering Path"] +--- +# Flowering Path [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* +[plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") ardande + +- **Frequency**: once per day +- **Activity** Two-Action + +Vitality and elemental wood flows out from your body and into the earth, infusing it with a stream of new life. When you walk, you leave blooming flowers and sprouting vines in your wake. For the next minute, each time you [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md), you create difficult terrain in each square you leave during your movement. + +*Source: RoE p. 49* +%% #compendium/src/pf2e/roe #trait/ardande #trait/plant #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/flying-flame-roe.md b/compendium/feats/flying-flame-roe.md new file mode 100644 index 000000000..1d5da2f7e --- /dev/null +++ b/compendium/feats/flying-flame-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Flying Flame"] +--- +# Flying Flame [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes `1d6` fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by `1d6`. + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/folklorist-dedication-sot2.md b/compendium/feats/folklorist-dedication-sot2.md index b0140b61d..00d7438a5 100644 --- a/compendium/feats/folklorist-dedication-sot2.md +++ b/compendium/feats/folklorist-dedication-sot2.md @@ -16,11 +16,14 @@ aliases: ["Folklorist Dedication"] You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action. ```ad-embed-ability -title: Spin Tale [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") +title: **Spin Tale** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](rules/traits/auditory.md), [linguistic](rules/traits/linguistic.md)) -You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") effects that have no mechanical impact other than illustrating your tale. -%% #trait/auditory #trait/linguistic %% +- **Frequency**: once every 10 minutes + +**Effect** You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") effects that have no mechanical impact other than illustrating your tale. +%% + #trait/auditory #trait/linguistic +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. diff --git a/compendium/feats/four-winds-roe.md b/compendium/feats/four-winds-roe.md new file mode 100644 index 000000000..21fb82639 --- /dev/null +++ b/compendium/feats/four-winds-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Four Winds"] +--- +# Four Winds [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[air](rules/traits/air.md "Air Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can [Stride](rules/actions/stride.md) up to half its Speed. + +If it has a fly Speed, it can instead [Fly](rules/actions/fly.md) up to half its fly Speed. + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/fresh-produce-roe.md b/compendium/feats/fresh-produce-roe.md new file mode 100644 index 000000000..5ea29240c --- /dev/null +++ b/compendium/feats/fresh-produce-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/healing +- trait/impulse +- trait/kineticist +- trait/plant +- trait/primal +- trait/vitality +- trait/wood +aliases: ["Fresh Produce"] +--- +# Fresh Produce [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") vitality wood + +- **Activity** Single Action + +You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an [Interact](rules/actions/interact.md) action to regain `1d4+1` HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away. + +Level (+2) The healing increases by `1d4+5`, and the resistance increases by 2. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/vitality #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/furnace-form-roe.md b/compendium/feats/furnace-form-roe.md new file mode 100644 index 000000000..9167672f3 --- /dev/null +++ b/compendium/feats/furnace-form-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/polymorph +- trait/primal +aliases: ["Furnace Form"] +--- +# Furnace Form [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Opening your kinetic gate, you allow flames to consume your form and leave you a living flame. You gain the benefits of the [fiery body](compendium/spells/fiery-body.md) spell (except the ability to cast ignition) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can [Fly](rules/actions/fly.md) up to half your fly Speed. Your fire Elemental Blasts deal an additional die of damage. + +Level (16th) This duration is 1 minute, you can't Sustain the impulse, and you can [Dismiss](rules/actions/dismiss.md) the impulse. + +*Source: RoE p. 29* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/manipulate #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/geologic-attunement-roe.md b/compendium/feats/geologic-attunement-roe.md new file mode 100644 index 000000000..432907588 --- /dev/null +++ b/compendium/feats/geologic-attunement-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Geologic Attunement"] +--- +# Geologic Attunement [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +You tune to the earth and stone around you, extending your senses through it in rippling waves. You gain tremorsense (imprecise) in your kinetic aura. Once per round, you can [Point Out](rules/actions/point-out.md) a creature you can sense with tremorsense as a free action. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/ghosts-in-the-storm-roe.md b/compendium/feats/ghosts-in-the-storm-roe.md new file mode 100644 index 000000000..cb106def2 --- /dev/null +++ b/compendium/feats/ghosts-in-the-storm-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/electricity +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Ghosts in the Storm"] +--- +# Ghosts in the Storm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[air](rules/traits/air.md "Air Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +Clouds, like eager pets, are drawn to you and to those in your good graces. Fast-moving gray clouds surround you, as well as your allies while they're in your kinetic aura. Anyone surrounded by these clouds gains a +2 status bonus to Reflex saves and [Acrobatics](compendium/skills.md#Acrobatics) checks. When an affected creature uses a move action, clouds dance around it. Until the start of its next turn, it's [concealed](rules/conditions.md#Concealed), and its Strikes gain the shock rune. + +*Source: RoE p. 25* +%% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/ghoul-dedication-botd.md b/compendium/feats/ghoul-dedication-botd.md index 07500e573..e7bc5d664 100644 --- a/compendium/feats/ghoul-dedication-botd.md +++ b/compendium/feats/ghoul-dedication-botd.md @@ -11,9 +11,9 @@ aliases: ["Ghoul Dedication"] # Ghoul Dedication *Feat 2* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Prerequisites**: You were killed by b1. +- **Prerequisites**: You were killed by [ghoul fever](compendium/gm/afflictions/ghoul-fever-b1.md). -You have succumbed to b1, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. +You have succumbed to [ghoul fever](compendium/gm/afflictions/ghoul-fever-b1.md), dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. @@ -22,13 +22,14 @@ You gain the [ghoul](rules/traits/ghoul-b1.md "Ghoul Creature Trait") and [undea You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. ```ad-embed-ability -title: Consume Flesh [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Consume Flesh** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) - **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour **Effect** You devour a chunk of the corpse. You become satiated for 1 hour. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the ghoul archetype. diff --git a/compendium/feats/gildedsoul-roe.md b/compendium/feats/gildedsoul-roe.md new file mode 100644 index 000000000..a3f7edb60 --- /dev/null +++ b/compendium/feats/gildedsoul-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/lineage +- trait/talos +aliases: ["Gildedsoul"] +--- +# Gildedsoul *Feat 1* +[lineage](rules/traits/lineage-apg.md "Lineage Trait") talos + + +Your elemental lineage manifests in the polished gleam of precious metals, such as silver and gold, or even rare and valuable skymetals like adamantine or orichalcum. This natural luster enhances your charm; you become trained in your choice of [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society). If you would automatically become trained in both these skills (from your background or class, for example), you instead become trained in a skill of your choice. If you're trained in [Society](compendium/skills.md#Society), you also gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. + +*Source: RoE p. 52* +%% #compendium/src/pf2e/roe #trait/lineage #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/glacial-prison-roe.md b/compendium/feats/glacial-prison-roe.md new file mode 100644 index 000000000..d3739032a --- /dev/null +++ b/compendium/feats/glacial-prison-roe.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/cold +- trait/impulse +- trait/incapacitation +- trait/kineticist +- trait/overflow +- trait/primal +- trait/water +aliases: ["Glacial Prison"] +--- +# Glacial Prison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Two-Action + +Intense cold swirls around your foe, covering it in frost that slows it down and turns its body to ice. Target a creature you can observe within 120 feet. It must attempt a Fortitude save against your class DC. The creature is then temporarily immune for 24 hours. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [slowed](rules/conditions.md#Slowed) until the end of its next turn. +> - **Failure** The target is frozen solid. It can't act, its AC is 9, it has Hardness 5, and it's immune to other [cold](rules/traits/cold.md "Cold Energy & Element Trait") effects, critical hits, and precision damage. This lasts until the end of your next turn, but if the target is affected by a [hostile](rules/conditions.md#Hostile) action, this effect ends immediately after that action. +> - **Critical Failure** As failure, but after becoming unfrozen, the creature is [slowed](rules/conditions.md#Slowed) until the end of its next turn. + +*Source: RoE p. 33* +%% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/incapacitation #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/glass-skin-ooa3.md b/compendium/feats/glass-skin-ooa3.md index 9c8582daa..8b51709fc 100644 --- a/compendium/feats/glass-skin-ooa3.md +++ b/compendium/feats/glass-skin-ooa3.md @@ -18,7 +18,7 @@ Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of During this innate stoneskin, you gain the Shatter Glass reaction. At 18th level, the [stoneskin](compendium/spells/stoneskin.md) is heightened to 6th level instead of 4th. ```ad-embed-ability -title: Shatter Glass [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shatter Glass** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: An adjacent creature [Strikes](rules/actions/strike.md) you with a melee weapon or unarmed attack and deals damage - **Requirements**: Your innate stoneskin from Glass Skin is active diff --git a/compendium/feats/goblin-jubilee-display-g-g.md b/compendium/feats/goblin-jubilee-display-g-g.md index 1d9255d0c..00762d6ee 100644 --- a/compendium/feats/goblin-jubilee-display-g-g.md +++ b/compendium/feats/goblin-jubilee-display-g-g.md @@ -14,9 +14,7 @@ aliases: ["Goblin Jubilee Display"] Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display. ```ad-embed-ability -title: Goblin Jubilee [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[fire](rules/traits/fire.md "Fire Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - +title: **Goblin Jubilee** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([fire](rules/traits/fire.md), [sonic](rules/traits/sonic.md), [visual](rules/traits/visual.md)) - **Cost**: 3 batches of infused reagents Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes `3d6` fire damage and `3d6` sonic damage and must attempt a Fortitude save. @@ -28,7 +26,9 @@ A goblin jubilee display costs 3 batches of infused reagents, rather than 1. > - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) and [deafened](rules/conditions.md#Deafened) until the end of its next turn and takes half damage. > - **Failure** The creature is [dazzled](rules/conditions.md#Dazzled) and [deafened](rules/conditions.md#Deafened) for 1 minute and takes full damage. > - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round, [dazzled](rules/conditions.md#Dazzled) and [deafened](rules/conditions.md#Deafened) for 1 minute, and takes double damage. -%% #trait/fire #trait/sonic #trait/visual %% +%% + #trait/fire #trait/sonic #trait/visual +%% ``` *Source: Guns & Gears p. 135* diff --git a/compendium/feats/grove-harbored-roe.md b/compendium/feats/grove-harbored-roe.md new file mode 100644 index 000000000..f64c9a726 --- /dev/null +++ b/compendium/feats/grove-harbored-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +aliases: ["Grove-Harbored"] +--- +# Grove-Harbored *Feat 1* +ardande + + +You are accustomed to exploring thick woodlands and defending yourself against the attacks of magical plants. You gain a +1 circumstance bonus to saves against plant, poison, and wood effects, and if you roll a success on a save against a [poison](rules/traits/poison.md "Poison Effect Trait") effect, you get a critical success instead. + +*Source: RoE p. 48* +%% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/growth-spell-roe.md b/compendium/feats/growth-spell-roe.md new file mode 100644 index 000000000..f37461907 --- /dev/null +++ b/compendium/feats/growth-spell-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/spellshape +aliases: ["Growth Spell"] +--- +# Growth Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), wood is in your elemental philosophy +- **Activity** Single Action + +You enhance your spell with elemental wood, causing your magic to expand and grow beyond its original limitations. If the next action you use this turn is to Cast a non-cantrip Spell that affects an area, expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet. + +The spell gains the wood trait. + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/archetype #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/hail-of-splinters-roe.md b/compendium/feats/hail-of-splinters-roe.md new file mode 100644 index 000000000..0be73ca00 --- /dev/null +++ b/compendium/feats/hail-of-splinters-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/wood +aliases: ["Hail of Splinters"] +--- +# Hail of Splinters [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Two-Action + +A fusillade of jagged splinters flies from you. Creatures in a 30-foot cone take `1d4` piercing damage and `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) with a basic Reflex save against your class DC. + +Level (+2) Each type of damage increases by `1d4`. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/hardwood-armor-roe.md b/compendium/feats/hardwood-armor-roe.md new file mode 100644 index 000000000..cc1e17b8d --- /dev/null +++ b/compendium/feats/hardwood-armor-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +- trait/wood +aliases: ["Hardwood Armor"] +--- +# Hardwood Armor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Single Action + +Wood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency. + +The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 1; Group wood TV. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes [broken](rules/conditions.md#Broken) or leaves your grasp. + +The armor lasts for 10 minutes, and you can [Dismiss](rules/actions/dismiss.md) this impulse. If you use this impulse again, any existing one ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/hedge-maze-roe.md b/compendium/feats/hedge-maze-roe.md new file mode 100644 index 000000000..04eb7546a --- /dev/null +++ b/compendium/feats/hedge-maze-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/overflow +- trait/plant +- trait/primal +- trait/wood +aliases: ["Hedge Maze"] +--- +# Hedge Maze [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Three-Action + +You sculpt a manicured maze of hedges. You create a wall of shrubs (page 199) in a square 30 feet on a side, with 15-foot- high walls. You can place up to four more walls inside, each 10 feet wide and 15 feet high. The hedge lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. + +You can spend 10 minutes using this impulse as an exploration activity to instead create a cozy cabin with hedges for walls. It lasts for 12 hours, but ends if you use the impulse again. + +*Source: RoE p. 35* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/hell-of-1000000-needles-roe.md b/compendium/feats/hell-of-1000000-needles-roe.md new file mode 100644 index 000000000..964e5eb7f --- /dev/null +++ b/compendium/feats/hell-of-1000000-needles-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/overflow +- trait/primal +aliases: ["Hell of 1,000,000 Needles"] +--- +# Hell of 1,000,000 Needles [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Three-Action + +The landscape fills with monumental filaments of metal. The needles lance into a cube 30 feet on a side within 500 feet. Each creature in the area takes `13d6` piercing damage, with a basic Reflex save against your class DC. Each creature that fails its save is impaled, becoming [immobilized](rules/conditions.md#Immobilized) until it Escapes (the DC is your class DC); a creature that critically failed is also off-guard as long as it's impaled. The hell remains until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one. The first time you Sustain it each round, lightning crisscrosses the needles. Each creature in the area takes `3d12` electricity damage with a basic Reflex save against your class DC. Squares in the area are hazardous terrain. A creature takes 6 piercing damage for every square of the area it moves through. + +Level (20th) The initial damage is `17d6`, and the hazardous terrain damage is 7. + +*Source: RoE p. 31* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/igneogenesis-roe.md b/compendium/feats/igneogenesis-roe.md new file mode 100644 index 000000000..368e3232a --- /dev/null +++ b/compendium/feats/igneogenesis-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/primal +aliases: ["Igneogenesis"] +--- +# Igneogenesis [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You can create a permanent stone object, either sculpting stone pulled directly from your kinetic gate or manipulating earth and stone around you. It must fit within one 5-foot cube that's adjacent to you and on solid ground, and you can make the object large enough to occupy the square. If you create the object underneath you or another willing creature, you cause the target to rise on top of the object; you can't create it under an unwilling creature. This impulse has an unlimited duration, but if you use Igneogenesis again, the object returns to its original location or form. You can spend 1 hour to use Igneogenesis as an exploration activity; in this case, the object is permanent and non-magical. + +The object can't include any intricate parts or moving pieces. You can attempt a [Crafting](compendium/skills.md#Crafting) skill check as part of using this impulse to add details to your creation, such as a symbol, short message, or pattern (with the DC determined by the GM). Level (+3) You can add an additional 5-foot cube to the object. + +Each cube must be contiguous. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ignite-the-sun-roe.md b/compendium/feats/ignite-the-sun-roe.md new file mode 100644 index 000000000..2dba8fb34 --- /dev/null +++ b/compendium/feats/ignite-the-sun-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/light +- trait/primal +aliases: ["Ignite the Sun"] +--- +# Ignite the Sun [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [light](rules/traits/light.md "Light Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +The fires of creation become yours to control. You create a miniature sun in a 5-foot burst within 500 feet. A creature takes `7d6` fire damage any time it's in the miniature sun, with a basic Reflex save against your class DC. A creature can take this damage no more than once per round. The sun sheds bright light in a 500-foot emanation (and dim light for another 500 feet); this is sunlight for creatures with a particular vulnerability to sunlight. + +The sun lasts until the end of your next turn, but you can Sustain it up to 1 minute. The first time you Sustain the impulse each round, you can choose to increase the size of the sun's burst by 5 feet, then make it [Fly](rules/actions/fly.md) up to 30 feet. The sun can move through creatures, damaging them as described above. + +The sun continually channels fire into you and your allies. You and each of your allies within the sun's light deal an additional `1d6` fire damage with all Strikes, spells that deal fire damage, and impulses that deal fire damage (except for Ignite the Sun itself). These aren't cumulative with multiple suns. + +*Source: RoE p. 29* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/light #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/impenetrable-fog-roe.md b/compendium/feats/impenetrable-fog-roe.md new file mode 100644 index 000000000..7f6e73862 --- /dev/null +++ b/compendium/feats/impenetrable-fog-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/overflow +- trait/primal +- trait/water +aliases: ["Impenetrable Fog"] +--- +# Impenetrable Fog [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Three-Action + +Fog condenses in a chaotic, swirling pattern, thick enough that it seems to push back against you. You call forth a fog bank in a 10-foot burst within 120 feet. All creatures in the fog are [concealed](rules/conditions.md#Concealed), and all creatures outside the fog become [concealed](rules/conditions.md#Concealed) to creatures within it. The fog is so magically dense it impedes movement, making the area difficult terrain. The fog lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. + +Level (+3) You can make the radius of the burst larger. Increase its maximum size by 5 feet. + +*Source: RoE p. 33* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/imperious-aura-roe.md b/compendium/feats/imperious-aura-roe.md new file mode 100644 index 000000000..02d95b7b7 --- /dev/null +++ b/compendium/feats/imperious-aura-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Imperious Aura"] +--- +# Imperious Aura [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Prerequisites**: one or more stance impulses that affect your kinetic aura +- **Trigger** Your turn begins. +- **Activity** Free Action + +Your glowing and majestic kinetic aura marks you as a true child of the elements. Use a stance impulse that affects your kinetic aura. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/improved-elemental-blast-roe.md b/compendium/feats/improved-elemental-blast-roe.md new file mode 100644 index 000000000..53e548b1f --- /dev/null +++ b/compendium/feats/improved-elemental-blast-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Improved Elemental Blast"] +--- +# Improved Elemental Blast *Feat 8* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Kineticist Dedication](compendium/feats/kineticist-dedication-roe.md) + +The power of your elemental blast improves. The damage of your elemental blast increases by one die. + +**Special.** You can take Improved [Elemental Blast](rules/actions/elemental-blast-roe.md) a second time at 14th level to increase your [Elemental Blast](rules/actions/elemental-blast-roe.md) to three damage die, and a third time at 18th level to increase your [Elemental Blast](rules/actions/elemental-blast-roe.md) to four damage die. + +*Source: RoE p. 57* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/infinite-expanse-of-bluest-heaven-roe.md b/compendium/feats/infinite-expanse-of-bluest-heaven-roe.md new file mode 100644 index 000000000..695ea5cf6 --- /dev/null +++ b/compendium/feats/infinite-expanse-of-bluest-heaven-roe.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/illusion +- trait/impulse +- trait/kineticist +- trait/mental +- trait/overflow +- trait/primal +- trait/visual +aliases: ["Infinite Expanse of Bluest Heaven"] +--- +# Infinite Expanse of Bluest Heaven [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[air](rules/traits/air.md "Air Energy & Element Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") + +- **Activity** Three-Action + +An illusion of a limitless expanse with an impossibly blue sky makes all within feel the sensation of falling... forever. The vision appears in a 20-foot burst within 100 feet. The illusion lasts until the end of your next turn, but you can Sustain it up to 1 minute. Using this impulse again ends any previous one. + +Each creature in the area or that later enters it must attempt a Will save against your class DC. Creatures with the [air](rules/traits/air.md "Air Energy & Element Trait") trait are immune. [Any](rules/traits/any-b1.md "Any Alignment Trait") effect of the illusion ends for a creature as soon as it leaves the illusion's area or the impulse ends, and the creature then becomes temporarily immune for 1 hour. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is off-guard. +> - **Failure** The creature is off-guard. It is [fleeing](rules/conditions.md#Fleeing) from the illusory sky but is also disoriented; any time it uses an action to attempt to flee, it must succeed at a DC 11 flat check or flee to a space that's still within the illusion. The GM determines where the creatures ends up, but the creature can't stay stationary if it's able to move. + +*Source: RoE p. 25* +%% #compendium/src/pf2e/roe #trait/air #trait/illusion #trait/impulse #trait/kineticist #trait/mental #trait/overflow #trait/primal #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/iron-lung-ec3.md b/compendium/feats/iron-lung-ec3.md index f55fbee80..10b37a471 100644 --- a/compendium/feats/iron-lung-ec3.md +++ b/compendium/feats/iron-lung-ec3.md @@ -14,13 +14,15 @@ aliases: ["Iron Lung"] Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. ```ad-embed-ability -title: Exhale Poison [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Exhale Poison** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([arcane](rules/traits/arcane.md), [necromancy](rules/traits/necromancy.md), [poison](rules/traits/poison.md)) +- **Frequency**: once per hour - **Requirements**: You were within the area of an inhaled poison within the last minute **Effect** You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged. -%% #trait/arcane #trait/necromancy #trait/poison %% +%% + #trait/arcane #trait/necromancy #trait/poison +%% ``` *Source: Extinction Curse #3: Life's Long Shadows p. 74* diff --git a/compendium/feats/jagged-berms-roe.md b/compendium/feats/jagged-berms-roe.md new file mode 100644 index 000000000..7d8678a63 --- /dev/null +++ b/compendium/feats/jagged-berms-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/earth +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/wood +aliases: ["Jagged Berms"] +--- +# Jagged Berms [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Three-Action + +You conjure up to six cube-shaped mounds of packed earth. Each appears in an unoccupied square within 120 feet, fills its square, and provides cover. A mound has AC 10, Hardness 10, and 20 HP, and is immune to critical hits and precision damage. + +If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends. + +Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes `2d6` piercing damage. Destroying a mound also destroys its stakes. Level (+2) The HP of each section of the wall increases by 10, and the piercing damage increases by `1d6`. + +*Source: RoE p. 37* +%% #compendium/src/pf2e/roe #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/jumping-jenny-display-g-g.md b/compendium/feats/jumping-jenny-display-g-g.md index ab3906392..d89e8c953 100644 --- a/compendium/feats/jumping-jenny-display-g-g.md +++ b/compendium/feats/jumping-jenny-display-g-g.md @@ -14,8 +14,7 @@ aliases: ["Jumping Jenny Display"] This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display. ```ad-embed-ability -title: Jumping Jenny [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - +title: **Jumping Jenny** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Cost**: 2 batches of infused reagents Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to [Fly](rules/actions/fly.md), they must succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) against the DC of your fireworks display, or the [Fly](rules/actions/fly.md) action is disrupted. If all the creature's attempts to [Fly](rules/actions/fly.md) are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1. diff --git a/compendium/feats/ka-stone-ritual-lowg.md b/compendium/feats/ka-stone-ritual-lowg.md index 6b3526799..88e90fbc6 100644 --- a/compendium/feats/ka-stone-ritual-lowg.md +++ b/compendium/feats/ka-stone-ritual-lowg.md @@ -17,9 +17,11 @@ You inscribe your true name on your ka stone, as well as oaths to gods and phara The ka stone grants you a +1 item bonus to saves against [death](rules/traits/death.md "Death Effect Trait") effects and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. ```ad-embed-ability -title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: **Activate** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") envision, or a different activation if otherwise specified -You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) feat. +- **Frequency**: a number of times each day equal to the number of class feats you have from the [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) archetype + +**Effect** You cast [enlarge](compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](compendium/character/archetypes/living-monolith-lowg.md) feat. ``` ## Ka Stone Ritual leads to... diff --git a/compendium/feats/kindle-inner-flames-roe.md b/compendium/feats/kindle-inner-flames-roe.md new file mode 100644 index 000000000..444d3dfc3 --- /dev/null +++ b/compendium/feats/kindle-inner-flames-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Kindle Inner Flames"] +--- +# Kindle Inner Flames [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +As a candle can light another, you awaken the latent potential to channel fire in other creatures. You shed faint, glowing embers, as do your allies while they're in your kinetic aura. Anyone shedding these embers gains a +1 status bonus to Reflex saves and [Acrobatics](compendium/skills.md#Acrobatics) checks and can [Step](rules/actions/step.md) as a free action once per round. When an affected creature takes a move action, its Strikes deal an extra 2 fire damage until the end of its turn. + +Level (12th) The status bonus to Reflex saves and [Acrobatics](compendium/skills.md#Acrobatics) checks is +2, and the Strikes gain the flaming rune instead of the extra 2 fire damage. + +*Source: RoE p. 29* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/kinetic-activation-roe.md b/compendium/feats/kinetic-activation-roe.md new file mode 100644 index 000000000..ee4bd60ca --- /dev/null +++ b/compendium/feats/kinetic-activation-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Kinetic Activation"] +--- +# Kinetic Activation *Feat 2* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +Rather than incantations and gestures, you can use your kinetic gate to directly unlock the potential of elementally empowered magic items. You can Activate magic items that require you to be able to [Cast a Spell](rules/actions/cast-a-spell.md), provided you activate them to [Cast a Spell](rules/actions/cast-a-spell.md) with the same trait as one of your kinetic elements; for example, if you can channel fire, you could Activate a scroll of fireball. + +For [any](rules/traits/any-b1.md "Any Alignment Trait") effects of these items that use a spell attack roll or spell DC, you can substitute your impulse attack roll or class DC. + +You can also prepare a staff that has at least one spell with an appropriate trait, using half your level rounded up to determine the number of charges you add. This doesn't allow you to cast spells without the trait of one of your kinetic elements, and you don't get the extra benefits prepared and spontaneous spellcasters do. + +*Source: RoE p. 21* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/kinetic-pinnacle-roe.md b/compendium/feats/kinetic-pinnacle-roe.md new file mode 100644 index 000000000..f8936b346 --- /dev/null +++ b/compendium/feats/kinetic-pinnacle-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Kinetic Pinnacle"] +--- +# Kinetic Pinnacle *Feat 20* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +No one can match the pace at which elements flow from you. You're permanently [quickened](rules/conditions.md#Quickened). You can use your extra action only to [Channel Elements](rules/actions/channel-elements-roe.md), use a 1-action [Elemental Blast](rules/actions/elemental-blast-roe.md), or use a 1-action stance impulse. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/kineticist-dedication-roe.md b/compendium/feats/kineticist-dedication-roe.md new file mode 100644 index 000000000..b2bd8614a --- /dev/null +++ b/compendium/feats/kineticist-dedication-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Kineticist Dedication"] +--- +# Kineticist Dedication *Feat 2* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") + +- **Prerequisites**: Constitution +2 + +You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, metal, water, or wood). You gain a kinetic aura and the [Channel Elements](rules/actions/channel-elements-roe.md) action (page 15), though you don't get to use an [Elemental Blast](rules/actions/elemental-blast-roe.md) or stance impulse when you take that action. You gain the [Elemental Blast](rules/actions/elemental-blast-roe.md) action (page 16). Your [Elemental Blast](rules/actions/elemental-blast-roe.md) does not automatically gain additional damage dice every four levels, instead requiring you to take the Improved [Elemental Blast](rules/actions/elemental-blast-roe.md) feat. + +## Kineticist Dedication leads to... + +[Base Kinesis](compendium/feats/base-kinesis-roe.md), [Through the Gate](compendium/feats/through-the-gate-roe.md), [Improved Elemental Blast](compendium/feats/improved-elemental-blast-roe.md), [Expert Kinetic Control](compendium/feats/expert-kinetic-control-roe.md) + +## Summary + +*Source: RoE p. 57* +%% #compendium/src/pf2e/roe #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/kizidhar-magic-roe.md b/compendium/feats/kizidhar-magic-roe.md new file mode 100644 index 000000000..6f7953d9d --- /dev/null +++ b/compendium/feats/kizidhar-magic-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +aliases: ["Kizidhar Magic"] +--- +# Kizidhar Magic *Feat 9* +ardande + + +You can wield the arcane magic of a kizidhar, casting entangling flora and one with plants once per day each as 2nd-rank arcane innate spells. + +*Source: RoE p. 49* +%% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/lava-leap-roe.md b/compendium/feats/lava-leap-roe.md new file mode 100644 index 000000000..f02ad46e6 --- /dev/null +++ b/compendium/feats/lava-leap-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/earth +- trait/fire +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Lava Leap"] +--- +# Lava Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You wreath yourself in molten stone and hurtle toward your enemy. [Leap](rules/actions/leap.md) up to your Speed. At the end of your [Leap](rules/actions/leap.md), a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes `1d6` bludgeoning damage and `2d6` fire damage, with a basic Reflex save against your class DC. + +The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. + +Level (+3) Each type of damage increases by `1d6`. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/composite #trait/earth #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/lightning-dash-roe.md b/compendium/feats/lightning-dash-roe.md new file mode 100644 index 000000000..481b07542 --- /dev/null +++ b/compendium/feats/lightning-dash-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/electricity +- trait/impulse +- trait/kineticist +- trait/move +- trait/overflow +- trait/polymorph +- trait/primal +aliases: ["Lightning Dash"] +--- +# Lightning Dash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[air](rules/traits/air.md "Air Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [move](rules/traits/move.md "Move Combat Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way. You propel yourself forward in a 30-foot line. You can move through creatures during this movement, and this movement doesn't trigger reactions that are triggered by movement. Each creature you move through takes `2d12` electricity damage with a basic Reflex save against your class DC. You return to your normal form in the final square of the line. If you're in the air, you fall unless you have a fly Speed. + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/move #trait/overflow #trait/polymorph #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/lightning-rod-roe.md b/compendium/feats/lightning-rod-roe.md new file mode 100644 index 000000000..7d2af5977 --- /dev/null +++ b/compendium/feats/lightning-rod-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/composite +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Lightning Rod"] +--- +# Lightning Rod [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Three-Action + +You smash a metal rod into your foe and call lightning to it. Attempt a 1-action melee [Elemental Blast](rules/actions/elemental-blast-roe.md) using the metal element. On a hit, the target is skewered with a metal rod, which gives it a –1 circumstance penalty to AC and saves against electricity; the penalty is –2 if the creature also has the metal trait, is made of metal, or is wearing metal armor. A hit creature immediately takes `1d12` electricity damage with a basic Reflex save against your class DC. The creature can [Interact](rules/actions/interact.md) to attempt a DC 10 [Athletics](compendium/skills.md#Athletics) check to pull the lightning rod free. + +Level (+6) The electricity damage increases by `1d12`. + +*Source: RoE p. 37* +%% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/living-bonfire-roe.md b/compendium/feats/living-bonfire-roe.md new file mode 100644 index 000000000..8ed6644bf --- /dev/null +++ b/compendium/feats/living-bonfire-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/fire +- trait/impulse +- trait/kineticist +- trait/primal +- trait/wood +aliases: ["Living Bonfire"] +--- +# Living Bonfire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Two-Action + +Roots and branches of living wood writhe in elemental fire at your command, forming a bonfire fearsome enough to scare off predators in the night. You conjure a bonfire in an unoccupied 10-foot-square space within 30 feet. The bonfire burns for 10 hours, providing all the benefits of a normal campfire. If you use this impulse again, any previous one ends. + +When you make a wood ranged [Elemental Blast](rules/actions/elemental-blast-roe.md), you can have it come from the bonfire instead of you, flinging burning logs. This blast deals an additional `1d6` fire damage. Each time you do this, the size of the bonfire is reduced by one 5-foot square. If all the squares are removed, the impulse ends. + +Level (+5) The fire damage increases by `1d6`. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/composite #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/living-vessel-dedication-da.md b/compendium/feats/living-vessel-dedication-da.md index 2c0c49be5..e7788dc52 100644 --- a/compendium/feats/living-vessel-dedication-da.md +++ b/compendium/feats/living-vessel-dedication-da.md @@ -21,7 +21,7 @@ You need to spend at least an hour each day assuaging the entity within you or y You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling [unconscious](rules/conditions.md#Unconscious), though at the risk of letting it enact its will. ```ad-embed-ability -title: Entity's Resurgence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Entity's Resurgence** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: You would be reduced to 0 Hit Points but not immediately killed diff --git a/compendium/feats/magnetic-field-roe.md b/compendium/feats/magnetic-field-roe.md new file mode 100644 index 000000000..a9aee8155 --- /dev/null +++ b/compendium/feats/magnetic-field-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +- trait/stance +aliases: ["Magnetic Field"] +--- +# Magnetic Field [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") metal + +- **Activity** Single Action + +A magnetic field surrounds you. Choose a polarity when you take this action. You can switch the polarity as a free action at the start of each of your turns while you remain in this stance. + +Attract A creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as difficult terrain when moving away from you. You pull unattended metal objects of light Bulk or less in your kinetic aura to you. They gather in your space and move with you. + +Repel A creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as difficult terrain when moving closer to you. You push unattended metal objects of light Bulk or less in your kinetic aura away. They stop moving once they're outside your aura. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/magnetic-pinions-roe.md b/compendium/feats/magnetic-pinions-roe.md new file mode 100644 index 000000000..cba45cbfb --- /dev/null +++ b/compendium/feats/magnetic-pinions-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/overflow +- trait/primal +aliases: ["Magnetic Pinions"] +--- +# Magnetic Pinions [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Three-Action + +Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal `1d4` bludgeoning damage and `1d4` piercing damage on a hit (or double damage on a critical hit). Level (+2) Each type of damage increases by `1d4`. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/master-skysage-divination-gw1.md b/compendium/feats/master-skysage-divination-gw1.md new file mode 100644 index 000000000..8601fdd7a --- /dev/null +++ b/compendium/feats/master-skysage-divination-gw1.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +aliases: ["Master Skysage Divination"] +--- +# Master Skysage Divination *Feat 16* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Expert Skysage Divination](compendium/feats/expert-skysage-divination-gw1.md) + +You unlock the most powerful secrets hidden in the stars above. You learn a 7th-level spell from any spell list. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from the divination school. You gain master proficiency with spell attack rolls and spell DCs for occult spells. + +*Source: Gatewalkers #1: The Seventh Arch p. 83* +%% #compendium/src/pf2e/gw1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/metabolize-element-roe.md b/compendium/feats/metabolize-element-roe.md new file mode 100644 index 000000000..e6dff2d09 --- /dev/null +++ b/compendium/feats/metabolize-element-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Metabolize Element"] +--- +# Metabolize Element [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md) +- **Trigger** You take damage from a foe's spell or magical ability with a trait of one of the elements in your elemental philosophy. +- **Activity** Reaction + +Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](rules/conditions.md#Quickened) condition until the end of your next turn. You can use the extra action only to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/metal-carapace-roe.md b/compendium/feats/metal-carapace-roe.md new file mode 100644 index 000000000..c5e448023 --- /dev/null +++ b/compendium/feats/metal-carapace-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Metal Carapace"] +--- +# Metal Carapace [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Single Action + +Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 2; Group plate; Armor Traits noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. + +When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes [broken](rules/conditions.md#Broken) or leaves your grasp. + +The impulse lasts for 10 minutes, and you can [Dismiss](rules/actions/dismiss.md) this impulse. If you use this impulse again, any existing one ends. + +The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/metallic-skin-roe.md b/compendium/feats/metallic-skin-roe.md new file mode 100644 index 000000000..801b30f0b --- /dev/null +++ b/compendium/feats/metallic-skin-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/concentrate +- trait/primal +- trait/talos +aliases: ["Metallic Skin"] +--- +# Metallic Skin [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") talos + +- **Frequency**: once per day +- **Activity** Two-Action + +Duration 1 minute You fortify your natural resistances with elemental metal, covering your skin with thick metal. You gain a +2 status bonus to AC and resistance 10 to physical damage (except adamantine), but you take a –10-foot penalty to Speed. If you take fire damage while this ability is active, until the end of your next turn, you deal an additional `2d6` fire damage with all your unarmed melee Strikes. + +*Source: RoE p. 53* +%% #compendium/src/pf2e/roe #trait/concentrate #trait/primal #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/minor-omen-gw1.md b/compendium/feats/minor-omen-gw1.md new file mode 100644 index 000000000..6ec157cec --- /dev/null +++ b/compendium/feats/minor-omen-gw1.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/divination +- trait/fortune +- trait/occult +aliases: ["Minor Omen"] +--- +# Minor Omen [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) +- **Frequency**: once per day +- **Trigger** You fail a Reflex save. +- **Requirements**: You can see the night sky. +- **Activity** Reaction + +The stars warn you of danger in the nick of time. Reroll the failed save and use the new result. + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/divination #trait/fortune #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/mirror-risen-da.md b/compendium/feats/mirror-risen-da.md index 504388702..94344076b 100644 --- a/compendium/feats/mirror-risen-da.md +++ b/compendium/feats/mirror-risen-da.md @@ -14,13 +14,15 @@ aliases: ["Mirror-Risen"] You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror's Trickery reaction. ```ad-embed-ability -title: Mirror's Trickery [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Mirror's Trickery** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md), [illusion](rules/traits/illusion.md), [occult](rules/traits/occult.md), [visual](rules/traits/visual.md)) +- **Frequency**: once per day - **Trigger**: You would be hit by a [Strike](rules/actions/strike.md) **Effect** You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure. -%% #trait/concentrate #trait/illusion #trait/occult #trait/visual %% +%% + #trait/concentrate #trait/illusion #trait/occult #trait/visual +%% ``` ## Mirror-Risen leads to... diff --git a/compendium/feats/mistsoul-loag.md b/compendium/feats/mistsoul-loag.md index a4b0a77e1..d55109578 100644 --- a/compendium/feats/mistsoul-loag.md +++ b/compendium/feats/mistsoul-loag.md @@ -14,13 +14,14 @@ aliases: ["Mistsoul"] You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction. ```ad-embed-ability -title: Mist Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") +title: **Mist Blending** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([undine](rules/traits/undine-b2.md)) - **Trigger**: A creature attempts a flat check to target you because you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to fog, haze, mist, or smoke **Effect** You shroud yourself in mist, making it harder for your foe to hit you. If you're [concealed](rules/conditions.md#Concealed), the DC of the flat check increases from 5 to 7; if you're [hidden](rules/conditions.md#Hidden), it increases from 11 to 13. -%% #trait/undine %% +%% + #trait/undine +%% ``` *Source: Lost Omens: Ancestry Guide p. 119* diff --git a/compendium/feats/moldersoul-roe.md b/compendium/feats/moldersoul-roe.md new file mode 100644 index 000000000..25008d1e4 --- /dev/null +++ b/compendium/feats/moldersoul-roe.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +- trait/lineage +aliases: ["Moldersoul"] +--- +# Moldersoul *Feat 1* +[lineage](rules/traits/lineage-apg.md "Lineage Trait") ardande + + +Your connection to elemental wood asserts itself in the form of decay, like forgotten logs left to rot and the char that remains after a forest fire, cycles of devastation clearing away what was to make room for the next generation of life. You gain the Decompose action. + +```ad-embed-ability +title: **Decompose** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([primal](rules/traits/primal.md), void) + +- **Frequency**: once per day + +**Effect** Void energy seeps out of you, decaying everything within a 5-foot emanation and causing plants and foliage to age and decompose. Natural difficult terrain is destroyed, and creatures in the area with the plant or wood trait take `1d6` void damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. +%% + #trait/primal #trait/void +%% +``` + +*Source: RoE p. 48* +%% #compendium/src/pf2e/roe #trait/ardande #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/molten-wire-roe.md b/compendium/feats/molten-wire-roe.md new file mode 100644 index 000000000..9099544cf --- /dev/null +++ b/compendium/feats/molten-wire-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/fire +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Molten Wire"] +--- +# Molten Wire [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Two-Action + +Spinning molten iron through a vortex of fire, you trap your foe in searing wires. Make an impulse attack roll against a creature within 15 feet. On a success, the target takes `2d6` slashing damage and is wrapped in molten wire for 1 minute. + +It is [clumsy](rules/conditions.md#Clumsy) and takes `2d4` fire damage at the start of each of its turns, with a basic Reflex save. The wire's [Escape](rules/actions/escape.md) DC is your class DC. The wire has AC 10 and 75 HP. The impulse ends if the creature Escapes or the wire is destroyed. + +Level (+4) The slashing damage increases by `1d6`, the fire damage increases by `1d4`, and the wire's HP increases by 25. + +*Source: RoE p. 37* +%% #compendium/src/pf2e/roe #trait/composite #trait/fire #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/natural-magnetism-roe.md b/compendium/feats/natural-magnetism-roe.md new file mode 100644 index 000000000..b53e4cca6 --- /dev/null +++ b/compendium/feats/natural-magnetism-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/talos +aliases: ["Natural Magnetism"] +--- +# Natural Magnetism *Feat 9* +talos + + +Your connection with elemental iron grants you a natural field of weak magnetic attraction. You can cast [magnetic attraction](compendium/spells/magnetic-attraction-som.md) (Secrets of Magic 114) and magnetic repulsion (Secrets of Magic 115) once per day each as 2nd-rank primal innate spells. + +**Special.** If you chose the gildedsoul lineage, you can replace one of the above spells with enthrall. + +*Source: RoE p. 53* +%% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/nights-glow-gw1.md b/compendium/feats/nights-glow-gw1.md new file mode 100644 index 000000000..d4d5848e4 --- /dev/null +++ b/compendium/feats/nights-glow-gw1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/evocation +- trait/occult +aliases: ["Night's Glow"] +--- +# Night's Glow *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) + +The stars and moon lend you their light. You gain your choice of the moonbeam or zenith star (Lost Omens Gods & Magic 117) domain spell. Like your Oatia skysage spells, you cast this focus spell as an occult spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the [Refocus](rules/actions/refocus.md) to reflect upon or gaze at the stars. + +**Special.** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. + +## Night's Glow leads to... + +[Night's Shine](compendium/feats/nights-shine-gw1.md) + +## Summary + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/evocation #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/nights-shine-gw1.md b/compendium/feats/nights-shine-gw1.md new file mode 100644 index 000000000..d2649e633 --- /dev/null +++ b/compendium/feats/nights-shine-gw1.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/evocation +- trait/occult +aliases: ["Night's Shine"] +--- +# Night's Shine *Feat 12* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md), [Night's Glow](compendium/feats/nights-glow-gw1.md) + +Your power from the moon and stars becomes strong enough to illuminate the night sky. You gain your choice of the asterism (Lost Omens Gods & Magic 117) or touch of the moon domain spell. Increase the number of Focus Points in your pool by 1. + +**Special.** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. + +*Source: Gatewalkers #1: The Seventh Arch p. 83* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/evocation #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/nights-warning-gw1.md b/compendium/feats/nights-warning-gw1.md new file mode 100644 index 000000000..fb510d2ee --- /dev/null +++ b/compendium/feats/nights-warning-gw1.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/concentrate +- trait/occult +aliases: ["Night's Warning"] +--- +# Night's Warning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) +- **Frequency**: once per hour +- **Trigger** A creature targets you with an attack and you can see the attacker. +- **Requirements**: You can see the night sky. +- **Activity** Reaction + +Portents written in the night sky show you how to avoid an attack. The triggering attack roll targets your [Occultism](compendium/skills.md#Occultism) DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. + +For example, an enemy with sneak attack would still deal extra damage to you for being [flat-footed](rules/conditions.md#Flat-footed), even though you wouldn't take the –2 circumstance penalty when defending against the attack. + +*Source: Gatewalkers #1: The Seventh Arch p. 83* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/concentrate #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/nourishing-gate-roe.md b/compendium/feats/nourishing-gate-roe.md new file mode 100644 index 000000000..9eb78d7b9 --- /dev/null +++ b/compendium/feats/nourishing-gate-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Nourishing Gate"] +--- +# Nourishing Gate *Feat 14* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +You can sustain yourself on a single drop of elemental dew or the slightest spark from the Plane of Fire. You gain a +2 status bonus to saving throws against poisons, sleep, and effects that would make you [paralyzed](rules/conditions.md#Paralyzed). You don't need to breathe, eat, or sleep, though you must still take a full night's rest every 24 hours to be able to make your daily preparations. During this time, you remain awake and alert, but you must spend the time meditating or attuning to your kinetic gate rather than engaging in other complex activities. Each kineticist attunes in their own individual way. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/oatia-skysage-dedication-gw1.md b/compendium/feats/oatia-skysage-dedication-gw1.md new file mode 100644 index 000000000..06253b71d --- /dev/null +++ b/compendium/feats/oatia-skysage-dedication-gw1.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/dedication +- trait/uncommon +aliases: ["Oatia Skysage Dedication"] +--- +# Oatia Skysage Dedication *Feat 2* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [dedication](rules/traits/dedication.md "Dedication Feat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) + +Your study of the stars unlocks supernatural insights and magic. You either become trained in [Astronomy Lore](compendium/skills.md#Lore) or an expert in [Occultism](compendium/skills.md#Occultism). + +You learn to cast spontaneous spells and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips of your choice; these cantrips can be from any spell tradition, but they must be divination spells. You cast these spells as occult spells as you draw on the stars and night sky. You're trained in occult spell attack rolls and spell DCs. If you have a hand free and you've gazed at the night sky in the last 24 hours, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Intelligence. + +**Special.** You can't select another dedication feat until you have gained two other feats from the Oatia skysage archetype. + +## Oatia Skysage Dedication leads to... + +[Basic Skysage Divination](compendium/feats/basic-skysage-divination-gw1.md), [Expert Skysage Divination](compendium/feats/expert-skysage-divination-gw1.md), [Master Skysage Divination](compendium/feats/master-skysage-divination-gw1.md), [Stargazer's Eyes](compendium/feats/stargazers-eyes-gw1.md), [Night's Glow](compendium/feats/nights-glow-gw1.md), [Night's Shine](compendium/feats/nights-shine-gw1.md), [Minor Omen](compendium/feats/minor-omen-gw1.md), [Scholar's Hunch](compendium/feats/scholars-hunch-gw1.md), [Starlit Spells](compendium/feats/starlit-spells-gw1.md), [Night's Warning](compendium/feats/nights-warning-gw1.md), [Starlight Armor](compendium/feats/starlight-armor-gw1.md) + +## Summary + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/oceans-balm-roe.md b/compendium/feats/oceans-balm-roe.md new file mode 100644 index 000000000..f5a84f047 --- /dev/null +++ b/compendium/feats/oceans-balm-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/healing +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/primal +- trait/vitality +- trait/water +aliases: ["Ocean's Balm"] +--- +# Ocean's Balm [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") vitality + +- **Activity** Single Action + +A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains `1d8` Hit Points and gains resistance 2 to fire for 1 minute. If it has [persistent fire damage](rules/conditions.md#Persistent%20Damage), it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. Level (+2) The healing increases by `1d8`, and the resistance increases by 1. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/manipulate #trait/primal #trait/vitality #trait/water %% \ No newline at end of file diff --git a/compendium/feats/omnikinesis-roe.md b/compendium/feats/omnikinesis-roe.md new file mode 100644 index 000000000..8f61738bf --- /dev/null +++ b/compendium/feats/omnikinesis-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Omnikinesis"] +--- +# Omnikinesis [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Prerequisites**: reflow elements +- **Activity** Single Action + +You can realign your kinetic gate with a thought. Replace one of your impulse feats using the same process as reflow elements. You can replace only one, even if you have double reflow. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/one-inch-punch-apg.md b/compendium/feats/one-inch-punch-apg.md index 9a81d45bb..00ca3deab 100644 --- a/compendium/feats/one-inch-punch-apg.md +++ b/compendium/feats/one-inch-punch-apg.md @@ -6,7 +6,7 @@ tags: - trait/monk aliases: ["One-inch Punch"] --- -# One-inch Punch [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* +# One-inch Punch [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) *Feat 6* [monk](rules/traits/monk.md "Monk Class Trait") - **Prerequisites**: expert strikes diff --git a/compendium/feats/orchards-endurance-roe.md b/compendium/feats/orchards-endurance-roe.md new file mode 100644 index 000000000..c62ecd2b3 --- /dev/null +++ b/compendium/feats/orchards-endurance-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/plant +- trait/primal +- trait/stance +- trait/wood +aliases: ["Orchard's Endurance"] +--- +# Orchard's Endurance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") wood + +- **Activity** Single Action + +Patches of bark appear on the skin of you and your nearby allies. You and your allies in your kinetic aura gain resistance 5 to bludgeoning and piercing damage. In addition, you and your affected allies roll flat checks to recover from [persistent damage](rules/conditions.md#Persistent%20Damage) twice and take the higher result; this is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. + +Level (+4) The resistance increases by 2. + +*Source: RoE p. 35* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/stance #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/out-of-hand-botd.md b/compendium/feats/out-of-hand-botd.md index 4d342e3aa..dd6d93d31 100644 --- a/compendium/feats/out-of-hand-botd.md +++ b/compendium/feats/out-of-hand-botd.md @@ -14,7 +14,8 @@ aliases: ["Out of Hand"] Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](rules/traits/minion.md "Minion Creature Trait") trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](rules/actions/strike.md)). Any [Strikes](rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. ```ad-embed-ability -title: Lay Down Arms [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Lay Down Arms** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action. ``` diff --git a/compendium/feats/pact-of-draconic-fury-da.md b/compendium/feats/pact-of-draconic-fury-da.md index aecc371ed..90a3b4a90 100644 --- a/compendium/feats/pact-of-draconic-fury-da.md +++ b/compendium/feats/pact-of-draconic-fury-da.md @@ -17,9 +17,11 @@ aliases: ["Pact of Draconic Fury"] You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. ```ad-embed-ability -title: Dragon Breath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Dragon Breath** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. +- **Frequency**: once per hour + +**Effect** You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. ``` *Source: Dark Archive p. 166* diff --git a/compendium/feats/pactbinder-dedication-da.md b/compendium/feats/pactbinder-dedication-da.md index 13c9df2ba..0d9722fb8 100644 --- a/compendium/feats/pactbinder-dedication-da.md +++ b/compendium/feats/pactbinder-dedication-da.md @@ -16,13 +16,16 @@ aliases: ["Pactbinder Dedication"] The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in [Diplomacy](compendium/skills.md#Diplomacy) and in one of the following: [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion). ```ad-embed-ability -title: Binding Vow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Binding Vow** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](rules/traits/auditory.md), [concentrate](rules/traits/concentrate.md), [enchantment](rules/traits/enchantment.md), [occult](rules/traits/occult.md)) -You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). +- **Frequency**: once per day + +**Effect** You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). When you make a [Request](rules/actions/request.md) or [Coerce](rules/actions/coerce.md) directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. -%% #trait/auditory #trait/concentrate #trait/enchantment #trait/occult %% +%% + #trait/auditory #trait/concentrate #trait/enchantment #trait/occult +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. diff --git a/compendium/feats/pirate-dedication-apg.md b/compendium/feats/pirate-dedication-apg.md index 7e4ea0de0..3519af982 100644 --- a/compendium/feats/pirate-dedication-apg.md +++ b/compendium/feats/pirate-dedication-apg.md @@ -15,11 +15,13 @@ aliases: ["Pirate Dedication"] As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in [Sailing Lore](compendium/skills.md#Lore), or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. ```ad-embed-ability -title: Boarding Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[flourish](rules/traits/flourish.md "Flourish Combat Trait") +title: **Boarding Assault** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([flourish](rules/traits/flourish.md)) + Either [Stride](rules/actions/stride.md) twice or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](rules/actions/strike.md) that deals one additional weapon damage die. -%% #trait/flourish %% +%% + #trait/flourish +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the pirate archetype. diff --git a/compendium/feats/plate-in-treasure-roe.md b/compendium/feats/plate-in-treasure-roe.md new file mode 100644 index 000000000..624a4861d --- /dev/null +++ b/compendium/feats/plate-in-treasure-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Plate in Treasure"] +--- +# Plate in Treasure [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Single Action + +Precious metal flows from your fingers to plate an object. This has the effects of a clad in metal spell (page 142) with a rank equal to half your level rounded up. While you're wearing or holding an item of light Bulk or greater that's Plated in Treasure, any metal created by one of your impulses is plated with the metal. If you use Plate in Treasure again, any previous one ends. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/power-slide-g-g.md b/compendium/feats/power-slide-g-g.md index f8e6e3de9..37dbeb9a2 100644 --- a/compendium/feats/power-slide-g-g.md +++ b/compendium/feats/power-slide-g-g.md @@ -9,7 +9,7 @@ tags: - trait/skill aliases: ["Power Slide"] --- -# Power Slide [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* +# Power Slide [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) *Feat 4* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [move](rules/traits/move.md "Move Combat Trait") [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: [Trick Driver Dedication](compendium/feats/trick-driver-dedication-g-g.md) diff --git a/compendium/feats/precious-alloys-roe.md b/compendium/feats/precious-alloys-roe.md new file mode 100644 index 000000000..07d06d455 --- /dev/null +++ b/compendium/feats/precious-alloys-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/talos +aliases: ["Precious Alloys"] +--- +# Precious Alloys *Feat 5* +talos + + +Choose cold iron or silver. Your melee unarmed attacks have the special properties of a weapon made of that metal. If you are at least 13th level, you can choose adamantine instead of just cold iron or silver. + +**Special.** You can take this ancestry feat multiple times, choosing a different metal each time. + +*Source: RoE p. 53* +%% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/protective-spirit-mask-sot6.md b/compendium/feats/protective-spirit-mask-sot6.md index 949a3dcd7..0aeb140f4 100644 --- a/compendium/feats/protective-spirit-mask-sot6.md +++ b/compendium/feats/protective-spirit-mask-sot6.md @@ -17,7 +17,7 @@ aliases: ["Protective Spirit Mask"] Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. You also gain the Protector's Interdiction reaction. ```ad-embed-ability -title: Protector's Interdiction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Protector's Interdiction** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: An adjacent ally is hit or critically hit by an attack diff --git a/compendium/feats/purify-element-roe.md b/compendium/feats/purify-element-roe.md new file mode 100644 index 000000000..5925029f4 --- /dev/null +++ b/compendium/feats/purify-element-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Purify Element"] +--- +# Purify Element [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You turn an element into its purest form. Choose one of your kinetic elements and target up to 1 cubic foot of that element within 30 feet. (One cubic foot of liquid is roughly 8 gallons.) You remove toxins and pollutants from the element as well as anything intruding into the element, such as plant roots in soil. This can't change the grade of a material, alter the form of a manufactured object, or change the structural integrity of the element. If the purification would remove an alchemical or magical pollutant (such as a poison or curse), Purify Element attempts to counteract that impurity, using your class DC — 10 for the counteract check. If it fails to counteract a particular impurity, any further attempt you make to counteract that impurity with Purify Element fails as well. + +*Source: RoE p. 22* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/quicksoul-roe.md b/compendium/feats/quicksoul-roe.md new file mode 100644 index 000000000..f21b2935c --- /dev/null +++ b/compendium/feats/quicksoul-roe.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/lineage +- trait/talos +aliases: ["Quicksoul"] +--- +# Quicksoul *Feat 1* +[lineage](rules/traits/lineage-apg.md "Lineage Trait") talos + + +The elemental metal in your bloodline literally courses through your veins in the form of liquid metals like mercury, rubidium, gallium, and djezet, giving your actions a languid fluidity. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics). + +If you would automatically become trained in [Acrobatics](compendium/skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. As these metals are largely toxic to organic life, you also gain the Toxic Touch action. + +```ad-embed-ability +title: **Toxic Touch** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([poison](rules/traits/poison.md)) + +- **Frequency**: once per day +- **Requirements**: Your most recent action was to [Tumble Through](rules/actions/tumble-through.md), and you successfully moved through an enemy's space + +**Effect** Make a melee unarmed [Strike](rules/actions/strike.md) against the enemy whose space you moved through. On a hit, the target takes `1d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened) (or takes `2d6` [persistent poison](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened) on a critical hit). +%% + #trait/poison +%% +``` + +*Source: RoE p. 52* +%% #compendium/src/pf2e/roe #trait/lineage #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/rain-of-razors-roe.md b/compendium/feats/rain-of-razors-roe.md new file mode 100644 index 000000000..52066fc7a --- /dev/null +++ b/compendium/feats/rain-of-razors-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/overflow +- trait/primal +aliases: ["Rain of Razors"] +--- +# Rain of Razors [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Three-Action + +Razor-sharp slivers of metal fall from the sky. Each creature in a 20-foot burst within 60 feet takes `9d6` slashing damage with a basic Reflex save against your class DC. The razors embed in all surfaces in the area, making them hazardous terrain for 1 minute. A creature that moves through this hazardous terrain takes 3 slashing damage for every square of the area it moves into. + +Level (+2) The initial damage increases by `1d6` and the hazardous terrain damage increases by 1. + +*Source: RoE p. 31* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/rain-of-rust-roe.md b/compendium/feats/rain-of-rust-roe.md new file mode 100644 index 000000000..57dcf91c2 --- /dev/null +++ b/compendium/feats/rain-of-rust-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +- trait/water +aliases: ["Rain of Rust"] +--- +# Rain of Rust [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") metal + +- **Activity** Three-Action + +You conjure a red raincloud in a 10-foot burst within 60 feet, which pours rust-colored rain directly below it. Any creature in the rain with the metal trait, that is made of metal, or is wearing metal armor is covered in corrosive build-up. Any such creature is [clumsy](rules/conditions.md#Clumsy) as long as it remains in the area. If such a creature is in the rain at the start of its turn, it takes `3d6` damage with a basic Fortitude save against your class DC, plus `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) if it fails. Damage from this impulse ignores Hardness. Level (+2) The initial damage increases by `1d6`. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/composite #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/rapid-reattunement-roe.md b/compendium/feats/rapid-reattunement-roe.md new file mode 100644 index 000000000..101cf68a8 --- /dev/null +++ b/compendium/feats/rapid-reattunement-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/concentrate +- trait/exploration +- trait/kineticist +aliases: ["Rapid Reattunement"] +--- +# Rapid Reattunement *Feat 14* +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Prerequisites**: reflow elements + +You spend 10 minutes realigning your elemental connections in an elemental trance. Replace one of your impulse feats using the same process as reflow elements. If you have double reflow, you can replace two impulse feats instead of one. + +*Source: RoE p. 23* +%% #compendium/src/pf2e/roe #trait/concentrate #trait/exploration #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/rattle-the-earth-roe.md b/compendium/feats/rattle-the-earth-roe.md new file mode 100644 index 000000000..7ac1dbc2f --- /dev/null +++ b/compendium/feats/rattle-the-earth-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Rattle the Earth"] +--- +# Rattle the Earth [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Striking the ground with the gravity of the deepest rocks, you cause an earthquake. This has the effects of earthquake but comes from you, with an area of a 60-foot cone or an emanation with the same size as your kinetic aura. You and your space are unaffected by the quake. The fissures are only 10 feet deep, and the DC of the flat check for a collapse is 4 higher. + +Level (16th) Fissures are 20 feet deep, and the DC of the flat check is 2 higher. + +Level (20th) The fissures and flat check are unchanged from the spell. + +*Source: RoE p. 27* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/ravel-of-thorns-roe.md b/compendium/feats/ravel-of-thorns-roe.md new file mode 100644 index 000000000..afb70494b --- /dev/null +++ b/compendium/feats/ravel-of-thorns-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/plant +- trait/primal +- trait/stance +- trait/wood +aliases: ["Ravel of Thorns"] +--- +# Ravel of Thorns [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") wood + +- **Activity** Single Action + +Thorny vines grow in geometric patterns on surfaces in your kinetic aura. A creature that starts its turn in the thorns takes a –10-foot circumstance penalty to its Speeds until it leaves the area. The thorns are hazardous terrain. A creature takes 2 piercing damage each time it moves into one of these squares. + +If any square the thorns grow on is water or soil, double the hazardous terrain damage for all thorns. If you move, the thorns disappear; new thorns grow at the end of your turn. Level (+4) The damage increases by 1. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/stance #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/read-psychometric-resonance-da.md b/compendium/feats/read-psychometric-resonance-da.md index b7fa8a6ce..916910c8f 100644 --- a/compendium/feats/read-psychometric-resonance-da.md +++ b/compendium/feats/read-psychometric-resonance-da.md @@ -22,13 +22,14 @@ aliases: ["Read Psychometric Resonance"] With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to [Detect Magic](rules/actions/detect-magic.md) in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action. ```ad-embed-ability -title: Psychometric Assessment -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Psychometric Assessment** ([concentrate](rules/traits/concentrate.md), [divination](rules/traits/divination.md), [emotion](rules/traits/emotion.md), [exploration](rules/traits/exploration.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Requirements**: Your bare hands are touching an object in which you detected psychometric resonance **Effect** You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take `1d6` psychic damage, as determined by the GM. -%% #trait/concentrate #trait/divination #trait/emotion #trait/exploration #trait/mental #trait/occult %% +%% + #trait/concentrate #trait/divination #trait/emotion #trait/exploration #trait/mental #trait/occult +%% ``` *Source: Dark Archive p. 78* diff --git a/compendium/feats/read-the-roots-roe.md b/compendium/feats/read-the-roots-roe.md new file mode 100644 index 000000000..e3de86d86 --- /dev/null +++ b/compendium/feats/read-the-roots-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +- trait/primal +- trait/scrying +- trait/wood +aliases: ["Read the Roots"] +--- +# Read the Roots [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[primal](rules/traits/primal.md "Primal Tradition Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") ardande wood + +- **Requirements**: You are standing on the ground, and there are plants rooted in the ground within 100 feet of you. +- **Activity** Two-Action + +The root systems of trees are a far-reaching network of information, and you know how to access them and extract their secrets. You [Seek](rules/actions/seek.md) within 30 feet using tremorsense, an imprecise sense, instead of one of your own senses. You can also detect subjects touching or burrowing through the surface you are standing on in this way. + +*Source: RoE p. 48* +%% #compendium/src/pf2e/roe #trait/ardande #trait/primal #trait/scrying #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/rebirth-in-living-stone-roe.md b/compendium/feats/rebirth-in-living-stone-roe.md new file mode 100644 index 000000000..58f24c12c --- /dev/null +++ b/compendium/feats/rebirth-in-living-stone-roe.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/polymorph +- trait/primal +- trait/stance +aliases: ["Rebirth in Living Stone"] +--- +# Rebirth in Living Stone [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +Rock overflows from within you to consume your form before cracking open to reveal your body transformed into living stone. + +You gain 40 temporary Hit Points. You're immune to critical hits and precision damage. You can't be pushed, pulled, or tripped while you're standing on earth or stone. Your earth Elemental Blasts deal an additional `1d10` damage of their normal type. + +These benefits last until the end of your next turn, but you can Sustain them up to 1 minute. After you gain temporary Hit Points from this impulse, you can't do so again for 10 minutes. + +Level (20th) You gain 50 temporary Hit Points. + +*Source: RoE p. 27* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/polymorph #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/redirect-elements-roe.md b/compendium/feats/redirect-elements-roe.md new file mode 100644 index 000000000..0b131e91a --- /dev/null +++ b/compendium/feats/redirect-elements-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Redirect Elements"] +--- +# Redirect Elements [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md) +- **Trigger** The spell attack roll for a foe's spell with an [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait targeting you fails or critically fails, and the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait is in your elemental philosophy. +- **Activity** Reaction + +You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/reflective-defense-roe.md b/compendium/feats/reflective-defense-roe.md new file mode 100644 index 000000000..59a349587 --- /dev/null +++ b/compendium/feats/reflective-defense-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/light +- trait/talos +aliases: ["Reflective Defense"] +--- +# Reflective Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[light](rules/traits/light.md "Light Effect Trait") talos + +- **Frequency**: once per 10 minutes +- **Trigger** A creature within 30 feet of you targets you, and you can see the attacker. +- **Requirements**: You are in dim or bright light. +- **Activity** Reaction + +Your body's natural luster has been polished to a gleaming shine. You use this to reflect light back into your enemy's eyes, disrupting its aim and focus; it must succeed at a Reflex save against your class DC or be [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. + +*Source: RoE p. 52* +%% #compendium/src/pf2e/roe #trait/light #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/reinforced-chassis-g-g.md b/compendium/feats/reinforced-chassis-g-g.md index 46b759cf4..024faf59a 100644 --- a/compendium/feats/reinforced-chassis-g-g.md +++ b/compendium/feats/reinforced-chassis-g-g.md @@ -14,7 +14,7 @@ aliases: ["Reinforced Chassis"] Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal. ```ad-embed-ability -title: Chassis Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Chassis Deflection** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A critical hit deals physical damage to you diff --git a/compendium/feats/retch-rust-roe.md b/compendium/feats/retch-rust-roe.md new file mode 100644 index 000000000..0a4e7cdd4 --- /dev/null +++ b/compendium/feats/retch-rust-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/overflow +- trait/primal +aliases: ["Retch Rust"] +--- +# Retch Rust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Two-Action + +You exhale tendrils formed from flakes of rusted metal. All creatures in a 30-foot cone take `4d10` slashing damage with a basic Fortitude save against your class DC. A metal creature that fails its save also takes `2d4` [persistent slashing damage](rules/conditions.md#Persistent%20Damage). + +Heightened (+2) The cloud's slashing damage increases by `1d10` and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by `1d4`. + +*Source: RoE p. 31* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/return-to-the-sea-roe.md b/compendium/feats/return-to-the-sea-roe.md new file mode 100644 index 000000000..87441f333 --- /dev/null +++ b/compendium/feats/return-to-the-sea-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/morph +- trait/primal +- trait/water +aliases: ["Return to the Sea"] +--- +# Return to the Sea [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Two-Action + +You adapt a creature to living and moving in water. Target a willing creature within 30 feet. For 10 minutes, it gains the effects of a [feet to fins](compendium/spells/feet-to-fins.md) spell, can breathe water, and gets a +1 status bonus to AC and saves against any creature with the amphibious, [aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait") trait. In addition, its attacks ignore the effects water normally has on bludgeoning and slashing attacks. If you use Return to the Sea again, any existing one ends. + +Level (6th) You can target up to 5 willing creatures. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/morph #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/reverberating-spell-roe.md b/compendium/feats/reverberating-spell-roe.md new file mode 100644 index 000000000..7bd43adc8 --- /dev/null +++ b/compendium/feats/reverberating-spell-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/metal +- trait/spellshape +aliases: ["Reverberating Spell"] +--- +# Reverberating Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") metal + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), metal is in your elemental philosophy +- **Activity** Single Action + +Your spell disorients your targets with a metallic clangor. If the next action you use this turn is to Cast a non-cantrip Spell that deals damage in an area (such as a burst, line, or cone), the spell deals an additional `1d8` sonic damage and all creatures who fail their save against the spell are [deafened](rules/conditions.md#Deafened) for 1 round. Targets who critically fail their saves against this spell are instead [deafened](rules/conditions.md#Deafened) for 1 minute. The spell gains the [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait. + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/archetype #trait/metal #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/ride-the-tsunami-roe.md b/compendium/feats/ride-the-tsunami-roe.md new file mode 100644 index 000000000..f07b1d252 --- /dev/null +++ b/compendium/feats/ride-the-tsunami-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/water +aliases: ["Ride the Tsunami"] +--- +# Ride the Tsunami [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Three-Action + +Booming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all in their path. The waves move forward in your choice of a 60-foot cone or 120-foot line. If you're in water, you can increase these waves to a 90-foot cone or 180-foot line. Each creature in the area takes `10d10` bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is pushed 20 feet (or 40 feet on a critical failure). Any unattended object of 1 Bulk or less in the area is pushed to the far edge of the area. The sheer mass of water extinguishes all non-magical flames in the area. + +As the wave crashes down, you can catch it to your destination. After the impulse deals damage, you can [Swim](rules/actions/swim.md) in a straight line to any point in its area before the water disappears. + +*Source: RoE p. 33* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/rising-hurricane-roe.md b/compendium/feats/rising-hurricane-roe.md new file mode 100644 index 000000000..68f78525b --- /dev/null +++ b/compendium/feats/rising-hurricane-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/composite +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/water +aliases: ["Rising Hurricane"] +--- +# Rising Hurricane [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Three-Action + +A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. Your hurricane appears in a cylinder that's 40 feet tall, has a 30-foot diameter, and is within 120 feet. All creatures in the area take `2d6` bludgeoning damage with a basic Fortitude save against your class DC. Lift any creature that fails its save to any height you choose within the area, move it up to 5 feet in any direction, then drop it. It takes falling damage normally unless it has a fly Speed. + +Level (+3) The rain damage increases by `1d6`, and the cylinder's height increases by 5 feet. + +*Source: RoE p. 37* +%% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/rock-rampart-roe.md b/compendium/feats/rock-rampart-roe.md new file mode 100644 index 000000000..c7f9b72dd --- /dev/null +++ b/compendium/feats/rock-rampart-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/overflow +- trait/primal +aliases: ["Rock Rampart"] +--- +# Rock Rampart [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Three-Action + +Drawing on your connection to the Plane of Earth, you form a wall of rock and earth. This has the effect of wall of stone, but the wall's maximum length is 40 feet. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. + +Level (+4) The maximum length of the wall increases by 10 feet, and the Hit Points of each section increase by 5. + +*Source: RoE p. 27* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/rockslide-spell-roe.md b/compendium/feats/rockslide-spell-roe.md new file mode 100644 index 000000000..db0521d8b --- /dev/null +++ b/compendium/feats/rockslide-spell-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +- trait/earth +- trait/spellshape +aliases: ["Rockslide Spell"] +--- +# Rockslide Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), earth is in your elemental philosophy +- **Activity** Single Action + +You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait. + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/archetype #trait/earth #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/roiling-mudslide-roe.md b/compendium/feats/roiling-mudslide-roe.md new file mode 100644 index 000000000..4a4403a37 --- /dev/null +++ b/compendium/feats/roiling-mudslide-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +- trait/water +aliases: ["Roiling Mudslide"] +--- +# Roiling Mudslide [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Two-Action + +You form water and earth into a mudslide that smashes your opponents and coats them in mud. Each creature in the area takes `2d8` bludgeoning damage with a basic Fortitude save against your class DC. A creature that fails is also pushed 5 feet (or 10 feet on a critical failure) and coated in mud until the end of its next turn. While coated in mud, the creature falls [prone](rules/conditions.md#Prone) at the end of its movement any time it ends a move action other than a [Crawl](rules/actions/crawl.md) or [Step](rules/actions/step.md). The creature can attempt an [Acrobatics](compendium/skills.md#Acrobatics) check or Reflex save against your class DC, avoiding the fall if it succeeds. + +Level (+4) The damage increases by `1d8`. + +*Source: RoE p. 37* +%% #compendium/src/pf2e/roe #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/root-to-life-da.md b/compendium/feats/root-to-life-da.md index 28d02c2ab..01ed344c2 100644 --- a/compendium/feats/root-to-life-da.md +++ b/compendium/feats/root-to-life-da.md @@ -10,7 +10,7 @@ tags: - trait/thaumaturge aliases: ["Root to Life"] --- -# Root to Life [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 1* +# Root to Life [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) *Feat 1* [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") - **Activity** Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) diff --git a/compendium/feats/rouse-the-forests-fury-roe.md b/compendium/feats/rouse-the-forests-fury-roe.md new file mode 100644 index 000000000..53ed4775b --- /dev/null +++ b/compendium/feats/rouse-the-forests-fury-roe.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/plant +- trait/primal +- trait/wood +aliases: ["Rouse the Forest's Fury"] +--- +# Rouse the Forest's Fury [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Three-Action + +Terrifying trees attack your enemies. Three Large trees appear in unoccupied spaces within 500 feet, at least 15 feet from one another. Each tree has AC 40, Fortitude +33, Reflex +24, Will +30, and 200 HP. The trees can flank, but are unable to move. + +When the trees appear, each makes a [Strike](rules/actions/strike.md); they share a multiple attack penalty. The tree's melee [Strike](rules/actions/strike.md) is a branch that has reach 10 feet; on a hit, the target is [grabbed](rules/conditions.md#Grabbed) by the tree ([Escape](rules/actions/escape.md) DC 40). The ranged [Strike](rules/actions/strike.md) is a hurled fruit, gourd, seed, or stone with a range increment of 60 feet. Either [Strike](rules/actions/strike.md) has a +30 attack modifier and deals `4d10+9` bludgeoning damage. + +The trees last until the end of your next turn, and you can Sustain the impulse. Each time you Sustain the impulse, you can have one tree make a [Strike](rules/actions/strike.md). + +Level (20th) The attack modifier is +32 and the [Strike](rules/actions/strike.md) damage is `5d10+9`. + +*Source: RoE p. 35* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/safe-elements-roe.md b/compendium/feats/safe-elements-roe.md new file mode 100644 index 000000000..701de9ccb --- /dev/null +++ b/compendium/feats/safe-elements-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Safe Elements"] +--- +# Safe Elements *Feat 4* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +Elements are wild and dangerous, but you've found ways to reduce their risk. When you [Channel Elements](rules/actions/channel-elements-roe.md) or use a stance impulse that affects your kinetic aura, you can designate a number of creatures up to your Constitution modifier (minimum 1 creature). Choose whether they are immune to the benefits of your kinetic aura or immune to its damage and drawbacks. You don't have to be able to see a creature to designate it, nor does it need to be in your kinetic aura, but you can't designate a creature that's [unnoticed](rules/conditions.md#Unnoticed) by you. In addition, you gain the Pacifying Infusion action. Pacifying Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (infusion) If your next action is an impulse, it gains the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait. If it has an area, you can exclude creatures you've designated with Safe Elements from its effects. + +*Source: RoE p. 22* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/sand-snatcher-roe.md b/compendium/feats/sand-snatcher-roe.md new file mode 100644 index 000000000..b22fa62f7 --- /dev/null +++ b/compendium/feats/sand-snatcher-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Sand Snatcher"] +--- +# Sand Snatcher [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +A figure of sand with grasping arms arises in an unoccupied square within 30 feet. You can choose to make it Small or Medium size, and it can flank. When the sand snatcher appears, you can have it attempt to [Grapple](rules/actions/grapple.md) one creature adjacent to it that's no more than one size larger than it. This [Grapple](rules/actions/grapple.md) uses your impulse attack roll instead of an [Athletics](compendium/skills.md#Athletics) check and shares your multiple attack penalty. The sand snatcher lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. Each time you Sustain the impulse, you can have the sand snatcher either [Grapple](rules/actions/grapple.md) again or [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), or [Stride](rules/actions/stride.md) up to 20 feet. Attempts to [Escape](rules/actions/escape.md) its grasp use your class DC. + +Level (10th) You can also choose Large size. + +Level (14th) You can also choose Large or Huge size. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/sanguivolent-roots-roe.md b/compendium/feats/sanguivolent-roots-roe.md new file mode 100644 index 000000000..1793f5990 --- /dev/null +++ b/compendium/feats/sanguivolent-roots-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/plant +- trait/primal +- trait/wood +aliases: ["Sanguivolent Roots"] +--- +# Sanguivolent Roots [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Three-Action + +Blood-drinking vines grow from the ground in a 15-foot burst within 120 feet. Each living enemy in the area has its blood [drained](rules/conditions.md#Drained), taking `3d6` piercing damage with a basic Fortitude save against your class DC. Each time the vines drink blood, living creatures in the area who aren't your enemies regain HP equal to half the damage a single creature took; calculate this using the highest damage a single creature took. This is a healing vitality effect. Your enemies with void healing in the area take vitality damage in the same amount as the healing. + +The vines last until the end of your next turn, and you can Sustain the impulse. The first time you Sustain the impulse on subsequent turns, you can repeat the effect. + +Level (+2) The damage increases by `1d6`. + +*Source: RoE p. 35* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/saving-slash-lowg.md b/compendium/feats/saving-slash-lowg.md index 375b9e36c..9c3633025 100644 --- a/compendium/feats/saving-slash-lowg.md +++ b/compendium/feats/saving-slash-lowg.md @@ -6,7 +6,7 @@ tags: - trait/archetype aliases: ["Saving Slash"] --- -# Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* +# Saving Slash [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) *Feat 10* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) diff --git a/compendium/feats/scholars-hunch-gw1.md b/compendium/feats/scholars-hunch-gw1.md new file mode 100644 index 000000000..f787aae29 --- /dev/null +++ b/compendium/feats/scholars-hunch-gw1.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/fortune +- trait/occult +aliases: ["Scholar's Hunch"] +--- +# Scholar's Hunch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) +- **Frequency**: once per hour +- **Trigger** You fail a [Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) skill check. +- **Activity** Reaction + +Scholarly debates have taught you to think on your feet. Reroll the failed check and use the new result. + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/fortune #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/scorching-column-roe.md b/compendium/feats/scorching-column-roe.md new file mode 100644 index 000000000..6bec7b59a --- /dev/null +++ b/compendium/feats/scorching-column-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Scorching Column"] +--- +# Scorching Column [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Three-Action + +With an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diameter and 30 feet high, and the bottom must be within 60 feet of you. Each creature in the area takes `1d6` fire damage with a basic Reflex save against your class DC. + +The flame remains briefly, making all squares in the column hazardous terrain until the end of your next turn, and you can Sustain the impulse up to 1 minute. A creature takes 1 fire damage each time it moves into one of these squares. Level (+3) The initial damage increases by `1d6`, and the hazardous terrain damage increases by 2. + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/scrap-barricade-roe.md b/compendium/feats/scrap-barricade-roe.md new file mode 100644 index 000000000..2b28c346d --- /dev/null +++ b/compendium/feats/scrap-barricade-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/metal +- trait/overflow +- trait/primal +aliases: ["Scrap Barricade"] +--- +# Scrap Barricade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Three-Action + +Ragged pieces of metal weld together into a ramshackle structure. The barricade is up to 30 feet long, 15 feet high, and 1/2 inch thick. It must form in a straight line in an unbroken open space that doesn't pass through any creatures or objects, or the impulse fails. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and it's immune to critical hits and precision damage. If any section is destroyed, the entire wall collapses, and each creature adjacent to the wall takes `2d8` slashing damage with a basic Reflex save against your class DC. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. + +Level (+2) The maximum length of the wall increases by 10 feet, the HP of each section increases by 10, and the damage when it's destroyed increases by `1d8`. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/metal #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/sea-glass-guardians-roe.md b/compendium/feats/sea-glass-guardians-roe.md new file mode 100644 index 000000000..b7731b40c --- /dev/null +++ b/compendium/feats/sea-glass-guardians-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +- trait/water +aliases: ["Sea Glass Guardians"] +--- +# Sea Glass Guardians [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Single Action + +Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. Their forms vary and might include eels formed of undulating water or ice crystals whirling in the shape of a jellyfish. The guardians flow around combatants and don't occupy a space. They attempt to intercept all dangers, granting you and your allies within your kinetic aura a +1 status bonus to AC and saving throws. + +If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains `4d8+8` Hit Points, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s. + +Level (+3) The healing increases by `1d8+4`. + +*Source: RoE p. 33* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/stance #trait/water %% \ No newline at end of file diff --git a/compendium/feats/shamble-botd.md b/compendium/feats/shamble-botd.md index 4036e88ab..0324a031e 100644 --- a/compendium/feats/shamble-botd.md +++ b/compendium/feats/shamble-botd.md @@ -6,7 +6,7 @@ tags: - trait/archetype aliases: ["Shamble"] --- -# Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* +# Shamble [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") - **Prerequisites**: [Zombie Dedication](compendium/feats/zombie-dedication-botd.md) diff --git a/compendium/feats/shard-strike-roe.md b/compendium/feats/shard-strike-roe.md new file mode 100644 index 000000000..8509e1f52 --- /dev/null +++ b/compendium/feats/shard-strike-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Shard Strike"] +--- +# Shard Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Two-Action + +Jagged metal shards form in the air and lash out from you. You choose shards or spines, which changes the area, damage type, and critical failure effect. Each creature in the area attempts a basic Reflex save against your class DC. Shards deal `1d6` slashing damage in a 15-foot cone, and a creature that critically fails takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Spines deal `1d6` piercing damage in a 30-foot line, and a creature that critically fails is [clumsy](rules/conditions.md#Clumsy) until the start of your next turn. + +Level (+2) The damage increases by `1d6`. + +*Source: RoE p. 30* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/shattershields-roe.md b/compendium/feats/shattershields-roe.md new file mode 100644 index 000000000..263a72b95 --- /dev/null +++ b/compendium/feats/shattershields-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +- trait/stance +aliases: ["Shattershields"] +--- +# Shattershields [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") metal + +- **Activity** Single Action + +Four plates of pitted metal float around you to intercept attacks. You and allies in your kinetic aura gain a +1 circumstance bonus to AC. When any creature with this bonus would take damage from a physical attack, one of the plates reduces the damage by its Hardness of 5. If the damage exceeds the Hardness, that plate is destroyed. You can replenish all destroyed plates as a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. + +Level (+2) The Hardness increases by 1. + +*Source: RoE p. 31* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/metal #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/sink-and-swim-da.md b/compendium/feats/sink-and-swim-da.md index 7e9c41461..2177de231 100644 --- a/compendium/feats/sink-and-swim-da.md +++ b/compendium/feats/sink-and-swim-da.md @@ -16,13 +16,15 @@ aliases: ["Sink and Swim"] Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water. ```ad-embed-ability -title: Water Transfer[two-actions] -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [water](rules/traits/water.md "Water Energy & Element Trait") +title: **Water Transfer[two-actions]** ([conjuration](rules/traits/conjuration.md), [primal](rules/traits/primal.md), [teleportation](rules/traits/teleportation.md), [water](rules/traits/water.md)) +- **Frequency**: once per minute - **Requirements**: You're on land and adjacent to a body of water **Effect** You sink into the water and emerge back onto land in another space within 120 feet that's adjacent to the same body of water. You can transport yourself, any items you're wearing and holding, and up to one other willing creature. -%% #trait/conjuration #trait/primal #trait/teleportation #trait/water %% +%% + #trait/conjuration #trait/primal #trait/teleportation #trait/water +%% ``` *Source: Dark Archive p. 57* diff --git a/compendium/feats/smokesoul-loag.md b/compendium/feats/smokesoul-loag.md index bb029ebb7..77ab8f7fa 100644 --- a/compendium/feats/smokesoul-loag.md +++ b/compendium/feats/smokesoul-loag.md @@ -14,13 +14,14 @@ aliases: ["Smokesoul"] You have a connection to smoke and haze. You gain the Smoke Blending reaction. ```ad-embed-ability -title: Smoke Blending [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") +title: **Smoke Blending** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([sylph](rules/traits/sylph-b2.md)) - **Trigger**: A creature attempts a flat check to target you because you're [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) due to fog, haze, mist, or smoke **Effect** You shroud yourself in smoke, making it harder for your foe to hit you. If you're [concealed](rules/conditions.md#Concealed), the DC of the flat check increases from 5 to 7; if you're [hidden](rules/conditions.md#Hidden), it increases from 11 to 13. -%% #trait/sylph %% +%% + #trait/sylph +%% ``` *Source: Lost Omens: Ancestry Guide p. 115* diff --git a/compendium/feats/solar-detonation-roe.md b/compendium/feats/solar-detonation-roe.md new file mode 100644 index 000000000..0093072e8 --- /dev/null +++ b/compendium/feats/solar-detonation-roe.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/incapacitation +- trait/kineticist +- trait/overflow +- trait/primal +- trait/vitality +aliases: ["Solar Detonation"] +--- +# Solar Detonation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") vitality + +- **Activity** Three-Action + +Blinding flames explode in a swirling sphere! The detonation fills a 20-foot burst within 60 feet of you. Each creature in the area takes `6d6` fire damage, plus `2d6` vitality damage if it has void healing, and can become [dazzled](rules/conditions.md#Dazzled) or [blinded](rules/conditions.md#Blinded) depending on the result of its Reflex save. The light from Solar Detonation is sunlight for creatures with a particular vulnerability to sunlight. + +Each creature that attempts a save becomes temporarily immune to being [dazzled](rules/conditions.md#Dazzled) or [blinded](rules/conditions.md#Blinded) by Solar Detonation for 10 minutes, but not the impulse's other effects. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [dazzled](rules/conditions.md#Dazzled) until the start of your next turn. +> - **Failure** The creature takes full damage and is [blinded](rules/conditions.md#Blinded) until the start of your next turn. +> - **Critical Failure** The creature takes double damage and is [blinded](rules/conditions.md#Blinded) for 1 minute. Level (+2) Increase the fire damage by `1d6` and the vitality damage by `1d6`. + +*Source: RoE p. 29* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/incapacitation #trait/kineticist #trait/overflow #trait/primal #trait/vitality %% \ No newline at end of file diff --git a/compendium/feats/soulforger-dedication-som.md b/compendium/feats/soulforger-dedication-som.md index a5a10fd02..fa44ffdd9 100644 --- a/compendium/feats/soulforger-dedication-som.md +++ b/compendium/feats/soulforger-dedication-som.md @@ -18,8 +18,7 @@ You can manifest the power of your spirit in combat to realize your motivations. You can Manifest Soulforged Armament to summon your armaments in combat. ```ad-embed-ability -title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") +title: **Manifest Soulforged Armament** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md), [conjuration](rules/traits/conjuration.md), [divine](rules/traits/divine.md), [extradimensional](rules/traits/extradimensional.md)) - **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor @@ -28,7 +27,9 @@ title: Manifest Soulforged Armament [>](rules/core-rulebook/chapter-9-playing-th Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed. After 1 minute, the essence form armament is automatically Dismissed. -%% #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional %% +%% + #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional +%% ``` **Special.** You can't select another dedication feat before gaining two other feats from this archetype. diff --git a/compendium/feats/spellshot-dedication-g-g.md b/compendium/feats/spellshot-dedication-g-g.md index 57cee1acb..c0d72a172 100644 --- a/compendium/feats/spellshot-dedication-g-g.md +++ b/compendium/feats/spellshot-dedication-g-g.md @@ -17,11 +17,14 @@ aliases: ["Spellshot Dedication"] You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the Conjure Bullet action. ```ad-embed-ability -title: Conjure Bullet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") +title: **Conjure Bullet** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([conjuration](rules/traits/conjuration.md), [magical](rules/traits/magical.md)) -You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted. -%% #trait/conjuration #trait/magical %% +- **Frequency**: once per round + +**Effect** You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted. +%% + #trait/conjuration #trait/magical +%% ``` **Special.** You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the [spellshot](compendium/character/archetypes/spellshot-g-g.md) or [beast gunner](compendium/character/archetypes/beast-gunner-g-g.md) archetypes. diff --git a/compendium/feats/spike-skin-roe.md b/compendium/feats/spike-skin-roe.md new file mode 100644 index 000000000..ac7de250a --- /dev/null +++ b/compendium/feats/spike-skin-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Spike Skin"] +--- +# Spike Skin [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You touch a willing creature, causing its skin to harden and form spiky protrusions. The target gains resistance 4 to all physical damage (except adamantine). Whenever a creature damages the target with an unarmed attack or non-reach melee weapon, the attacking creature takes 2 piercing damage. + +This impulse lasts for 10 minutes, but each time the target takes physical damage, the duration decreases by 1 minute. The target is temporarily immune to this impulse for 1 hour. If you use Spike Skin again, any previous one ends. Level (+2) The resistance and damage each increase by 2. + +*Source: RoE p. 27* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/springsoul-roe.md b/compendium/feats/springsoul-roe.md new file mode 100644 index 000000000..470b04d54 --- /dev/null +++ b/compendium/feats/springsoul-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +- trait/lineage +aliases: ["Springsoul"] +--- +# Springsoul *Feat 1* +[lineage](rules/traits/lineage-apg.md "Lineage Trait") ardande + + +Your connection to elemental wood manifests as fresh blossoms, spring fruits, and the seeds of new life, and you harness this power to spread vitality and abundance. You can cast the tangle vine cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. + +*Source: RoE p. 48* +%% #compendium/src/pf2e/roe #trait/ardande #trait/lineage %% \ No newline at end of file diff --git a/compendium/feats/stargazers-eyes-gw1.md b/compendium/feats/stargazers-eyes-gw1.md new file mode 100644 index 000000000..304ba4e67 --- /dev/null +++ b/compendium/feats/stargazers-eyes-gw1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +aliases: ["Stargazer's Eyes"] +--- +# Stargazer's Eyes *Feat 4* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) + +Long hours in darkened observatories have sharpened your senses. If you don't have low-light vision or darkvision, you gain low-light vision, or if you already have low-light vision, you gain darkvision. + +**Special.** You can take this feat a second time, upgrading your low-light vision to darkvision. + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/starlight-armor-gw1.md b/compendium/feats/starlight-armor-gw1.md new file mode 100644 index 000000000..a566a6516 --- /dev/null +++ b/compendium/feats/starlight-armor-gw1.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/conjuration +- trait/occult +aliases: ["Starlight Armor"] +--- +# Starlight Armor [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) +- **Frequency**: once per day +- **Activity** Three-Action + +You armor yourself in the light of distant suns, shielding yourself from harm. The armor grants you resistance 7 to piercing, bludgeoning, and slashing damage. The armor also sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever an adjacent creature attacks you, the attacker must attempt a Will save against your spell DC at the end of its action. On a failure, it becomes [dazzled](rules/conditions.md#Dazzled) until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the [light](rules/traits/light.md "Light Effect Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") traits. + +When you reach 17th level, the resistance increases to 10. + +*Source: Gatewalkers #1: The Seventh Arch p. 83* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/conjuration #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/starlit-spells-gw1.md b/compendium/feats/starlit-spells-gw1.md new file mode 100644 index 000000000..80d76eed7 --- /dev/null +++ b/compendium/feats/starlit-spells-gw1.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/gw1 +- trait/archetype +- trait/evocation +- trait/occult +aliases: ["Starlit Spells"] +--- +# Starlit Spells *Feat 10* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + +- **Prerequisites**: [Oatia Skysage Dedication](compendium/feats/oatia-skysage-dedication-gw1.md) + +The stars reveal and punish your enemies. You can cast [faerie fire](compendium/spells/faerie-fire.md) and 3rd-level [searing light](compendium/spells/searing-light.md) as occult innate spells, each once per day. + +*Source: Gatewalkers #1: The Seventh Arch p. 82* +%% #compendium/src/pf2e/gw1 #trait/archetype #trait/evocation #trait/occult %% \ No newline at end of file diff --git a/compendium/feats/steam-knight-roe.md b/compendium/feats/steam-knight-roe.md new file mode 100644 index 000000000..049d59736 --- /dev/null +++ b/compendium/feats/steam-knight-roe.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/composite +- trait/fire +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +- trait/water +aliases: ["Steam Knight"] +--- +# Steam Knight [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Single Action + +You shape your kinetic aura into swirling armor of steam that scalds your enemies and propels you on super-heated jet streams. A creature can take damage from Steam Knight only once per round. Your steam armor has the following effects. + +- You gain a +10-foot status bonus to your Speed. +- When you [Leap](rules/actions/leap.md), you can jump up to your Speed. You don't immediately fall at the end of a jump, provided you [Leap](rules/actions/leap.md) again with your next action. If you [Leap](rules/actions/leap.md) over a creature and come within 10 feet, that creature takes `2d6` fire damage with a basic Reflex save against your class DC. +- At the start of each of your turns, you can emit steam as a free action. It deals `2d6` fire damage to each creature in your kinetic aura with a basic Reflex save against your class DC. A creature that fails is also pushed 5 feet. + +Level (+5) The fire damage from a jump or blast of steam increases by `1d6`. + +*Source: RoE p. 37* +%% #compendium/src/pf2e/roe #trait/composite #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/stance #trait/water %% \ No newline at end of file diff --git a/compendium/feats/stepping-stones-roe.md b/compendium/feats/stepping-stones-roe.md new file mode 100644 index 000000000..d10278676 --- /dev/null +++ b/compendium/feats/stepping-stones-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/primal +aliases: ["Stepping Stones"] +--- +# Stepping Stones [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Disks of rock fly to points that you designate to make a new path. You can set them horizontally to make a path across the ground or atop a liquid, or anchor them into a vertical surface to make steps. The path can be up to 20 feet (4 squares) long, and steps can extend up to 10 feet up the side of the surface. All squares must be contiguous and within 60 feet of you. Moving across the path lets a creature ignore difficult terrain and hazardous terrain from the ground beneath it. The disks last until the end of your next turn, but you can Sustain the impulse. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/manipulate #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/storm-spiral-roe.md b/compendium/feats/storm-spiral-roe.md new file mode 100644 index 000000000..4da9cc9ca --- /dev/null +++ b/compendium/feats/storm-spiral-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/electricity +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/sonic +aliases: ["Storm Spiral"] +--- +# Storm Spiral [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* +[air](rules/traits/air.md "Air Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") + +- **Activity** Three-Action + +Dark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thunderclap fills the air. The storm appears in a 20-foot burst within 60 feet. Each creature in the area takes `3d12` electricity damage and `1d10` sonic damage, with a basic Reflex save against your class DC. A creature that fails its save is [deafened](rules/conditions.md#Deafened) until the end of its next turn (or for 1 minute on a critical failure). A creature wearing metal armor or made of metal takes a –1 circumstance penalty to its save. + +*Source: RoE p. 25* +%% #compendium/src/pf2e/roe #trait/air #trait/electricity #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/sonic %% \ No newline at end of file diff --git a/compendium/feats/summon-metal-elemental-roe.md b/compendium/feats/summon-metal-elemental-roe.md new file mode 100644 index 000000000..f07bcfeb5 --- /dev/null +++ b/compendium/feats/summon-metal-elemental-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/talos +aliases: ["Summon Metal Elemental"] +--- +# Summon Metal Elemental *Feat 13* +talos + + +You can summon an elemental ally. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-rank primal innate spell, but the elemental summoned must be a metal elemental. + +*Source: RoE p. 53* +%% #compendium/src/pf2e/roe #trait/talos %% \ No newline at end of file diff --git a/compendium/feats/summon-wood-elemental-roe.md b/compendium/feats/summon-wood-elemental-roe.md new file mode 100644 index 000000000..8466a00c0 --- /dev/null +++ b/compendium/feats/summon-wood-elemental-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +aliases: ["Summon Wood Elemental"] +--- +# Summon Wood Elemental *Feat 13* +ardande + + +Your connection to the Plane of Wood allows you to summon elemental allies. Once per day, you can cast [summon elemental](compendium/spells/summon-elemental.md) as a 5th-rank primal innate spell, but the elemental must be a wood elemental. + +*Source: RoE p. 49* +%% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/sunlit-vitality-roe.md b/compendium/feats/sunlit-vitality-roe.md new file mode 100644 index 000000000..7eea370ef --- /dev/null +++ b/compendium/feats/sunlit-vitality-roe.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +aliases: ["Sunlit Vitality"] +--- +# Sunlit Vitality *Feat 1* +ardande + + +You gain nourishment through photosynthesis, like trees and other green plants. + +You typically don't need to pay for food, though you begin to starve if you go without sunlight for 1 week. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (4 gp per week). + +*Source: RoE p. 48* +%% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/swim-through-earth-roe.md b/compendium/feats/swim-through-earth-roe.md new file mode 100644 index 000000000..c665d8436 --- /dev/null +++ b/compendium/feats/swim-through-earth-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Swim Through Earth"] +--- +# Swim Through Earth [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +The earth parts before you, letting you swim through it. You gain a burrow Speed equal to your land Speed and can immediately [Burrow](rules/actions/burrow.md) once. You don't gain the ability to breathe while in the earth, so you must hold your breath. The impulse ends at the end of your next turn, but you can Sustain it up to 1 minute. If you're inside the earth when the impulse ends, you immediately return to the surface directly above you, fall [prone](rules/conditions.md#Prone) when you reach the surface, and are [slowed](rules/conditions.md#Slowed) until the end of your next turn. + +Level (14th) You can burrow through rock and similar dense earthen matter, leaving no tunnels or signs of your passing. + +*Source: RoE p. 27* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/tengu-feather-fan-loag.md b/compendium/feats/tengu-feather-fan-loag.md index f48e4eb1a..4bb3f4181 100644 --- a/compendium/feats/tengu-feather-fan-loag.md +++ b/compendium/feats/tengu-feather-fan-loag.md @@ -15,9 +15,11 @@ You've learned to bind some of your feathers together into a fan to focus your a The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher. You can cast the 1st-level [gust of wind](compendium/spells/gust-of-wind.md) spell by activating your tengu feather fan. ```ad-embed-ability -title: Activate +title: **Activate** [Interact](rules/actions/interact.md) -You cast one of the spells contained in your tengu feather fan. [Activating](rules/actions/activate-an-item.md) the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day. +- **Frequency**: once per day + +**Effect** You cast one of the spells contained in your tengu feather fan. [Activating](rules/actions/activate-an-item.md) the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day. ``` ## Tengu Feather Fan leads to... diff --git a/compendium/feats/thaumaturge-dedication-da.md b/compendium/feats/thaumaturge-dedication-da.md index 6196e3885..dbc6b7d66 100644 --- a/compendium/feats/thaumaturge-dedication-da.md +++ b/compendium/feats/thaumaturge-dedication-da.md @@ -16,13 +16,15 @@ aliases: ["Thaumaturge Dedication"] You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") actions. You become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. ```ad-embed-ability -title: Glimpse Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Glimpse Vulnerability** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([esoterica](rules/traits/esoterica-da.md), [manipulate](rules/traits/manipulate.md)) +- **Frequency**: once per round - **Requirements**: You are holding your implement **Effect** You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon [Strikes](rules/actions/strike.md). -%% #trait/esoterica #trait/manipulate %% +%% + #trait/esoterica #trait/manipulate +%% ``` **Special.** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype. diff --git a/compendium/feats/the-shattered-mountain-weeps-roe.md b/compendium/feats/the-shattered-mountain-weeps-roe.md new file mode 100644 index 000000000..1e79c636d --- /dev/null +++ b/compendium/feats/the-shattered-mountain-weeps-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["The Shattered Mountain Weeps"] +--- +# The Shattered Mountain Weeps [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Three-Action + +A massive sphere of rock explodes, unleashing a cataclysm of falling debris and deadly shrapnel. Its destruction falls in a 20-foot burst within 120 feet. Creatures in the area take `9d10` bludgeoning damage with a basic Fortitude save against your class DC. Those who fail are knocked [prone](rules/conditions.md#Prone). For the next minute, rocks continue to fall, making the area difficult terrain and dealing `3d10` bludgeoning damage to any creature that ends its turn in the area. If you use this impulse again, any previous one ends. + +Level (20th) The initial damage is `10d10`, and the area damage is `4d10`. + +*Source: RoE p. 27* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/thermal-nimbus-roe.md b/compendium/feats/thermal-nimbus-roe.md new file mode 100644 index 000000000..5816e6f91 --- /dev/null +++ b/compendium/feats/thermal-nimbus-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +aliases: ["Thermal Nimbus"] +--- +# Thermal Nimbus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") + +- **Activity** Single Action + +You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. + +Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/primal #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/through-the-gate-roe.md b/compendium/feats/through-the-gate-roe.md new file mode 100644 index 000000000..04e737851 --- /dev/null +++ b/compendium/feats/through-the-gate-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Through the Gate"] +--- +# Through the Gate *Feat 4* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Kineticist Dedication](compendium/feats/kineticist-dedication-roe.md) + +You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist. + +*Source: RoE p. 57* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/tidal-hands-roe.md b/compendium/feats/tidal-hands-roe.md new file mode 100644 index 000000000..c896af798 --- /dev/null +++ b/compendium/feats/tidal-hands-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/water +aliases: ["Tidal Hands"] +--- +# Tidal Hands [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Two-Action + +With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15-foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes `1d8` bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet. + +Level (+2) The damage increases by `1d8`. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/timber-sentinel-roe.md b/compendium/feats/timber-sentinel-roe.md new file mode 100644 index 000000000..49c0ae864 --- /dev/null +++ b/compendium/feats/timber-sentinel-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/plant +- trait/primal +- trait/wood +aliases: ["Timber Sentinel"] +--- +# Timber Sentinel [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Two-Action + +A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree SoM spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/to-battle-apg.md b/compendium/feats/to-battle-apg.md index 3b9f112f4..1808eb2ff 100644 --- a/compendium/feats/to-battle-apg.md +++ b/compendium/feats/to-battle-apg.md @@ -8,7 +8,7 @@ tags: - trait/flourish aliases: ["To Battle!"] --- -# To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* +# To Battle! [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) *Feat 8* [archetype](rules/traits/archetype.md "Archetype Feat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [flourish](rules/traits/flourish.md "Flourish Combat Trait") - **Prerequisites**: [Marshal Dedication](compendium/feats/marshal-dedication-apg.md) diff --git a/compendium/feats/torrent-in-the-blood-roe.md b/compendium/feats/torrent-in-the-blood-roe.md new file mode 100644 index 000000000..10e817cef --- /dev/null +++ b/compendium/feats/torrent-in-the-blood-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/healing +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/overflow +- trait/primal +- trait/vitality +- trait/water +aliases: ["Torrent in the Blood"] +--- +# Torrent in the Blood [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[healing](rules/traits/healing.md "Healing Effect Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") vitality + +- **Activity** Two-Action + +A healing wave splashes across creatures in a 30-foot cone, its cleansing water driving afflictions from the body. Each creature in the area regains `3d8` Hit Points and can attempt a new save against one poison or disease affliction affecting it; on a failed save, the condition doesn't worsen. Each creature that benefited from this impulse becomes temporarily immune to Torrent in the Blood for 10 minutes. Level (+2) The healing increases by `1d8`. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/healing #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/vitality #trait/water %% \ No newline at end of file diff --git a/compendium/feats/tree-of-duality-roe.md b/compendium/feats/tree-of-duality-roe.md new file mode 100644 index 000000000..4fe105d86 --- /dev/null +++ b/compendium/feats/tree-of-duality-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/composite +- trait/impulse +- trait/kineticist +- trait/primal +- trait/wood +aliases: ["Tree of Duality"] +--- +# Tree of Duality [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[air](rules/traits/air.md "Air Energy & Element Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Three-Action + +An ephemeral tree bursts forth, floating on air in an unoccupied square of your choice within 60 feet. Blooming flowers and fungal growths shed pollen and spores, which a swirling gust of air spreads in a 10-foot emanation around it. The tree lasts until the end of your next turn, and you can Sustain it up to 1 minute. + +- Cleansing Pollen (healing, vitality) Each living ally that's in the area or enters it regains `3d4` HP and is then temporarily immune to regaining HP from Tree of Duality for 10 minutes. +- Hallucinogenic Spores (mental) Enemies in the area are [dazzled](rules/conditions.md#Dazzled). An enemy that leaves the area remains [dazzled](rules/conditions.md#Dazzled) until the start of its next turn. Level (+2) The healing increases by `1d4`. + +*Source: RoE p. 37* +%% #compendium/src/pf2e/roe #trait/air #trait/composite #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/treespeech-roe.md b/compendium/feats/treespeech-roe.md new file mode 100644 index 000000000..c4fcf13a6 --- /dev/null +++ b/compendium/feats/treespeech-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +aliases: ["Treespeech"] +--- +# Treespeech *Feat 5* +ardande + +- **Prerequisites**: You speak Muan. + +Your connection to elemental wood allows you to communicate with trees in the Universe in Muan, the language of wood elementals. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with woody plants like trees and shrubs. + +*Source: RoE p. 49* +%% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/tremor-roe.md b/compendium/feats/tremor-roe.md new file mode 100644 index 000000000..d645d98f6 --- /dev/null +++ b/compendium/feats/tremor-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Tremor"] +--- +# Tremor [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +You unleash a small, localized tremor in a 10-foot burst within 30 feet. Each creature in the area takes `1d8` bludgeoning damage with a basic Fortitude save against your class DC. A creature that critically fails is knocked [prone](rules/conditions.md#Prone). Earth and stone in the area is difficult terrain until the start of your next turn. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/tumbling-lumber-roe.md b/compendium/feats/tumbling-lumber-roe.md new file mode 100644 index 000000000..5d6397c8b --- /dev/null +++ b/compendium/feats/tumbling-lumber-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +- trait/wood +aliases: ["Tumbling Lumber"] +--- +# Tumbling Lumber [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Two-Action + +A slew of logs eject from the Plane of Wood and slam into your enemies. They roll in a 10-foot-wide, 30-foot-long line. Non-magical difficult terrain on any ground the logs roll over is smashed flat; greater difficult terrain remains. Each creature in the area takes `2d8` bludgeoning damage and might be moved by the logs, depending on its Reflex save against your class DC. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is pushed out of the line in the most direct path available. +> - **Critical Failure** The creature takes double damage and is knocked [prone](rules/conditions.md#Prone). Level (+3) The damage increases by `1d8`. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/turn-the-wheel-of-seasons-roe.md b/compendium/feats/turn-the-wheel-of-seasons-roe.md new file mode 100644 index 000000000..1166e3c46 --- /dev/null +++ b/compendium/feats/turn-the-wheel-of-seasons-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/wood +aliases: ["Turn the Wheel of Seasons"] +--- +# Turn the Wheel of Seasons [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Three-Action + +The seasons shift rapidly. This impulse affects a cube 100 feet in each dimension within 1,000 feet. Choose the starting season. The impulse lasts for 4 rounds, proceeding to the next season at the start of each of your turns. You can't use this impulse again until the previous one ends. Spring Each ally in the cube gains 20 temporary HP that last until the start of your next turn. Any [dying](rules/conditions.md#Dying) ally rolls a recovery check, but can't get worse than a success. + +Summer (light) Each enemy in the area is exposed to sunlight and must attempt a Reflex save against your class DC. It's unaffected on a critical success, dazed until the start of your next turn on a success, or [blinded](rules/conditions.md#Blinded) until the start of your next turn on a failure. + +Autumn Leaves and rain make everything in the area [concealed](rules/conditions.md#Concealed) until the start of your next turn, and a cold wind makes each enemy in the area [slowed](rules/conditions.md#Slowed) until the start of your next turn unless it succeeds at a Fortitude save against your class DC. + +Winter Each enemy in the aura takes `5d6` cold damage with a basic Reflex save against your class DC. A creature that fails its save also takes `2d6` [persistent cold damage](rules/conditions.md#Persistent%20Damage). + +*Source: RoE p. 35* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/two-element-infusion-roe.md b/compendium/feats/two-element-infusion-roe.md new file mode 100644 index 000000000..d30f7fc56 --- /dev/null +++ b/compendium/feats/two-element-infusion-roe.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/infusion +- trait/kineticist +aliases: ["Two-Element Infusion"] +--- +# Two-Element Infusion [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Prerequisites**: two or more kinetic elements +- **Activity** Free Action + +Slamming one element into another, you combine their strengths. If the next action you use is an [Elemental Blast](rules/actions/elemental-blast-roe.md), choose two of your kinetic elements instead of one. The blast gains the traits of both elements and uses the highest range and damage die among the two elements. Half the blast's damage is the damage type of one element, and the other half is the damage type of the other element. If the total damage is an odd number, you choose which element deals the higher damage. Determine the damage amounts before altering the amount due to halving, doubling, resistances, weaknesses, and other calculations. If either element can deal more than one type of damage, you can still choose which damage type to use. You gain any added effects of both elements, such as their critical blast junction effects. + +*Source: RoE p. 22* +%% #compendium/src/pf2e/roe #trait/infusion #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/undead-slayer-dedication-botd.md b/compendium/feats/undead-slayer-dedication-botd.md index e926be181..5e9b5e649 100644 --- a/compendium/feats/undead-slayer-dedication-botd.md +++ b/compendium/feats/undead-slayer-dedication-botd.md @@ -15,7 +15,7 @@ aliases: ["Undead Slayer Dedication"] Your training has prepared you to recognize most undead on sight. You become trained in two [Lore](compendium/skills.md#Lore) skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. ```ad-embed-ability -title: Slayer's Identification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Slayer's Identification** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: You roll initiative and can observe a creature you know is undead diff --git a/compendium/feats/unexpected-sharpshooter-dedication-g-g.md b/compendium/feats/unexpected-sharpshooter-dedication-g-g.md index f245c75f8..fe70159fb 100644 --- a/compendium/feats/unexpected-sharpshooter-dedication-g-g.md +++ b/compendium/feats/unexpected-sharpshooter-dedication-g-g.md @@ -16,11 +16,14 @@ aliases: ["Unexpected Sharpshooter Dedication"] Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity. ```ad-embed-ability -title: Accidental Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](rules/traits/fortune.md "Fortune Effect Trait") +title: **Accidental Shot** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([fortune](rules/traits/fortune.md)) -You make a [Strike](rules/actions/strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). -%% #trait/fortune %% +- **Frequency**: once per day + +**Effect** You make a [Strike](rules/actions/strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). +%% + #trait/fortune +%% ``` **Special.** You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype. diff --git a/compendium/feats/usurp-the-lunar-reins-roe.md b/compendium/feats/usurp-the-lunar-reins-roe.md new file mode 100644 index 000000000..663e149ff --- /dev/null +++ b/compendium/feats/usurp-the-lunar-reins-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/water +aliases: ["Usurp the Lunar Reins"] +--- +# Usurp the Lunar Reins [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Three-Action + +The moon has always been connected to the tides, and now you can grasp that connection. You can create massive amounts of water and control these tides, subverting even the moon's sovereignty over the oceans and seas. Choose an area 50 feet long by 50 feet wide within 500 feet, and choose two different effects from the options provided below. The effects take place in the listed order. + +- Flood You create a pool of pure, clean water in the area, which coalesces from ambient moisture. This water must be created on a surface—not in air—and flows normally. +- Control You tug on the moon to raise or lower the level of bodies of water in the area by 10 feet. If you control a portion of a larger body of water, the water then equalizes normally. +- Modulate With a wave of your hand, you create or smooth ripples, making all bodies of water in the area either calm or turbulent. Making it calm turns difficult terrain or greater difficult terrain to calm water, and making it turbulent turns calm water into difficult terrain. +- Slow By exercising your rightful control over all water, each creature with the [water](rules/traits/water.md "Water Energy & Element Trait") trait in the area must succeed at a Fortitude save against your class DC or be [slowed](rules/conditions.md#Slowed) (or [slowed](rules/conditions.md#Slowed) on a critical failure). Flood and control are permanent and non-magical. Modulate and slow last until the end of your next turn, but you can Sustain the impulse to continue them. + +*Source: RoE p. 33* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/vampire-dedication-botd.md b/compendium/feats/vampire-dedication-botd.md index 8ee6ad644..544a927fc 100644 --- a/compendium/feats/vampire-dedication-botd.md +++ b/compendium/feats/vampire-dedication-botd.md @@ -16,13 +16,14 @@ aliases: ["Vampire Dedication"] You're a newly risen vampire. You gain the [undead](rules/traits/undead.md "Undead Creature Type Trait") and [vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. ```ad-embed-ability -title: Drink Blood [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Drink Blood** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Requirements**: A [grabbed](rules/conditions.md#Grabbed), [paralyzed](rules/conditions.md#Paralyzed), [restrained](rules/conditions.md#Restrained), [unconscious](rules/conditions.md#Unconscious), or willing creature is within your reach **Effect** You sink your fangs into that creature and drink its blood. This requires an [Athletics](compendium/skills.md#Athletics) check against the victim's Fortitude DC if the victim is [grabbed](rules/conditions.md#Grabbed), and automatically succeeds for any of the other conditions. If you succeed, the creature becomes [drained](rules/conditions.md#Drained), and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the [drained](rules/conditions.md#Drained) condition or grant you more temporary HP. -%% #trait/divine #trait/necromancy %% +%% + #trait/divine #trait/necromancy +%% ``` ## Vampire Dedication leads to... diff --git a/compendium/feats/versatile-blasts-roe.md b/compendium/feats/versatile-blasts-roe.md new file mode 100644 index 000000000..9a11370e9 --- /dev/null +++ b/compendium/feats/versatile-blasts-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Versatile Blasts"] +--- +# Versatile Blasts *Feat 1* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element: air cold, earth poison, fire cold, metal electricity, water acid, wood poison. + +*Source: RoE p. 21* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/voice-of-elements-roe.md b/compendium/feats/voice-of-elements-roe.md new file mode 100644 index 000000000..9ec386a92 --- /dev/null +++ b/compendium/feats/voice-of-elements-roe.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/kineticist +aliases: ["Voice of Elements"] +--- +# Voice of Elements *Feat 2* +[kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + + +You can speak with the secret tones of elements you channel, finding words in the crackle of flame, the grinding of stone. Your kinetic aura grants you these three benefits while active. + +- You can speak all the languages of your kinetic elements (Sussuran for air, Petran for earth, Pyric for fire, Talican for metal, Thalassic for water, Muan for wood). +- You can communicate with mindless elementals on a basic level if they have a trait that matches one of your kinetic elements or are made of one of those elements. This allows you to use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on them and to make very simple Requests. +- You gain a +2 circumstance bonus to Charisma-based skill checks you attempt against elementals of one of your kinetic elements. + +*Source: RoE p. 21* +%% #compendium/src/pf2e/roe #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/volcanic-escape-roe.md b/compendium/feats/volcanic-escape-roe.md new file mode 100644 index 000000000..2327e406f --- /dev/null +++ b/compendium/feats/volcanic-escape-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Volcanic Escape"] +--- +# Volcanic Escape [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Trigger** An enemy in your kinetic aura damages you. +- **Activity** Reaction + +Lava reflexively explodes underneath you and the creature that hurt you. The triggering enemy takes `1d6` fire damage with a basic Reflex save against your class DC. You [Leap](rules/actions/leap.md) up to half your Speed in any direction; this movement doesn't trigger reactions. + +Level (+4) The damage increases by `1d6`. + +*Source: RoE p. 28* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/walk-through-the-conflagration-roe.md b/compendium/feats/walk-through-the-conflagration-roe.md new file mode 100644 index 000000000..8a978f41c --- /dev/null +++ b/compendium/feats/walk-through-the-conflagration-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/fire +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +- trait/teleportation +aliases: ["Walk Through the Conflagration"] +--- +# Walk Through the Conflagration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[fire](rules/traits/fire.md "Fire Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") + +- **Activity** Two-Action + +You fall through your own kinetic gate, leaving behind an effigy of flame and reappearing majestically near another fire. + +You instantly transport yourself, and any items you're wearing and holding, from your current space to a clear space within 120 feet you can observe that's adjacent to an open flame or a creature taking [persistent fire damage](rules/conditions.md#Persistent%20Damage). If this would bring another creature with you—even if you're carrying it in an extradimensional container—the action fails. A whorl of fire surrounds you in a 5-foot emanation either before you depart or after you arrive. Each creature in the area takes `4d6` fire damage with a basic Reflex save against your class DC. + +Level (+3) The fire damage increases by `1d6`. + +*Source: RoE p. 29* +%% #compendium/src/pf2e/roe #trait/fire #trait/impulse #trait/kineticist #trait/overflow #trait/primal #trait/teleportation %% \ No newline at end of file diff --git a/compendium/feats/water-step-roe.md b/compendium/feats/water-step-roe.md new file mode 100644 index 000000000..4542d8d1a --- /dev/null +++ b/compendium/feats/water-step-roe.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/archetype +aliases: ["Water Step"] +--- +# Water Step *Feat 6* +[archetype](rules/traits/archetype.md "Archetype Feat Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), water is in your elemental philosophy + +You can [Stride](rules/actions/stride.md) across liquid and surfaces normally wouldn't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal. + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/weapon-infusion-roe.md b/compendium/feats/weapon-infusion-roe.md new file mode 100644 index 000000000..21ef3e1cf --- /dev/null +++ b/compendium/feats/weapon-infusion-roe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/infusion +- trait/kineticist +aliases: ["Weapon Infusion"] +--- +# Weapon Infusion [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") + +- **Activity** Free Action + +With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an [Elemental Blast](rules/actions/elemental-blast-roe.md), choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast. + +**Melee** Add one of the following traits of your choice: [agile](rules/traits/agile.md "Agile Weapon Trait"), [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"). + +**Ranged** Choose one of three options: range increment 100 feet and the [volley <30 feet>](rules/traits/volley-30-feet.md "Volley Weapon Trait") trait, range increment 50 feet and the [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") trait, or range increment 20 feet and the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait. + +*Source: RoE p. 21* +%% #compendium/src/pf2e/roe #trait/infusion #trait/kineticist %% \ No newline at end of file diff --git a/compendium/feats/weight-of-stone-roe.md b/compendium/feats/weight-of-stone-roe.md new file mode 100644 index 000000000..29b455b55 --- /dev/null +++ b/compendium/feats/weight-of-stone-roe.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/earth +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/primal +aliases: ["Weight of Stone"] +--- +# Weight of Stone [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Three-Action + +A packed cloud of thundering boulders descends from the sky, beating down everyone in its path. The rain of stone falls in a cylinder 20 feet in diameter and 80 feet high, and the bottom must be within 120 feet of you. Each creature in the area takes `4d8` bludgeoning damage and might be pushed downward, depending on its Reflex save against your class DC. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is pushed downward 40 feet without taking falling damage. If it reaches the bottom of the cylinder or the ground, the push ends. If the creature is pushed to the ground, it can't [Fly](rules/actions/fly.md), levitate, or otherwise leave the ground for 1 round. +> - **Critical Failure** As failure, but double damage and the distance the creature is pushed is 80 feet. +> +> Level (+2) The damage increases by `1d8`. + +*Source: RoE p. 26* +%% #compendium/src/pf2e/roe #trait/earth #trait/impulse #trait/kineticist #trait/overflow #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/whirling-grindstone-roe.md b/compendium/feats/whirling-grindstone-roe.md new file mode 100644 index 000000000..d9c47fe24 --- /dev/null +++ b/compendium/feats/whirling-grindstone-roe.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/attack +- trait/composite +- trait/earth +- trait/impulse +- trait/kineticist +- trait/metal +- trait/primal +aliases: ["Whirling Grindstone"] +--- +# Whirling Grindstone [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[attack](rules/traits/attack.md "Attack Combat Trait") [composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") metal + +- **Activity** Two-Action + +A whirling grindstone made of flint appears in an unoccupied square within 30 feet. The grindstone shreds flesh and shoots sparks. Attempt an impulse attack roll against the AC of a creature adjacent to the grindstone. On a hit, the creature takes `2d6` slashing damage and `1d6` fire damage (or double damage on a critical hit). The grindstone lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. On subsequent turns, the first time you Sustain the impulse that turn, you can roll the grindstone up to 20 feet and can repeat the attack. + +A creature within reach of the grindstone can [Interact](rules/actions/interact.md) with it to sharpen a metal weapon. This grants a +2 circumstance bonus to the next damage roll made with that weapon within 1 minute. + +Level (+5) The grindstone's damage increases by `1d6` slashing and `1d6` fire, and the bonus to weapons increases by 1. + +*Source: RoE p. 36* +%% #compendium/src/pf2e/roe #trait/attack #trait/composite #trait/earth #trait/impulse #trait/kineticist #trait/metal #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/whisper-on-the-wind-roe.md b/compendium/feats/whisper-on-the-wind-roe.md new file mode 100644 index 000000000..97a32f487 --- /dev/null +++ b/compendium/feats/whisper-on-the-wind-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/auditory +- trait/illusion +- trait/impulse +- trait/kineticist +- trait/linguistic +- trait/primal +aliases: ["Whisper on the Wind"] +--- +# Whisper on the Wind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[air](rules/traits/air.md "Air Energy & Element Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Single Action + +You speak in a whisper, a soft wind carrying your words far away. + +This has the effect of the [message](compendium/spells/message.md) spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect. + +*Source: RoE p. 24* +%% #compendium/src/pf2e/roe #trait/air #trait/auditory #trait/illusion #trait/impulse #trait/kineticist #trait/linguistic #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/wiles-on-the-wind-roe.md b/compendium/feats/wiles-on-the-wind-roe.md new file mode 100644 index 000000000..ada40c3c1 --- /dev/null +++ b/compendium/feats/wiles-on-the-wind-roe.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/auditory +- trait/illusion +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Wiles on the Wind"] +--- +# Wiles on the Wind [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[air](rules/traits/air.md "Air Energy & Element Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + +- **Activity** Two-Action + +Speaking lies, you set them loose upon a drifting wind. You create an auditory illusion that comes from a square within 500 feet and can be as loud as four normal humans talking. The sound can be intricate, including speech or music, though the GM might require you to attempt a check or know a language for it to be convincing. The illusion lasts until the end of your next turn, and you can Sustain the impulse. + +You can have any creature within 40 feet of the illusion, or that comes within 40 feet of it during the duration, attempt a Will save against your class DC. This is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. + +> [!success-degree] +> - **Success** The creature is unaffected, disbelieves the illusion, and is temporarily immune for 1 hour. +> - **Failure** The creature is [fascinated](rules/conditions.md#Fascinated) with the source of the sound until the end of its next turn. When the fascination ends, the creature is temporarily immune for 1 hour. +> - **Critical Failure** As failure, but the creature is [fascinated](rules/conditions.md#Fascinated) for 1 minute or until it disbelieves. + +*Source: RoE p. 25* +%% #compendium/src/pf2e/roe #trait/air #trait/auditory #trait/illusion #trait/impulse #trait/kineticist #trait/primal %% \ No newline at end of file diff --git a/compendium/feats/wind-tossed-spell-roe.md b/compendium/feats/wind-tossed-spell-roe.md new file mode 100644 index 000000000..3820e77d3 --- /dev/null +++ b/compendium/feats/wind-tossed-spell-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/air +- trait/archetype +- trait/concentrate +- trait/spellshape +aliases: ["Wind-Tossed Spell"] +--- +# Wind-Tossed Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[air](rules/traits/air.md "Air Energy & Element Trait") [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") + +- **Prerequisites**: [Elementalist Dedication](compendium/feats/elementalist-dedication-roe.md), air is in your elemental philosophy +- **Activity** Single Action + +You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](rules/traits/air.md "Air Energy & Element Trait") trait. + +*Source: RoE p. 60* +%% #compendium/src/pf2e/roe #trait/air #trait/archetype #trait/concentrate #trait/spellshape %% \ No newline at end of file diff --git a/compendium/feats/winter-sleet-roe.md b/compendium/feats/winter-sleet-roe.md new file mode 100644 index 000000000..c455fe51a --- /dev/null +++ b/compendium/feats/winter-sleet-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/cold +- trait/impulse +- trait/kineticist +- trait/primal +- trait/stance +- trait/water +aliases: ["Winter Sleet"] +--- +# Winter Sleet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Single Action + +Bone-chilling, swirling sleet surrounds you, cruel as deepest winter. Surfaces in your kinetic aura are coated in slippery ice. A creature that moves on this uneven ground immediately falls unless it Balances (DC 15). A creature is off-guard on the ice, as normal for uneven ground. You're immune to these effects. + +If a creature on the ice is critically hit by one of your water impulses or critically fails at a save against one, that creature is [slowed](rules/conditions.md#Slowed) until the end of its next turn. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/kineticist #trait/primal #trait/stance #trait/water %% \ No newline at end of file diff --git a/compendium/feats/winters-clutch-roe.md b/compendium/feats/winters-clutch-roe.md new file mode 100644 index 000000000..b3d28939f --- /dev/null +++ b/compendium/feats/winters-clutch-roe.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/cold +- trait/impulse +- trait/kineticist +- trait/primal +- trait/water +aliases: ["Winter's Clutch"] +--- +# Winter's Clutch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[cold](rules/traits/cold.md "Cold Energy & Element Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Activity** Two-Action + +Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes `2d4` cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. + +Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square. + +Level (+2) The damage increases by `1d4`. + +*Source: RoE p. 32* +%% #compendium/src/pf2e/roe #trait/cold #trait/impulse #trait/kineticist #trait/primal #trait/water %% \ No newline at end of file diff --git a/compendium/feats/witchwood-seed-roe.md b/compendium/feats/witchwood-seed-roe.md new file mode 100644 index 000000000..e396fabed --- /dev/null +++ b/compendium/feats/witchwood-seed-roe.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/overflow +- trait/plant +- trait/polymorph +- trait/primal +- trait/wood +aliases: ["Witchwood Seed"] +--- +# Witchwood Seed [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Two-Action + +You touch a creature to implant a malignant seed in its body. The creature takes `5d10` piercing damage and other effects depending on its Fortitude save against your class DC. The creature is then temporarily immune for 24 hours. Creatures with the fungus, plant, or wood trait are immune. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and takes a –10-foot status penalty to all its Speeds until the end of its next turn. +> - **Failure** The target takes full damage and is [clumsy](rules/conditions.md#Clumsy) and [immobilized](rules/conditions.md#Immobilized) until the end of its next turn. +> - **Critical Failure** The target takes double damage and is [clumsy](rules/conditions.md#Clumsy) and [immobilized](rules/conditions.md#Immobilized). It attempts a new save at the end of each of its turns, ending the effect if it succeeds. +> +> Level (+4) The damage increases by `1d10`. + +*Source: RoE p. 35* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/overflow #trait/plant #trait/polymorph #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/wood-ward-roe.md b/compendium/feats/wood-ward-roe.md new file mode 100644 index 000000000..13d174f00 --- /dev/null +++ b/compendium/feats/wood-ward-roe.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +- trait/concentrate +- trait/plant +- trait/primal +- trait/wood +aliases: ["Wood Ward"] +--- +# Wood Ward [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* +[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") ardande wood + +- **Frequency**: once per hour +- **Trigger** A creature targets you with an attack. +- **Activity** Reaction + +With a sweep of your hand, vines and roots burst from the ground along the edge of your space between you and the attacker, creating a natural lattice of wood that grants standard cover. The circumstance bonus from the cover applies to your AC when you're determining the outcome of the triggering attack. If the triggering attack still hits and deals physical damage to you, the ward reduces the damage by 30 and is immediately destroyed. If the attack misses, the ward instead persists for 3 rounds before withering back into the earth. Creatures can cross the ward, but it's difficult terrain. + +*Source: RoE p. 49* +%% #compendium/src/pf2e/roe #trait/ardande #trait/concentrate #trait/plant #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/wooden-mantle-roe.md b/compendium/feats/wooden-mantle-roe.md new file mode 100644 index 000000000..9bd91a1c8 --- /dev/null +++ b/compendium/feats/wooden-mantle-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +aliases: ["Wooden Mantle"] +--- +# Wooden Mantle *Feat 13* +ardande + + +Your connection to the magic of the Plane of Wood allows you to call upon the power of plants and trees to protect yourself. You can cast mantle of the unwavering heart (page 197) as a 5th-rank primal innate spell once per day. + +*Source: RoE p. 49* +%% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/feats/wooden-palisade-roe.md b/compendium/feats/wooden-palisade-roe.md new file mode 100644 index 000000000..ae71ba2b7 --- /dev/null +++ b/compendium/feats/wooden-palisade-roe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/manipulate +- trait/overflow +- trait/primal +- trait/wood +aliases: ["Wooden Palisade"] +--- +# Wooden Palisade [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") wood + +- **Activity** Three-Action + +Planks of wood, embellished with carvings, spring forth to form a wall. The palisade is up to 30 feet long, 20 feet high, and 1 inch thick. It must form in a straight line in an unbroken open space that doesn't pass through any creatures or objects, or the impulse fails. When you create the wall, you can choose to create ledges on one side of the wall, 4 feet from the top, with ladders reaching to them from the bottom of the wall. + +Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and is immune to critical hits and precision damage. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute. + +Level (+2) The maximum length of the wall increases by 10 feet, and the HP of each section increase by 10. + +*Source: RoE p. 34* +%% #compendium/src/pf2e/roe #trait/impulse #trait/kineticist #trait/manipulate #trait/overflow #trait/primal #trait/wood %% \ No newline at end of file diff --git a/compendium/feats/woodworker-roe.md b/compendium/feats/woodworker-roe.md new file mode 100644 index 000000000..ba3021928 --- /dev/null +++ b/compendium/feats/woodworker-roe.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/roe +- trait/ardande +aliases: ["Woodworker"] +--- +# Woodworker *Feat 1* +ardande + + +Denizens of the Plane of Wood take immense pride in the magnificent works of art they can craft from wood, and practicing your own woodcraft helps you feel a connection with your planar heritage. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting). If you would automatically become trained in [Crafting](compendium/skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat for woodworking. + +*Source: RoE p. 48* +%% #compendium/src/pf2e/roe #trait/ardande %% \ No newline at end of file diff --git a/compendium/gm/afflictions/afflictions.md b/compendium/gm/afflictions/afflictions.md index 48c7d07b7..da3c5bd7f 100644 --- a/compendium/gm/afflictions/afflictions.md +++ b/compendium/gm/afflictions/afflictions.md @@ -5,6 +5,7 @@ cssclass: pf2e,pf2e-index # Index of Afflictions - [Blackfrost, _Curse 1_](blackfrost-gw3.md) +- [Blightburn Sickness, _Disease Level Varies_](blightburn-sickness-tv.md) - [Blinding Sickness, _Disease 7_](blinding-sickness.md) - [Boastful Prince's Scourge, _Curse 7_](boastful-princes-scourge-da.md) - [Boatman's Toll Curse, _Curse 20_](boatmans-toll-curse-loil.md) @@ -35,6 +36,7 @@ cssclass: pf2e,pf2e-index - [Malaria, _Disease 2_](malaria.md) - [Nightmare Fever, _Disease 8_](nightmare-fever.md) - [Oath of the Flesh, _Curse 7_](oath-of-the-flesh.md) +- [Obnubilate Curse, _Curse 10_](obnubilate-curse-gw1.md) - [Poison Sedum, _Disease 1_](poison-sedum-ooa1.md) - [Rage of The Excommunicant, _Curse 10_](rage-of-the-excommunicant-da.md) - [Reviled of Nature, _Curse 18_](reviled-of-nature.md) diff --git a/compendium/gm/afflictions/blightburn-sickness-tv.md b/compendium/gm/afflictions/blightburn-sickness-tv.md new file mode 100644 index 000000000..5f934b7c2 --- /dev/null +++ b/compendium/gm/afflictions/blightburn-sickness-tv.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/level-varies +- compendium/src/pf2e/tv +aliases: ["Blightburn Sickness"] +--- +# Blightburn Sickness +*Disease Level Varies* + +Caused by exposure to blightburn crystal, blightburn sickness burns and dissolves the afflicted creature from within. The target can't recover from the disease's [drained](rules/conditions.md#Drained) or [sickened](rules/conditions.md#Sickened) condition except by magic. It's typically a 15th-level affliction (DC 32 Fortitude), but exposure to other forms of blightburn can change it. + +```ad-inline-affliction +- **Onset**: `1d4` days + +## Stages + +**Stage 1** [drained](rules/conditions.md#Drained) (1 day) + +**Stage 2** [drained](rules/conditions.md#Drained) and [sickened](rules/conditions.md#Sickened) (1 day) + +**Stage 3** [drained](rules/conditions.md#Drained) and [sickened](rules/conditions.md#Sickened) (1 week) + +**Stage 4** [drained](rules/conditions.md#Drained) and [sickened](rules/conditions.md#Sickened) (1 month) + +**Stage 5** increase [drained](rules/conditions.md#Drained) condition by 1 (1 year) +``` + +*Source: Treasure Vault p. 45* \ No newline at end of file diff --git a/compendium/gm/afflictions/obnubilate-curse-gw1.md b/compendium/gm/afflictions/obnubilate-curse-gw1.md new file mode 100644 index 000000000..87e8308f2 --- /dev/null +++ b/compendium/gm/afflictions/obnubilate-curse-gw1.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/10 +- compendium/src/pf2e/gw1 +- trait/curse +- trait/enchantment +- trait/incapacitation +- trait/magical +- trait/mental +- trait/shadow +aliases: ["Obnubilate Curse"] +--- +# Obnubilate Curse +*Curse 10* +[curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") + +Only elves can be afflicted with this magical curse; other creatures are immune. An elf who touches the Shadewither Key must save against the curse. Victims quickly fall [unconscious](rules/conditions.md#Unconscious); then, over several days, they slowly blacken and shrivel like rotting fruit until they die. The corpse of an elf killed by the obnubilate curse is dry and charcoal-like; it collapses into ash at the slightest touch. + +```ad-inline-affliction +title: Saving Throw: DC 27 Fortitude + +- **Onset**: 1 minute + +## Stages + +**Stage 1** [unconscious](rules/conditions.md#Unconscious) and `3d6` mental damage (1 day) + +**Stage 2** [unconscious](rules/conditions.md#Unconscious) and `6d6` mental damage (2 days) + +**Stage 3** [unconscious](rules/conditions.md#Unconscious) and `6d6` mental damage (2 days) + +**Stage 4** [unconscious](rules/conditions.md#Unconscious) and `6d6` mental damage, permanent loss of most recent year of memory (1 day) + +**Stage 5** [unconscious](rules/conditions.md#Unconscious) and `6d6` mental damage, permanent loss of all memory (1 day) + +**Stage 6** death +``` + +*Source: Gatewalkers #1: The Seventh Arch p. 79* \ No newline at end of file diff --git a/compendium/gm/hazards/abyss-warped-trees-qff2.md b/compendium/gm/hazards/abyss-warped-trees-qff2.md index b14b2f7d4..f68070616 100644 --- a/compendium/gm/hazards/abyss-warped-trees-qff2.md +++ b/compendium/gm/hazards/abyss-warped-trees-qff2.md @@ -18,21 +18,20 @@ A forest of fiendish trees swing their branches and shift their roots to bludgeo - **Disable** DC 22 [Survival](compendium/skills.md#Survival) (trained) to find a location the trees can't reach or DC 24 [Religion](compendium/skills.md#Religion) to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5-foot-square area in the grove that's safe from this hazard. -- **AC** 18 , **Fort** +14, **Ref** +14 +- **AC** 18, **Fort** +14, **Ref** +14 - **Hardness** 10, **HP** 40 (BT 20) per tree - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** fire 5 - + ```ad-embed-ability -title: Shift Roots [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shift Roots** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature ends its movement in the grove **Effect** The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative. ``` ```ad-embed-ability -title: Tighten Grip [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Tighten Grip** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: The Abyss-warped trees critically hit a creature with a branch [Strike](rules/actions/strike.md) @@ -41,12 +40,12 @@ title: Tighten Grip [F](rules/core-rulebook/chapter-9-playing-the-game.md#Action ```ad-pf2-summary title: Routine + (4 actions) The Abyss-warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall [prone](rules/conditions.md#Prone). The Abyss-warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove. ``` ^routine **Reset** The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. - They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month. *Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 13* \ No newline at end of file diff --git a/compendium/gm/hazards/acid-strongbox-trap-qff1.md b/compendium/gm/hazards/acid-strongbox-trap-qff1.md index 3098ab262..08b56b704 100644 --- a/compendium/gm/hazards/acid-strongbox-trap-qff1.md +++ b/compendium/gm/hazards/acid-strongbox-trap-qff1.md @@ -18,15 +18,16 @@ aliases: ["Acid Strongbox Trap"] An [invisible](rules/conditions.md#Invisible) magic field around the strongbox releases a spray of acid when disturbed. - **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (expert) to harmlessly bleed away the magical field or dispel magic (2nd level; counteract DC 20) to dispel it. - + ```ad-embed-ability -title: Acidic Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[acid](rules/traits/acid.md "Acid Energy & Element Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Acidic Spray** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([acid](rules/traits/acid.md), [arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) - **Trigger**: A creature touches the strongbox directly or with a held tool **Effect** The trap deals `4d8+10` acid damage in a 15-foot cone in the direction of the triggering creature (DC 21 basic Reflex save). -%% #trait/acid #trait/arcane #trait/evocation %% +%% + #trait/acid #trait/arcane #trait/evocation +%% ``` *Source: Quest for the Frozen Flame #1: Broken Tusk Moon p. 60* \ No newline at end of file diff --git a/compendium/gm/hazards/acidic-needle-launcher-aoa5.md b/compendium/gm/hazards/acidic-needle-launcher-aoa5.md index 6eb6ca173..3c00f38b4 100644 --- a/compendium/gm/hazards/acidic-needle-launcher-aoa5.md +++ b/compendium/gm/hazards/acidic-needle-launcher-aoa5.md @@ -18,24 +18,24 @@ A ceiling-mounted launcher rains resinous needles onto intruders, after which th - **Disable** [Thievery](compendium/skills.md#Thievery) (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter. -- **AC** 39 , **Fort** +30, **Ref** +22 +- **AC** 39, **Fort** +30, **Ref** +22 - **Hardness** 26, **HP** 104 (BT 52) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Needle Rain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Needle Rain** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature moves into the area indicated on the map **Effect** The trap shoots an acidic needle at a random target in the area indicated on the map, then rolls initiative. -%% #trait/attack %% +%% + #trait/attack +%% ``` ```ad-pf2-summary title: Routine + (3 actions) The acidic needle launcher fires a needle at a random target in the area indicated on the map. ``` ^routine diff --git a/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md b/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md index c690eecb9..8578e1d16 100644 --- a/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md +++ b/compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md @@ -19,14 +19,12 @@ Five nozzles [hidden](rules/conditions.md#Hidden) across the apartment's ceiling - **Disable** DC 35 [Thievery](compendium/skills.md#Thievery) (expert) to block one of the nozzles or DC 40 [Thievery](compendium/skills.md#Thievery) (master) to shut off the tank. The trap deactivates after 5 rounds, once the tank is empty. -- **AC** 34 , **Fort** +28, **Ref** +20 +- **AC** 34, **Fort** +28, **Ref** +20 - **Nozzle Hardness** 15, **Nozzle HP** 40 (BT 20) to destroy a nozzle; **Tank Hardness** 20, **Tank HP** 100 (BT 50) to damage the tank enough to stop it from spewing gas - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spew Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Spew Cloud** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Twelve seconds have passed since the door to the apartment was opened @@ -35,6 +33,7 @@ title: Spew Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine + (1 action) When it's triggered, the trap has five active nozzles, but at the end of its turn each round, one random nozzle deactivates. On the trap's turn, the active nozzles emit a cloud of acidic poison gas that expands to fill the apartment. The cloud deals `1d6` acid damage and `1d6` poison damage per active nozzle to each creature and object in the room (DC 33 basic Fortitude save). Unattended objects automatically fail saves to avoid the damage. ``` ^routine diff --git a/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md b/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md index 2d3fd5b57..e23eb5f73 100644 --- a/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md +++ b/compendium/gm/hazards/agitated-carnivorous-plants-sot2.md @@ -17,14 +17,13 @@ Many carnivorous plants that were once kept satiated now hunger for any meat the - **Disable** DC 25 [Survival](compendium/skills.md#Survival) (trained) to distract or trick the plants or DC 22 [Nature](compendium/skills.md#Nature) (expert) to calm the plants. -- **AC** 20 , **Fort** +17, **Ref** +9 +- **AC** 20, **Fort** +17, **Ref** +9 - **HP** 60 (BT 30) - **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") -- **Resistances** - **Weaknesses** acid 10; fire 10; slashing 10 - + ```ad-embed-ability -title: Trapping Vines [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Trapping Vines** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves within reach of the carnivorous plants' vines diff --git a/compendium/gm/hazards/air-rift-frp2.md b/compendium/gm/hazards/air-rift-frp2.md index 44465cad7..391825c82 100644 --- a/compendium/gm/hazards/air-rift-frp2.md +++ b/compendium/gm/hazards/air-rift-frp2.md @@ -20,19 +20,15 @@ A portal to the Plane of Air rips open onstage, causing roaring winds to tear th - **Disable** DC 38 [Arcana](compendium/skills.md#Arcana) (master) to sew the magical threads of the rift shut, DC 40 [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival) (legendary) to open enough windows and doors to reduce its intensity, or dispel magic (7th level; counteract DC 34) to counteract the air rift. -- **AC** 35; **vs. reactions and ranged weapon attacks AC** 40 , **Fort** +30 +- **AC** 35; **vs. reactions and ranged weapon attacks AC** 40, **Fort** +30 - **HP** 220 -- **Immunities** -- **Resistances** - **Weaknesses** earth vulnerability - -```ad-embed-ability -title: Earth Vulnerability -The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or [magical](rules/traits/magical.md "Magical Item Trait") effect with the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level [earthbind](compendium/spells/earthbind.md) spell cast on a creature near the air rift deals 30 points of damage to the rift. +```ad-embed-ability +title: **Earth Vulnerability** The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or [magical](rules/traits/magical.md "Magical Item Trait") effect with the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level [earthbind](compendium/spells/earthbind.md) spell cast on a creature near the air rift deals 30 points of damage to the rift. ``` ```ad-embed-ability -title: Weightlessness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Weightlessness** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature comes within 50 feet of the rift @@ -41,8 +37,8 @@ title: Weightlessness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ```ad-pf2-summary title: Routine -(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take `3d8+15` bludgeoning damage on impact. +(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take `3d8+15` bludgeoning damage on impact. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature is pushed 10 feet, but takes only half damage from impact. diff --git a/compendium/gm/hazards/angazhans-rake-trap-sli.md b/compendium/gm/hazards/angazhans-rake-trap-sli.md index 4bb9d20f8..6b111204c 100644 --- a/compendium/gm/hazards/angazhans-rake-trap-sli.md +++ b/compendium/gm/hazards/angazhans-rake-trap-sli.md @@ -18,20 +18,19 @@ Six metal talons [concealed](rules/conditions.md#Concealed) in the walls swing o - **Disable** [Thievery](compendium/skills.md#Thievery) DC 25 (expert) to disable each talon. -- **AC** 25 , **Fort** +18, **Ref** +10 +- **AC** 25, **Fort** +18, **Ref** +10 - **Hardness** 15, **HP** 60 (BT 30) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Raking Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Raking Strike** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: one of the pressure plates is depressed **Effect** Six talons swing out from the walls, each striking a different random creature in the room. No creature can be struck by more than one talon until every creature in the room has been attacked by at least one talon. -%% #trait/attack %% +%% + #trait/attack +%% ``` **Reset** The trap resets after 1 minute. diff --git a/compendium/gm/hazards/angry-vegetation-ec6.md b/compendium/gm/hazards/angry-vegetation-ec6.md index 6b74638e6..47e0ae55c 100644 --- a/compendium/gm/hazards/angry-vegetation-ec6.md +++ b/compendium/gm/hazards/angry-vegetation-ec6.md @@ -18,14 +18,13 @@ Five large flowers in the weed-choked field unfurl, each dusting pollen onto vin - **Disable** DC 48 [Nature](compendium/skills.md#Nature) (master) or DC 48 [Performance](compendium/skills.md#Performance) (legendary) to calm a flower, closing it. -- **AC** 37 , **Fort** +33, **Ref** +30 +- **AC** 37, **Fort** +33, **Ref** +30 - **HP** 120 per flower - **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") -- **Resistances** - **Weaknesses** fire 20 - + ```ad-embed-ability -title: Bloom [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Bloom** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A non-plant creature enters the garden @@ -34,8 +33,8 @@ title: Bloom [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reac ```ad-pf2-summary title: Routine -[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action. +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action. For their second action, the flowers produce a mindaddling pollen. Each non-plant creature within 30 feet of a flower must succeed at a DC 41 Fortitude save or become [slowed](rules/conditions.md#Slowed) for 1 round (or [confused](rules/conditions.md#Confused) for 1 round, on a critical failure). The pollen is an emotion, mental, and olfactory effect. ``` ^routine diff --git a/compendium/gm/hazards/arcane-feedback-trap-aoe4.md b/compendium/gm/hazards/arcane-feedback-trap-aoe4.md index fce374e4d..ad083ebab 100644 --- a/compendium/gm/hazards/arcane-feedback-trap-aoe4.md +++ b/compendium/gm/hazards/arcane-feedback-trap-aoe4.md @@ -17,15 +17,16 @@ aliases: ["Arcane Feedback Trap"] A spike of stone bursts from the south wall and quickly retracts. - **Disable** DC 33 [Arcana](compendium/skills.md#Arcana) (master) to quell the rippling stone or dispel magic (7th level, counteract DC 31) to dispel the magical feedback. - + ```ad-embed-ability -title: Stone Spike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Stone Spike** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [earth](rules/traits/earth.md), [evocation](rules/traits/evocation.md)) - **Trigger**: A creature in area E1 casts an arcane spell or uses an arcane ability **Effect** The trap makes a stone spike attack against the triggering creature. For the next 1 minute thereafter, the ripples are stronger, giving the trap a +2 circumstance bonus on stone spike [Strikes](rules/actions/strike.md) during this time. -%% #trait/arcane #trait/earth #trait/evocation %% +%% + #trait/arcane #trait/earth #trait/evocation +%% ``` *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 47* \ No newline at end of file diff --git a/compendium/gm/hazards/armageddon-orb.md b/compendium/gm/hazards/armageddon-orb.md index 56864404a..0bdc0c1a3 100644 --- a/compendium/gm/hazards/armageddon-orb.md +++ b/compendium/gm/hazards/armageddon-orb.md @@ -17,15 +17,16 @@ aliases: ["Armageddon Orb"] A roiling red orb, forged from a drop of the god Rovagug's blood, rains fire from the sky when a specified condition is met. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 48 (legendary) to imbue thieves' tools with aspects representing Asmodeus and Sarenrae and use them to drain away the orb's power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted. - + ```ad-embed-ability -title: Burn It All [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md "Death Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **Burn It All** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([death](rules/traits/death.md), [divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md)) - **Trigger**: A special condition set by the trap's creator occurs; this is typically the event of their death. **Effect** Fire rains from the sky in a 100-mile radius, dealing `10d6` fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area. -%% #trait/death #trait/divine #trait/evocation #trait/fire %% +%% + #trait/death #trait/divine #trait/evocation #trait/fire +%% ``` *Source: Core Rulebook p. 526* \ No newline at end of file diff --git a/compendium/gm/hazards/ash-web-aoa4.md b/compendium/gm/hazards/ash-web-aoa4.md index d7db9c1f3..5ea4cce9d 100644 --- a/compendium/gm/hazards/ash-web-aoa4.md +++ b/compendium/gm/hazards/ash-web-aoa4.md @@ -17,14 +17,12 @@ This dangerous sooty black mold readily releases its toxic spores when disturbed - **Disable** [Survival](compendium/skills.md#Survival) DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores -- **AC** 28 , **Fort** +22, **Ref** +14 +- **AC** 28, **Fort** +22, **Ref** +14 - **HP** 100 - **Immunities** [acid](rules/traits/acid.md "Acid Energy & Element Trait"); critical hits; [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"); [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spore Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Spore Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves into the ash web's space or damages the web with any type of damage other than cold damage. - **Requirements**: The ash web is not in direct sunlight. @@ -32,11 +30,15 @@ title: Spore Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act **Effect** The triggering creature and all creatures within 10 feet of that creature are exposed to ash web spores. ``` ```ad-embed-ability -title: Ash Web Spores -[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Ash Web Spores** ([inhaled](rules/traits/inhaled.md), [poison](rules/traits/poison.md)) +> [!pf2-note] +> The [enfeebled](rules/conditions.md#Enfeebled) condition from ash web remains even after the poison's duration ends. The condition's value reduces by 1 per hour. Gugs are immune to this poison; instead, they have vivid and strange dreams when they sleep after ingesting ash web. + -%% #trait/inhaled #trait/poison %% +%% + #trait/inhaled #trait/poison +%% ``` **Reset** This large patch of ash web resets automatically at the start of the round. diff --git a/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md b/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md index 2f3353a74..eaac395c7 100644 --- a/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md +++ b/compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md @@ -16,15 +16,16 @@ aliases: ["Axiomatic Polymorph Trap"] A Utopian glyph transforms trespassers into aeons. - **Disable** DC 48 [Thievery](compendium/skills.md#Thievery) (master) to drain the glyph's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the glyph. - + ```ad-embed-ability -title: Axiomatic Polymorph [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Axiomatic Polymorph** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature moves within 10 feet of the entryway to the Hall of Wonders (area **N4**) without speaking the passphrase ("The History and Future of Humanity") in Utopian. **Effect** Each creature within 20 feet of the door is targeted by baleful polymorph (DC 42 Will save), except the effect transforms creatures into the form of an arbiter aeon rather than that of an animal. -%% #trait/divine #trait/transmutation %% +%% + #trait/divine #trait/transmutation +%% ``` **Reset** 1 hour. diff --git a/compendium/gm/hazards/bad-vibrations-afof.md b/compendium/gm/hazards/bad-vibrations-afof.md index 724c21dc3..681bdfd56 100644 --- a/compendium/gm/hazards/bad-vibrations-afof.md +++ b/compendium/gm/hazards/bad-vibrations-afof.md @@ -19,14 +19,13 @@ The three larger crystals on the table begin to vibrate and emit a swiftly growi - **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) (trained) or [Occultism](compendium/skills.md#Occultism) (trained) to disrupt the magic enchanting one of the crystals, or DC 20 [Performance](compendium/skills.md#Performance) (trained) by a character who can cast [counter performance](compendium/spells/counter-performance.md) to use sound to redirect the noise back into the crystal, or [dispel magic](compendium/spells/dispel-magic.md) (2nd level, DC 18) to counteract a crystal. -- **AC** 19 , **Fort** +12, **Ref** +6 +- **AC** 19, **Fort** +12, **Ref** +6 - **Hardness** 10, **HP** 16 each (BT 8) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** sonic 5 - + ```ad-embed-ability -title: Shrill Chime [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shrill Chime** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature other than Darius or one of his homunculi approaches within 5 feet of the table or attempts to [Interact](rules/actions/interact.md) with the crystals in any way other than to attempt to disable the hazard. @@ -37,6 +36,7 @@ The hazard rolls initiative. ```ad-pf2-summary title: Routine + (3 actions) The hazard loses 1 action for each crystal that's disabled or destroyed. On each of the trap's actions, one of the crystals fires a blast of sound at a single Small or larger creature in the room. The target is randomly determined and takes `1d8` sonic damage (DC 20 basic Fortitude save); a target who critically fails this save is [deafened](rules/conditions.md#Deafened) for 1 minute. At the end of the hazard's routine, attempt a DC 10 flat check. On a success, one of the crystals shatters and is destroyed. ``` ^routine diff --git a/compendium/gm/hazards/banshees-symphony.md b/compendium/gm/hazards/banshees-symphony.md index bf2840575..230f45d9f 100644 --- a/compendium/gm/hazards/banshees-symphony.md +++ b/compendium/gm/hazards/banshees-symphony.md @@ -17,9 +17,9 @@ aliases: ["Banshee's Symphony"] A magically contagious [wail of the banshee](compendium/spells/wail-of-the-banshee.md) spell is trapped in the larynx of an [invisible](rules/conditions.md#Invisible), mummified elf. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 42 (master) to pierce the [invisible](rules/conditions.md#Invisible) larynx so precisely that the magic releases in a trickle before the trap activates, [Thievery](compendium/skills.md#Thievery) DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the wail of the banshee before the trap activates. - + ```ad-embed-ability -title: Scream [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Scream** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Three or more living creatures remain within 100 feet of the trap for 6 seconds or longer. @@ -28,6 +28,7 @@ title: Scream [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Rea ```ad-pf2-summary title: Routine + (1 action) The trap uses its action to force one random creature that failed its save against wail of the banshee last turn to emit a wail of the banshee with the same statistics as the initial one. The creature wails even if it is dead or unable to speak, no matter how far away from the trap it is. Unlike a casting of the spell, the [drained](rules/conditions.md#Drained) condition from this trap's [wail of the banshee](compendium/spells/wail-of-the-banshee.md) spells increases the targets' [drained](rules/conditions.md#Drained) condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but can't be forced to wail by the trap. ``` ^routine diff --git a/compendium/gm/hazards/barzillais-hounds-aoa3.md b/compendium/gm/hazards/barzillais-hounds-aoa3.md index 47e41838f..e48ab7408 100644 --- a/compendium/gm/hazards/barzillais-hounds-aoa3.md +++ b/compendium/gm/hazards/barzillais-hounds-aoa3.md @@ -17,33 +17,29 @@ aliases: ["Barzillai's Hounds"] Hell hounds [invisible](rules/conditions.md#Invisible) to all but their lone target burn their chosen victim. - **Disable** [Religion](compendium/skills.md#Religion) DC 24 (expert) to perform an exorcism (with 2 actions) - + ```ad-embed-ability -title: Begin the Hunt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Begin the Hunt** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature that doesn't openly wear the symbol of [Asmodeus](compendium/setting/deities/asmodeus.md) comes within 60 feet of the haunt's initial location. **Effect** The hounds appear before the chosen target and begin to chase that creature, howling wildly. The haunt rolls initiative. Others cannot see or hear this baying and must [Seek](rules/actions/seek.md) to determine the hounds' location. -%% #trait/conjuration #trait/occult %% +%% + #trait/conjuration #trait/occult +%% ``` ````ad-pf2-summary title: Routine -(2 actions) The haunt uses its first action to [Stride](rules/actions/stride.md), then its second action for a jaws [Strike](rules/actions/strike.md) against its designated target if it is in reach. If the target is not in reach, the haunt resets. +(2 actions) The haunt uses its first action to [Stride](rules/actions/stride.md), then its second action for a jaws [Strike](rules/actions/strike.md) against its designated target if it is in reach. If the target is not in reach, the haunt resets. ```ad-embed-ability -title: Speed - -60 feet +title: **Speed** 60 feet ``` - ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Jaws (20) ([magical](rules/traits/magical.md "Magical Item Trait")) **Damage** `1d10+11` piercing plus `1d10` fire - **Effects** - %% #trait/magical %% ``` ```` diff --git a/compendium/gm/hazards/befuddling-gas-trap-av3.md b/compendium/gm/hazards/befuddling-gas-trap-av3.md index bc60ea7a6..b7a950d28 100644 --- a/compendium/gm/hazards/befuddling-gas-trap-av3.md +++ b/compendium/gm/hazards/befuddling-gas-trap-av3.md @@ -18,26 +18,24 @@ Seven nozzles [hidden](rules/conditions.md#Hidden) within holes in the 15-foot-h - **Disable** DC 33 [Thievery](compendium/skills.md#Thievery) (master) to disable the [hidden](rules/conditions.md#Hidden) mechanism on the north wall, immediately sucking the gas from the room, or DC 29 [Thievery](compendium/skills.md#Thievery) (expert) to adequately plug one of the seven nozzles. When all seven nozzles are plugged or destroyed, the trap is deactivated. -- **AC** 31 , **Fort** +24, **Ref** +18 +- **AC** 31, **Fort** +24, **Ref** +18 - **Nozzle Hardness** 20, **Nozzle HP** 32 (BT 16) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Gas Release [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Gas Release** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([inhaled](rules/traits/inhaled.md), [mental](rules/traits/mental.md), [poison](rules/traits/poison.md)) - **Trigger**: Both secret doors are closed and at least one creature is in the room **Effect** Gas fills the chamber. Creatures within the chamber must succeed on a DC 30 Fortitude save or become [stupefied](rules/conditions.md#Stupefied) ([stupefied](rules/conditions.md#Stupefied) on a critical failure). The trap then rolls initiative. -%% #trait/inhaled #trait/mental #trait/poison %% +%% + #trait/inhaled #trait/mental #trait/poison +%% ``` ```ad-pf2-summary title: Routine -(1 action) The gas intensifies. Each creature in the room must make a DC 30 Fortitude save. +(1 action) The gas intensifies. Each creature in the room must make a DC 30 Fortitude save. > [!success-degree] > - **Critical Success** The creature is unaffected and becomes temporarily immune to the gas for 1 hour, though if the creature has already been [stupefied](rules/conditions.md#Stupefied) by the trap, that condition remains for its normal duration. > - **Success** The creature is unaffected. diff --git a/compendium/gm/hazards/black-powder-bomb-aoa2.md b/compendium/gm/hazards/black-powder-bomb-aoa2.md index e755288fb..918aa88dc 100644 --- a/compendium/gm/hazards/black-powder-bomb-aoa2.md +++ b/compendium/gm/hazards/black-powder-bomb-aoa2.md @@ -17,23 +17,22 @@ aliases: ["Black Powder Bomb"] Three bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse into rubble and slide partially down the cliff face. - **Disable** No special skills are required to disable this manually activated trap. As an [Interact](rules/actions/interact.md) action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn't prevent Gerhard from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse—an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself. - A keg's contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gerhard has wedged the kegs into nooks in the temple's stone flooring and walls), but note that any fire damage (including incidental fire damage from area effects like a fireball or Gerhard's blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard. -- **AC** 26 , **Fort** +17, **Ref** +8 +- **AC** 26, **Fort** +17, **Ref** +8 - **Hidden Keg Hardness** 5, **Hidden Keg HP** 20 (BT 10) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** fire automatically penetrates hardness - + ```ad-embed-ability -title: Destructive Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **Destructive Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([fire](rules/traits/fire.md)) - **Trigger**: One of the three kegs takes any fire damage, including damage caused by a line of black powder burning up to a keg. **Effect** The keg explodes, causing `5d6` fire damage (DC 24 basic Reflex) in a 20-foot emanation; this can cause an instantaneous chain reaction if either of the other kegs are in this area (note that as positioned, all three kegs are in range to trigger a chain reaction). Fire damage in overlapping areas isn't cumulative, but if all three kegs are in their initial positions when the explosion occurs, the temple itself collapses, causing `8d6` bludgeoning damage to all creatures in the temple (DC 24 basic Reflex). -%% #trait/fire %% +%% + #trait/fire +%% ``` *Source: Age of Ashes #2: Cult of Cinders p. 40* \ No newline at end of file diff --git a/compendium/gm/hazards/blackfingerss-prayer-aoe6.md b/compendium/gm/hazards/blackfingerss-prayer-aoe6.md index 26f0146ff..373968e67 100644 --- a/compendium/gm/hazards/blackfingerss-prayer-aoe6.md +++ b/compendium/gm/hazards/blackfingerss-prayer-aoe6.md @@ -17,27 +17,30 @@ The trapdoor's metal is infused with a deadly toxin that seeps out when the trap - **Disable** DC 50 [Thievery](compendium/skills.md#Thievery) (legendary) to gum up the trapdoor's porous metal surface, DC 45 [Crafting](compendium/skills.md#Crafting) (master) to render the toxin inert, or dispel magic (9th level; counteract DC 45) to counteract the trap's magic. -- **AC** 40 , **Fort** +38, **Ref** +30 +- **AC** 40, **Fort** +38, **Ref** +30 - **Hardness** 30, **HP** 150 (BT 75) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Blackfingers's Prayer [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Blackfingers's Prayer** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([curse](rules/traits/curse.md), [divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: A creature opens the door without first whispering the name Blackfingers **Effect** The metal trapdoor emits toxic vapors. Each creature within 30 feet must save against a potent strain of blackfinger blight. -%% #trait/curse #trait/divine #trait/necromancy %% +%% + #trait/curse #trait/divine #trait/necromancy +%% ``` ```ad-embed-ability -title: Blackfinger Blight -[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [virulent](rules/traits/virulent.md "Virulent Item Trait") +title: **Blackfinger Blight** ([inhaled](rules/traits/inhaled.md), [poison](rules/traits/poison.md), [virulent](rules/traits/virulent.md)) +> [!pf2-note] +> Each round, at the beginning of their turn, a creature affected by blackfinger blight must succeed at a DC 5 flat check or drop one random item they're holding + -%% #trait/inhaled #trait/poison #trait/virulent %% +%% + #trait/inhaled #trait/poison #trait/virulent +%% ``` *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/blast-tumbler-av3.md b/compendium/gm/hazards/blast-tumbler-av3.md index ce439548f..e8c94845e 100644 --- a/compendium/gm/hazards/blast-tumbler-av3.md +++ b/compendium/gm/hazards/blast-tumbler-av3.md @@ -17,15 +17,16 @@ aliases: ["Blast Tumbler"] A hard-to-reach rune is placed on the lock's tumbler. It emits a blast of force when the door is jostled. - **Disable** DC 32 [Thievery](compendium/skills.md#Thievery) (master) to disarm the rune, or dispel magic (5th level; counteract DC 28) to counteract the rune's magic. - + ```ad-embed-ability -title: Force Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Force Blast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([evocation](rules/traits/evocation.md), [force](rules/traits/force.md), [occult](rules/traits/occult.md)) - **Trigger**: A non-undead creature opens the door or critically fails an attempt to disarm or dispel the rune **Effect** A 30-foot cone of force issues forth from the lock. Creatures within the cone must succeed a DC 29 basic Fortitude saving throw or take `8d12` force damage. Those who fail the save are pushed 10 feet, and those who critically fail are pushed 20 feet and are [stunned](rules/conditions.md#Stunned). -%% #trait/evocation #trait/force #trait/occult %% +%% + #trait/evocation #trait/force #trait/occult +%% ``` **Reset** The rune resets 1 minute after it triggers. diff --git a/compendium/gm/hazards/blood-of-belcorra-av1.md b/compendium/gm/hazards/blood-of-belcorra-av1.md index 8e9bc8b09..ffc182929 100644 --- a/compendium/gm/hazards/blood-of-belcorra-av1.md +++ b/compendium/gm/hazards/blood-of-belcorra-av1.md @@ -17,15 +17,14 @@ A bloody image of Belcorra arises, emits a soul-draining light, then inhales blo - **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (trained) to wipe away enough of the bloodstain to disrupt the haunt's necromantic energies, or DC 20 [Religion](compendium/skills.md#Religion) (trained) to exorcise the haunt. -- **AC** 19 , **Fort** +6, **Ref** +9 +- **AC** 19, **Fort** +6, **Ref** +9 - **HP** 50 - **Immunities** critical hits; object immunities; precision damage - **Resistances** physical 5except [ghost touch](compendium/equipment/items/ghost-touch.md) - **Weaknesses** positive 5 - + ```ad-embed-ability -title: Gauntlight Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Gauntlight Beam** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([light](rules/traits/light.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: A living creature ends its turn in area A11 at night @@ -36,13 +35,15 @@ title: Gauntlight Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act > - **Success** The creature takes `1d8` negative damage. > - **Failure** The creature takes `1d8+6` negative damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. > - **Critical Failure** The creature takes `2d8+6` negative damage and is [blinded](rules/conditions.md#Blinded) for 1 round then [dazzled](rules/conditions.md#Dazzled) for 1 round. -%% #trait/light #trait/necromancy %% +%% + #trait/light #trait/necromancy +%% ``` ```ad-pf2-summary title: Routine -(1 action) The bloody image opens its mouth and appears to inhale, drawing blood from the body of one creature in its line of sight within 90 feet from the center of area A11. The creature targeted must attempt a DC 20 Fortitude save. +(1 action) The bloody image opens its mouth and appears to inhale, drawing blood from the body of one creature in its line of sight within 90 feet from the center of area A11. The creature targeted must attempt a DC 20 Fortitude save. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes `1d10` bleed damage. diff --git a/compendium/gm/hazards/blood-soaked-soil-botd.md b/compendium/gm/hazards/blood-soaked-soil-botd.md index c04924577..98a408dc9 100644 --- a/compendium/gm/hazards/blood-soaked-soil-botd.md +++ b/compendium/gm/hazards/blood-soaked-soil-botd.md @@ -15,15 +15,16 @@ aliases: ["Blood-Soaked Soil"] The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass. - **Disable** DC 18 [Diplomacy](compendium/skills.md#Diplomacy) or [Occultism](compendium/skills.md#Occultism) (trained) to settle the spirits or DC 19 [Religion](compendium/skills.md#Religion) (trained) to bless the area - + ```ad-embed-ability -title: Whisper [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Whisper** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([auditory](rules/traits/auditory.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature enters the haunt's area **Effect** The haunt deals `1d6+4` mental damage to creatures in the area (DC 19 basic Will save). On a failure, the creature is also [frightened](rules/conditions.md#Frightened). -%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% +%% + #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult +%% ``` **Reset** 1 hour diff --git a/compendium/gm/hazards/blood-tears-botd.md b/compendium/gm/hazards/blood-tears-botd.md index ae86f4237..ce0c8e195 100644 --- a/compendium/gm/hazards/blood-tears-botd.md +++ b/compendium/gm/hazards/blood-tears-botd.md @@ -15,10 +15,9 @@ aliases: ["Blood Tears"] A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision. - **Disable** DC 30 [Diplomacy](compendium/skills.md#Diplomacy) (master) to talk the spirit out of gouging its eyes or DC 32 [Religion](compendium/skills.md#Religion) (trained) to ease the spirit's sorrows - + ```ad-embed-ability -title: Weep Blood [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Weep Blood** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: A creature approaches within 15 feet @@ -29,7 +28,9 @@ title: Weep Blood [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions > - **Success** The creature takes `2d8+3` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [dazzled](rules/conditions.md#Dazzled) for 1 round. > - **Failure** The creature takes `4d8+6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [dazzled](rules/conditions.md#Dazzled) for as long as the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. > - **Critical Failure** The creature takes `8d8+12` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [blinded](rules/conditions.md#Blinded) for as long as the [persistent damage](rules/conditions.md#Persistent%20Damage) lasts. -%% #trait/divine #trait/necromancy %% +%% + #trait/divine #trait/necromancy +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/bloodthirsty-toy-botd.md b/compendium/gm/hazards/bloodthirsty-toy-botd.md index 1e747e0ef..1644ab67a 100644 --- a/compendium/gm/hazards/bloodthirsty-toy-botd.md +++ b/compendium/gm/hazards/bloodthirsty-toy-botd.md @@ -15,9 +15,9 @@ aliases: ["Bloodthirsty Toy"] A scruffy stuffed bear animates, biting whoever disturbs it. - **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to handle the toy without disturbing it or DC 21 [Occultism](compendium/skills.md#Occultism) (trained) to suppress the memories suffusing the toy - + ```ad-embed-ability -title: Chomp [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Chomp** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature touches the toy diff --git a/compendium/gm/hazards/bloodthirsty-urge.md b/compendium/gm/hazards/bloodthirsty-urge.md index b02f2a4c3..091c026e8 100644 --- a/compendium/gm/hazards/bloodthirsty-urge.md +++ b/compendium/gm/hazards/bloodthirsty-urge.md @@ -15,10 +15,9 @@ aliases: ["Bloodthirsty Urge"] An object haunted by the echoes of a vicious mind attempts to kill someone who comes near. - **Disable** [Religion](compendium/skills.md#Religion) DC 29 (master) to exorcise the spirit or [Diplomacy](compendium/skills.md#Diplomacy) DC 31 (expert) to talk it down. - + ```ad-embed-ability -title: Quietus [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Quietus** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([death](rules/traits/death.md), [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature moves within 10 feet of the haunted object. @@ -29,7 +28,9 @@ title: Quietus [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Re > - **Success** The target makes a [Strike](rules/actions/strike.md) against itself and automatically hits; the target also becomes [frightened](rules/conditions.md#Frightened). > - **Failure** The target makes a [Strike](rules/actions/strike.md) against itself and automatically scores a critical hit; the target also becomes [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead. If the target fails, it is reduced to 0 Hit Points and dies. -%% #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% +%% + #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult +%% ``` *Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/blooming-jijioa-gw1.md b/compendium/gm/hazards/blooming-jijioa-gw1.md new file mode 100644 index 000000000..04bdc8667 --- /dev/null +++ b/compendium/gm/hazards/blooming-jijioa-gw1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/environmental +aliases: ["Blooming Jijioa"] +--- +# Blooming Jijioa *Hazard 5* +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 26 expert + +An [invisible](rules/conditions.md#Invisible) solar flare causes this patch of unassuming ground cover to suddenly bloom into a radioactive field. + +- **Disable** DC 22 [Survival](compendium/skills.md#Survival) (trained) to remove a 5-foot square of jijioa, or 5 points of fire damage to destroy an affected area + +- **AC** 25, **Fort** +17, **Ref** +9 +- **HP** 52 (BT 26) +- **Immunities** critical hits; object immunities; precision damage +- **Weaknesses** fire 10 + +```ad-embed-ability +title: **Solar Bloom** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The jijioa patch is exposed to a solar flare + +**Effect** The countless jijioa flowers suddenly bloom, magnifying the ambient heat of the sun a hundredfold. + +Creatures in the jijioa patch take `4d6` fire damage (DC 22 basic Fortitude save). Creatures that end their turn in the patch continue to take damage in this way as long as the jijioa is in bloom. +``` + +**Reset** An hour after blooming, a jijioa patch goes dormant for 1 week. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/boiling-fountains-aoe1.md b/compendium/gm/hazards/boiling-fountains-aoe1.md index c88671412..fb26b5846 100644 --- a/compendium/gm/hazards/boiling-fountains-aoe1.md +++ b/compendium/gm/hazards/boiling-fountains-aoe1.md @@ -17,20 +17,18 @@ Four pressure plates beneath the floorboards activate dragon-headed fountains on - **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) (trained) to disable each pressure plate, DC 16 to jam each fountain, or DC 18 to deflect a fountain's spray. -- **AC** 15 , **Fort** +8, **Ref** +5 +- **AC** 15, **Fort** +8, **Ref** +5 - **Fountain Hardness** 8, **Fountain HP** 30 (BT 15) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Scalding Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") +title: **Scalding Spray** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([fire](rules/traits/fire.md), [water](rules/traits/water.md)) - **Trigger**: Weight is placed on one of the squares marked with "T" on the map, triggering a pressure plate **Effect** The fountains spray boiling water across their own squares and the 10-footby- 20-foot area between them (marked with dotted lines), dealing `4d6+4` fire damage to any creatures in the area (DC 22 basic Reflex save). -%% #trait/fire #trait/water %% +%% + #trait/fire #trait/water +%% ``` **Reset** Once a pressure plate has been activated, it must be reset manually. diff --git a/compendium/gm/hazards/boiling-tub-trap-aoe3.md b/compendium/gm/hazards/boiling-tub-trap-aoe3.md index aa19b6a1d..269044f16 100644 --- a/compendium/gm/hazards/boiling-tub-trap-aoe3.md +++ b/compendium/gm/hazards/boiling-tub-trap-aoe3.md @@ -16,9 +16,9 @@ aliases: ["Boiling Tub Trap"] A snapped trip wire causes an alchemical bomb to detonate and blow up part of the tin tub, spilling boiling water all over the trap's victim. - **Disable** DC 32 [Thievery](compendium/skills.md#Thievery) (master) to safely remove the trip wire from the bomb. - + ```ad-embed-ability -title: Overflowing Boiling Water [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Overflowing Boiling Water** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The trip wire is pulled or severed diff --git a/compendium/gm/hazards/bottomless-pit.md b/compendium/gm/hazards/bottomless-pit.md index fceb49b63..844edc39e 100644 --- a/compendium/gm/hazards/bottomless-pit.md +++ b/compendium/gm/hazards/bottomless-pit.md @@ -18,14 +18,11 @@ An iron trapdoor covers an infinitely deep 10-foot-square pit. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 28 (trained) to remove the trapdoor. -- **AC** 28 , **Fort** +12, **Ref** +12 +- **AC** 28, **Fort** +12, **Ref** +12 - **Trapdoor Hardness** 9, **Trapdoor HP** 36 (BT 18) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Infinite Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Infinite Pitfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks onto the trapdoor. diff --git a/compendium/gm/hazards/boulder-deadfall-trap-sot2.md b/compendium/gm/hazards/boulder-deadfall-trap-sot2.md index 905bfdbeb..30569e854 100644 --- a/compendium/gm/hazards/boulder-deadfall-trap-sot2.md +++ b/compendium/gm/hazards/boulder-deadfall-trap-sot2.md @@ -17,9 +17,9 @@ aliases: ["Boulder Deadfall Trap"] A weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance. - **Disable** DC 27 [Crafting](compendium/skills.md#Crafting) (expert) or DC 25 [Thievery](compendium/skills.md#Thievery) (expert) to find and disconnect the plate from the tipping mechanism. - + ```ad-embed-ability -title: Deadfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Deadfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature enters the area without taking care to avoid the [hidden](rules/conditions.md#Hidden) trigger plate diff --git a/compendium/gm/hazards/bounding-hounds-da.md b/compendium/gm/hazards/bounding-hounds-da.md index 0ddde0e4d..f0e65a9c1 100644 --- a/compendium/gm/hazards/bounding-hounds-da.md +++ b/compendium/gm/hazards/bounding-hounds-da.md @@ -17,24 +17,23 @@ Three phantom hounds chase down intruders, damaging any they pass through. - **Disable** DC 36 [Nature](compendium/skills.md#Nature) (expert) to calm each hound, or DC 38 (master) to banish each hound -- **AC** 34 , **Fort** +20, **Ref** +26, **Will** +20 +- **AC** 34, **Fort** +20, **Ref** +26, **Will** +20 - **HP** 60 per hound; Resistance all damage 10 (except force, [ghost touch](compendium/equipment/items/ghost-touch.md), or positive; double resistance to non-magical) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Bay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Bay** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([evocation](rules/traits/evocation.md), [sonic](rules/traits/sonic.md)) - **Trigger**: A creature enters the area **Effect** The hounds manifest and bay loudly, dealing `3d10+16` sonic damage to all creatures within 30 feet of the hounds (DC 33 basic Fortitude save). On a failed check, a creature is additionally [frightened](rules/conditions.md#Frightened). The trap then rolls initiative. -%% #trait/evocation #trait/sonic %% +%% + #trait/evocation #trait/sonic +%% ``` ```ad-pf2-summary title: Routine + (9 actions) The trap loses 3 actions each round for each hound disabled. Each hound uses three actions to [Stride](rules/actions/stride.md) 40 feet after creatures in the room, passing through corporeal creatures during this movement if possible. Each creature the hound moves through during its movement takes `2d8+7` negative damage (DC 37 Reflex negates). A creature can only be damaged by each hound once each round, no matter how many times the hound moves through their space. ``` ^routine diff --git a/compendium/gm/hazards/broken-rebus-attack-frp1.md b/compendium/gm/hazards/broken-rebus-attack-frp1.md index fbe6f597a..5e0e83a3a 100644 --- a/compendium/gm/hazards/broken-rebus-attack-frp1.md +++ b/compendium/gm/hazards/broken-rebus-attack-frp1.md @@ -18,9 +18,9 @@ aliases: ["Broken Rebus Attack"] Ghostly attackers knock the tables about, send dishes flying, and pull [fleeing](rules/conditions.md#Fleeing) creatures into the room. - **Disable** DC 34 [Religion](compendium/skills.md#Religion) (expert) to say an Iroran prayer and put the haunt temporarily to rest, DC 38 [Occultism](compendium/skills.md#Occultism) (master) to create a ward against future hauntings. - + ```ad-embed-ability -title: Ghostly Pull [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Ghostly Pull** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: One round passes since a creature entered the refectory @@ -35,12 +35,12 @@ title: Ghostly Pull [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ```ad-pf2-summary title: Routine + (1 action) The haunt sends a flurry of objects hurtling across the room. All creatures in the room are battered by the ghostly objects, taking `3d10+14` force damage (DC 32 basic Reflex save). ``` ^routine **Reset** The haunt deactivates after 1 minute. It re-forms at the same times every day, 7 a.m. and 7 p.m., which is when the monks had their morning and evening meals. - If at least two people cook a meal in the kitchen, share a meal in the refectory, and utter a prayer to [Irori](compendium/setting/deities/irori.md) before the meal, the haunt becomes permanently disabled and doesn't re-form. *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 15* \ No newline at end of file diff --git a/compendium/gm/hazards/brown-mold-gmg.md b/compendium/gm/hazards/brown-mold-gmg.md index ad04abd04..072c9b909 100644 --- a/compendium/gm/hazards/brown-mold-gmg.md +++ b/compendium/gm/hazards/brown-mold-gmg.md @@ -17,21 +17,22 @@ This unassuming fungus leeches heat out of the air. - **Disable** DC 18 [Survival](compendium/skills.md#Survival) (trained) to safely remove the mold -- **AC** 18 , **Fort** +11, +- **AC** 18, **Fort** +11, **Abilities** +0 - **HP** 30 (BT 15) - **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage -- **Resistances** - **Weaknesses** cold 10 - + ```ad-embed-ability -title: Emit Cold -[aura](rules/traits/aura.md "Aura Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") +title: **Emit Cold** ([aura](rules/traits/aura.md), [cold](rules/traits/cold.md)) + 5 feet. Brown mold deals `2d6` cold damage to nearby creatures. -%% #trait/aura #trait/cold %% +%% + #trait/aura #trait/cold +%% ``` ```ad-embed-ability -title: Leech Warmth [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Leech Warmth** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Fire comes within 5 feet of the brown mold diff --git a/compendium/gm/hazards/burning-chandelier-trap-aoe4.md b/compendium/gm/hazards/burning-chandelier-trap-aoe4.md index a74524361..914323436 100644 --- a/compendium/gm/hazards/burning-chandelier-trap-aoe4.md +++ b/compendium/gm/hazards/burning-chandelier-trap-aoe4.md @@ -19,39 +19,35 @@ Four large flaming chandeliers swing wildly around the room. - **Disable** DC 36 [Thievery](compendium/skills.md#Thievery) (master) to disable a chandelier or dispel magic (8th level; counteract DC 33) to permanently drain the magic from a chandelier. Any amount of cold damage that overcomes a chandelier's cold resistance extinguishes its flames and removes its [persistent fire damage](rules/conditions.md#Persistent%20Damage) and flame dart attack. DC 41 [Thievery](compendium/skills.md#Thievery) (legendary) to disable the entire trap from the [hidden](rules/conditions.md#Hidden) control panel in the southeast corner of the room. -- **AC** 36 , **Fort** +27, **Ref** +22 +- **AC** 36, **Fort** +27, **Ref** +22 - **Chandelier Hardness** 30, **Chandelier HP** 120 (BT 60); **Panel Hardness** 18, **Panel HP** 88 (BT 44) - **Immunities** critical hits; object immunities; precision damage - **Resistances** cold 15 -- **Weaknesses** - + ```ad-embed-ability -title: Extending Chandeliers [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Extending Chandeliers** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([occult](rules/traits/occult.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature touches the cage door, the closet door, or any wooden stand **Effect** Both double doors leading out of the room shut and lock; while the trap is active, the key doesn't work to open these doors (although their locks can be picked normally). The chandeliers drop several feet on elongated chains, allowing them to swing around the room. The closest chandelier to the triggering creature makes a swinging chandelier [Strike](rules/actions/strike.md) against it. The trap then rolls initiative. -%% #trait/occult #trait/transmutation %% +%% + #trait/occult #trait/transmutation +%% ``` ````ad-pf2-summary title: Routine -(4 actions) For every chandelier disabled, the trap's actions are reduced by 1. For each of the trap's actions, a different chandelier attacks a random creature in the room. A chandelier uses its swinging chandelier attack if it can, but it can't make melee attacks against creatures in the cage, the closet, or the gap between the two double doors leading into the vault. Against a creature it can't reach with a melee attack, it uses a flame dart attack instead. The trap doesn't take multiple attack penalties. +(4 actions) For every chandelier disabled, the trap's actions are reduced by 1. For each of the trap's actions, a different chandelier attacks a random creature in the room. A chandelier uses its swinging chandelier attack if it can, but it can't make melee attacks against creatures in the cage, the closet, or the gap between the two double doors leading into the vault. Against a creature it can't reach with a melee attack, it uses a flame dart attack instead. The trap doesn't take multiple attack penalties. ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Swinging Chandelier (35) **Damage** `3d12+25` bludgeoning and `4d6` [persistent fire](rules/conditions.md#Persistent%20Damage) - **Effects** ``` - ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Flame Dart (32) (range <40 feet>) **Damage** `4d8+20` fire and `4d6` [persistent fire](rules/conditions.md#Persistent%20Damage) - **Effects** - %% #trait/range-40-feet %% ``` ```` diff --git a/compendium/gm/hazards/buzzing-latch-rune-ec4.md b/compendium/gm/hazards/buzzing-latch-rune-ec4.md index 9a9d14dac..ce95f0086 100644 --- a/compendium/gm/hazards/buzzing-latch-rune-ec4.md +++ b/compendium/gm/hazards/buzzing-latch-rune-ec4.md @@ -19,15 +19,12 @@ An [invisible](rules/conditions.md#Invisible) rune on the door begins emitting a - **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune. -- **AC** 33 , **Fort** +25, **Ref** +19 +- **AC** 33, **Fort** +25, **Ref** +19 - **Hardness** 21, **HP** 84 (BT 42) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Jolting Buzz [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Jolting Buzz** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md), [primal](rules/traits/primal.md), [sonic](rules/traits/sonic.md)) - **Trigger**: A creature attempts to open the door without using the key @@ -38,7 +35,9 @@ title: Jolting Buzz [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action > - **Success** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 round. > - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for `1d4` rounds. At the end of each of its turns, it can attempt a new DC 32 Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. > - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. -%% #trait/electricity #trait/evocation #trait/primal #trait/sonic %% +%% + #trait/electricity #trait/evocation #trait/primal #trait/sonic +%% ``` **Reset** The trap resets after 1 hour. diff --git a/compendium/gm/hazards/call-of-the-void-da.md b/compendium/gm/hazards/call-of-the-void-da.md index f4738d4d9..5cdb165c6 100644 --- a/compendium/gm/hazards/call-of-the-void-da.md +++ b/compendium/gm/hazards/call-of-the-void-da.md @@ -18,30 +18,29 @@ aliases: ["Call of the Void"] A supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge. - **Disable** DC 34 [Occultism](compendium/skills.md#Occultism) or DC 36 [Arcana](compendium/skills.md#Arcana) to expel the magical compulsion from the current island and from any of the red ropes directly attached to it, darkening the rope in color. The Echo also automatically disables the hazard from any island he's standing on, and any of the red ropes directly attached to it, when he Reconstitutes from Thought on that island. - + ```ad-embed-ability -title: Leap into the Unknown [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Leap into the Unknown** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) - **Trigger**: A creature enters a square adjacent to the ledge of an island or steps onto one of the red ropes **Effect** The call of the void tugs at the mind of intruders, compelling them to leap off the ledge. The creature must succeed at a DC 34 Will save or -%% #trait/enchantment #trait/mental %% +%% + #trait/enchantment #trait/mental +%% ``` ```ad-embed-ability -title: DC 32 - -[Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) or else drop off the ledge. If the creature falls off, it drops 100 feet, loops through the closed space of the mindscape, and lands in the square it fell from, taking falling damage as normal (usually 50 bludgeoning damage). The call of the void then rolls initiative. +title: **DC 32** [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) or else drop off the ledge. If the creature falls off, it drops 100 feet, loops through the closed space of the mindscape, and lands in the square it fell from, taking falling damage as normal (usually 50 bludgeoning damage). The call of the void then rolls initiative. ``` ```ad-pf2-summary title: Routine + (1 action) The call targets all creatures adjacent to a ledge or on one of the red ropes and tugs at their minds. A creature who has already fallen this round is immune. ``` ^routine **Reset** The call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative. - The hazard resets each day. *Source: Dark Archive p. 214* \ No newline at end of file diff --git a/compendium/gm/hazards/cannibalistic-echoes-botd.md b/compendium/gm/hazards/cannibalistic-echoes-botd.md index 854a43b67..3199194ee 100644 --- a/compendium/gm/hazards/cannibalistic-echoes-botd.md +++ b/compendium/gm/hazards/cannibalistic-echoes-botd.md @@ -15,9 +15,9 @@ aliases: ["Cannibalistic Echoes"] A pack of cannibalistic spirits swarm through the area, devouring living creatures - **Disable** DC 40 [Intimidation](compendium/skills.md#Intimidation) (master) to drive the spirits off with a ferocious display or DC 42 [Occultism](compendium/skills.md#Occultism) (expert) to exorcise the spirits - + ```ad-embed-ability -title: Feast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Feast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A living creature approaches within 10 feet diff --git a/compendium/gm/hazards/canopy-drop-aoe1.md b/compendium/gm/hazards/canopy-drop-aoe1.md index 12ca7e4c5..98bd89f10 100644 --- a/compendium/gm/hazards/canopy-drop-aoe1.md +++ b/compendium/gm/hazards/canopy-drop-aoe1.md @@ -17,14 +17,11 @@ A trapdoor, connected to floor sensors, opens in the section of floor marked on - **Disable** DC 23 [Thievery](compendium/skills.md#Thievery) (expert) to jam the mechanisms and keep the trapdoor from opening, or to locate the bypass switch [hidden](rules/conditions.md#Hidden) under a stair riser just outside the room. -- **AC** 20 , **Fort** +13, **Ref** +8 +- **AC** 20, **Fort** +13, **Ref** +8 - **Trapdoor Hardness** 10, **Trapdoor HP** 40 (BT 20) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Flush [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Flush** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Two or more creatures stand on the trapped spaces diff --git a/compendium/gm/hazards/catacomb-cave-in-ec1.md b/compendium/gm/hazards/catacomb-cave-in-ec1.md index 7bbc0e234..6a97b82a7 100644 --- a/compendium/gm/hazards/catacomb-cave-in-ec1.md +++ b/compendium/gm/hazards/catacomb-cave-in-ec1.md @@ -17,14 +17,13 @@ The ceiling is unstable, and any Medium or larger creature that approaches withi - **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in. -- **AC** 21 , **Fort** +12, **Ref** +8 +- **AC** 21, **Fort** +12, **Ref** +8 - **Hardness** 11, **HP** 44 (BT 22) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** sonic 10 - + ```ad-embed-ability -title: Falling Stones [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Falling Stones** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A Medium or larger creature approaches within 5 feet of the collapsed tunnel diff --git a/compendium/gm/hazards/caustic-dart-trap-ec3.md b/compendium/gm/hazards/caustic-dart-trap-ec3.md index 69b582d53..b159d0eaa 100644 --- a/compendium/gm/hazards/caustic-dart-trap-ec3.md +++ b/compendium/gm/hazards/caustic-dart-trap-ec3.md @@ -20,30 +20,28 @@ All three launching mechanisms must be disabled or destroyed to deactivate the t - **Disable** DC 32 [Thievery](compendium/skills.md#Thievery) (master) to sufficiently jam the tubes to make the trap unable to attack creatures in a single 5-foot square in the room, or DC 34 [Crafting](compendium/skills.md#Crafting) (master) to alter one of the three launching mechanisms. -- **AC** 31 , **Fort** +24, **Ref** +15 +- **AC** 31, **Fort** +24, **Ref** +15 - **Hardness** 20, **HP** 80 (BT 40) per launching mechanism - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Dart Barrage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Dart Barrage** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature reaches the midpoint of the hall **Effect** The trap makes an acid dart against three different random creatures in the hall. The trap then rolls initiative. -%% #trait/attack %% +%% + #trait/attack +%% ``` ````ad-pf2-summary title: Routine -[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses each action for a caustic dart [Strike](rules/actions/strike.md). The trap loses 1 action for each launching mechanism that is [broken](rules/conditions.md#Broken) or destroyed. +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses each action for a caustic dart [Strike](rules/actions/strike.md). The trap loses 1 action for each launching mechanism that is [broken](rules/conditions.md#Broken) or destroyed. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Caustic Dart (28) **Damage** `2d4+5` piercing and `4d4+8` acid - **Effects** ``` ```` diff --git a/compendium/gm/hazards/caustic-vapor-aoa5.md b/compendium/gm/hazards/caustic-vapor-aoa5.md index 328e5b39c..909250f2f 100644 --- a/compendium/gm/hazards/caustic-vapor-aoa5.md +++ b/compendium/gm/hazards/caustic-vapor-aoa5.md @@ -16,22 +16,27 @@ aliases: ["Caustic Vapor"] The door slams shut, and poison gas fills the room. - **Disable** [Occultism](compendium/skills.md#Occultism) DC 36 (master) or [Religion](compendium/skills.md#Religion) DC 36 (master) to exorcise the spirits - + ```ad-embed-ability -title: Breath Snatcher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Breath Snatcher** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [occult](rules/traits/occult.md)) - **Trigger**: A living creature other than an ooze spends at least 3 rounds in the room **Effect** The trap activates and fills the area with caustic nightmare vapor, exposing all creatures within. -%% #trait/conjuration #trait/occult %% +%% + #trait/conjuration #trait/occult +%% ``` ```ad-embed-ability -title: Caustic Nightmare Vapor -[acid](rules/traits/acid.md "Acid Energy & Element Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Caustic Nightmare Vapor** ([acid](rules/traits/acid.md), [poison](rules/traits/poison.md)) +> [!pf2-note] +> Oozes are immune to this poison + -%% #trait/acid #trait/poison %% +%% + #trait/acid #trait/poison +%% ``` **Reset** The trap resets after 1 day. diff --git a/compendium/gm/hazards/cave-in-qff2.md b/compendium/gm/hazards/cave-in-qff2.md index c67bfa03b..97bb47955 100644 --- a/compendium/gm/hazards/cave-in-qff2.md +++ b/compendium/gm/hazards/cave-in-qff2.md @@ -16,14 +16,12 @@ The tunnel collapses, filling the passage with stone. - **Disable** DC 25 [Survival](compendium/skills.md#Survival) (trained) to prop up the tunnel ceiling without triggering a collapse -- **AC** 21 , **Fort** +14, **Ref** +14 +- **AC** 21, **Fort** +14, **Ref** +14 - **Hardness** 13, **HP** 46 (BT 23) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Collapse** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves into the unstable tunnel diff --git a/compendium/gm/hazards/centipede-carcasses-trap-sot1.md b/compendium/gm/hazards/centipede-carcasses-trap-sot1.md index edf1afc10..4d3d7f78a 100644 --- a/compendium/gm/hazards/centipede-carcasses-trap-sot1.md +++ b/compendium/gm/hazards/centipede-carcasses-trap-sot1.md @@ -18,14 +18,11 @@ Three giant centipede carcasses have wire springs that pull out and fling their - **Disable** DC 23 [Nature](compendium/skills.md#Nature) (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 [Thievery](compendium/skills.md#Thievery) (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds. -- **AC** 22 , **Fort** +15, **Ref** +9 +- **AC** 22, **Fort** +15, **Ref** +9 - **Carcass Hardness** 12, **Carcass HP** 20 (BT 10) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Volley of Legs [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Volley of Legs** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A carcass is touched or jostled @@ -34,6 +31,7 @@ title: Volley of Legs [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ```ad-pf2-summary title: Routine + (1 action) Each creature within 30 feet of a centipede carcass that hasn't been disabled takes `6d4` piercing damage (DC 22 basic Reflex save). ``` ^routine diff --git a/compendium/gm/hazards/central-spears-bb.md b/compendium/gm/hazards/central-spears-bb.md index 6bd59639e..0b17dda24 100644 --- a/compendium/gm/hazards/central-spears-bb.md +++ b/compendium/gm/hazards/central-spears-bb.md @@ -13,9 +13,10 @@ aliases: ["Central Spears"] - **Disable** A hero must succeed at a DC 18 [Thievery](compendium/skills.md#Thievery) check on the triggering floor tiles or the wall sockets in the western wall. - + ```ad-embed-ability -title: Spear Barrage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Spear Barrage** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + When a creature moves into any of the squares in the outlined area, the trap shoots three spears from the western wall. It makes one ranged [Strike](rules/actions/strike.md) against the westernmost creature in each row. ``` diff --git a/compendium/gm/hazards/clockwork-arms-aoe5.md b/compendium/gm/hazards/clockwork-arms-aoe5.md index f0a91ebef..66129c1ce 100644 --- a/compendium/gm/hazards/clockwork-arms-aoe5.md +++ b/compendium/gm/hazards/clockwork-arms-aoe5.md @@ -18,14 +18,12 @@ Four claw-tipped clockwork arms suspended from the ceiling pick up and deposit c - **Disable** DC 43 [Thievery](compendium/skills.md#Thievery) (master) to jam and deactivate one of the arms or DC 46 [Athletics](compendium/skills.md#Athletics) (legendary) to tear an arm off the machine. -- **AC** 37 , **Fort** +23, **Ref** +26 +- **AC** 37, **Fort** +23, **Ref** +26 - **Arm Hardness** 15, **Arm HP** 50 (BT 25) to destroy one arm - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Arm Activation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Arm Activation** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The Rumormonger or the @@ -34,26 +32,19 @@ title: Arm Activation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ````ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action per arm destroyed or disabled. On its turn, the trap makes claw [Strikes](rules/actions/strike.md) against creatures other than the Rumormonger or the. +(4 actions) The trap loses 1 action per arm destroyed or disabled. On its turn, the trap makes claw [Strikes](rules/actions/strike.md) against creatures other than the Rumormonger or the. ```ad-embed-ability -title: Inkmaster. - -If an arm already has a creature [grabbed](rules/conditions.md#Grabbed), the trap spends 2 actions to use its Open Hatch ability. +title: **Inkmaster.** If an arm already has a creature [grabbed](rules/conditions.md#Grabbed), the trap spends 2 actions to use its Open Hatch ability. ``` - ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Claw (28) ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")) **Damage** `3d10+15` slashing plus Grab - **Effects** Grab - %% #trait/reach-20-feet %% ``` - ```ad-embed-ability -title: Open Hatch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - +title: **Open Hatch** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") The metal hatch opens and the arms deposit a [grabbed](rules/conditions.md#Grabbed) Medium or smaller creature into the hole. The creature becomes caught in the gears (see Caught in Gears on page 54) for 1 round before emerging in area K5. ``` ```` diff --git a/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md b/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md index 62c071d29..7b5728dab 100644 --- a/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md +++ b/compendium/gm/hazards/clockwork-poison-bomb-aoe3.md @@ -19,24 +19,24 @@ A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from - **Disable** three DC 31 [Thievery](compendium/skills.md#Thievery) (expert) checks to a Device to disable the latches that lock the nozzle in place, then one DC 35 [Thievery](compendium/skills.md#Thievery) (master) check to a Device to turn off the nozzle; DCs decrease by 2 if Oggvurm is [immobilized](rules/conditions.md#Immobilized), [paralyzed](rules/conditions.md#Paralyzed), [unconscious](rules/conditions.md#Unconscious), or dead. -- **AC** 32 , **Fort** +24, **Ref** +26 +- **AC** 32, **Fort** +24, **Ref** +26 - **Nozzle Hardness** 5, **Nozzle HP** 20 (BT 10) to ruin the nozzle (making it impossible to disable, in which case the only way to disarm the bomb is to destroy both its tanks); **Tank Hardness** 15, **Tank HP** 80 (BT 40) to destroy one of the tanks (both tanks must be destroyed to disarm the bomb) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Poisonous Cloud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[alchemical](rules/traits/alchemical.md "Alchemical Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Poisonous Cloud** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([alchemical](rules/traits/alchemical.md), [poison](rules/traits/poison.md)) - **Trigger**: The bomb is Activated, which requires 3 actions **Effect** The bomb releases a smoky cloud of blackfinger blight in a 20-foot radius. Creatures within the smoke are [concealed](rules/conditions.md#Concealed) from other creatures. Any creature that starts its turn in the smoke must roll a saving throw to avoid being afflicted by blackfinger blight poison (see page 78). The cloud remains for 1 minute or until dispersed by strong winds. -%% #trait/alchemical #trait/poison %% +%% + #trait/alchemical #trait/poison +%% ``` ```ad-pf2-summary title: Routine + (1 action) On its turn, the bomb spews forth a smoky gout of airborne blackfinger blight poison. The cloud fills a 20-foot radius, or a 10-foot radius if only one tank remains intact. If the bomb is already in the center of a blackfinger blight cloud, the radius of that cloud increases by 20 feet (or 10 feet, if only one tank remains intact) instead. ``` ^routine diff --git a/compendium/gm/hazards/clone-mirrors-da.md b/compendium/gm/hazards/clone-mirrors-da.md index 2f2cf4faa..0e8b2e186 100644 --- a/compendium/gm/hazards/clone-mirrors-da.md +++ b/compendium/gm/hazards/clone-mirrors-da.md @@ -18,41 +18,39 @@ Two opposing mirrors spawn illusory duplicates of creatures in the hall in an un - **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to reposition each mirror, or dispel magic (3rd level; counteract DC 25) to counteract each mirror -- **AC** 21 , **Fort** +11, **Ref** +17 -- **Hardness** 13 per mirror; **HP** 54 (BT 27); **Reflection HP** 30 +- **AC** 21, **Fort** +11, **Ref** +17 +- **Hardness** 13 per mirror; **HP** 54 (BT 27); **Reflection HP** 30 - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spawn Reflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md "Illusion School Trait") +title: **Spawn Reflection** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([illusion](rules/traits/illusion.md)) - **Trigger**: A creature is reflected in the mirror **Effect** The mirror creates a reflection of the triggering creature, which Steps out of the mirror and into the hall. The trap then rolls initiative. -%% #trait/illusion %% +%% + #trait/illusion +%% ``` ```ad-embed-ability -title: Reflection AC - -24 +title: **Reflection AC** 24 ``` ```ad-embed-ability -title: Reflection Routine -2 actions +title: **Reflection Routine** (2 actions) + Each reflection has 2 actions which it uses to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md) (in any combination). Reflections can act on the same turn they're created. -%% #trait/2-actions %% +%% + #trait/2-actions +%% ``` ```ad-embed-ability -title: Reflection Speed - -50 feet +title: **Reflection Speed** 50 feet ``` ```ad-pf2-summary title: Routine + (2 actions) This trap loses 1 action for each mirror disabled. Each mirror uses 1 action to Spawn a Reflection of a creature reflected in the mirror. The hazard can have a maximum of four reflections spawned at once. ``` ^routine diff --git a/compendium/gm/hazards/cold-spot-botd.md b/compendium/gm/hazards/cold-spot-botd.md index fca001a72..456056a6a 100644 --- a/compendium/gm/hazards/cold-spot-botd.md +++ b/compendium/gm/hazards/cold-spot-botd.md @@ -15,15 +15,16 @@ aliases: ["Cold Spot"] The temperature suddenly drops as spectral forces gather in the area. - **Disable** DC 19 [Religion](compendium/skills.md#Religion) (trained) to banish the cold spot with ritual prayers or DC 20 [Occultism](compendium/skills.md#Occultism) (trained) to foil the arrival of outside forces - + ```ad-embed-ability -title: Sudden Chill [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Sudden Chill** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([cold](rules/traits/cold.md), [evocation](rules/traits/evocation.md), [occult](rules/traits/occult.md)) - **Trigger**: A living creature enters the area **Effect** The temperature drops as [invisible](rules/conditions.md#Invisible) spirits gather around the living. Living creatures within 15 feet take `2d4+5` cold damage (DC 17 basic Fortitude save). Creatures that critically fail their save are additionally [clumsy](rules/conditions.md#Clumsy). -%% #trait/cold #trait/evocation #trait/occult %% +%% + #trait/cold #trait/evocation #trait/occult +%% ``` **Reset** 1 hour diff --git a/compendium/gm/hazards/collapsing-porch-tio.md b/compendium/gm/hazards/collapsing-porch-tio.md index 45e9b3dc9..2d3fa936a 100644 --- a/compendium/gm/hazards/collapsing-porch-tio.md +++ b/compendium/gm/hazards/collapsing-porch-tio.md @@ -17,14 +17,13 @@ A section of splintery and rotten floorboards drop a creature 6 feet onto uneven - **Disable** DC 15 [Crafting](compendium/skills.md#Crafting) (trained) to replace or cover the weak sections of flooring, or DC 15 [Survival](compendium/skills.md#Survival) (trained) to crumble the rotten floorboards from a safe distance -- **AC** 10 , **Fort** +1, **Ref** +1 +- **AC** 10, **Fort** +1, **Ref** +1 - **Floorboard Hardness** 3, **Floorboard HP** 12 (BT 6) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Collapse** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + If a creature walks on the area marked on the map, it falls through the weakened floorboards onto uneven rocks and sharp shards of wood, taking `1d4` piercing damage and `1d6` bludgeoning damage. The creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid the fall and the damage. ``` diff --git a/compendium/gm/hazards/collapsing-structure-frp2.md b/compendium/gm/hazards/collapsing-structure-frp2.md index 353eb946f..b1d3064d4 100644 --- a/compendium/gm/hazards/collapsing-structure-frp2.md +++ b/compendium/gm/hazards/collapsing-structure-frp2.md @@ -16,9 +16,9 @@ aliases: ["Collapsing Structure"] Mogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse. - **Disable** DC 43 [Athletics](compendium/skills.md#Athletics) (master), [Crafting](compendium/skills.md#Crafting) (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. - + ```ad-embed-ability -title: Shake Apart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shake Apart** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Mogaru applies any amount of force to the structure @@ -27,6 +27,7 @@ title: Shake Apart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine + (1 action) The GM rolls a DC 9 flat check to determine if the building collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing `6d6` bludgeoning damage to `1d4` randomly chosen targets (DC 35 basic Reflex save; on a critically failed save, the creature is knocked [prone](rules/conditions.md#Prone)). On a critical success, the effect is the same, but the debris deals `12d6` bludgeoning damage to `2d4` randomly chosen targets instead (DC 35 basic Reflex save; on a critically failed Reflex save, the creature is [restrained](rules/conditions.md#Restrained) by rubble until freed [[Force Open](rules/actions/force-open.md) DC 38, [Escape](rules/actions/escape.md) DC 35]). ``` ^routine diff --git a/compendium/gm/hazards/collapsing-structure-lomm.md b/compendium/gm/hazards/collapsing-structure-lomm.md index 55490c8eb..d6800348d 100644 --- a/compendium/gm/hazards/collapsing-structure-lomm.md +++ b/compendium/gm/hazards/collapsing-structure-lomm.md @@ -18,9 +18,9 @@ aliases: ["Collapsing Structure"] Ebeshra brushes against a structure, possibly causing it to collapse. - **Disable** DC 43 [Athletics](compendium/skills.md#Athletics) (master), [Crafting](compendium/skills.md#Crafting) (master), or [Engineering Lore](compendium/skills.md#Lore) (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. - + ```ad-embed-ability -title: Shake Apart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shake Apart** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Ebeshra applies any amount of force to the structure @@ -29,6 +29,7 @@ title: Shake Apart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine + (1 action) The GM rolls a DC 9 flat check to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing [concealment](rules/conditions.md#Concealed) and dealing `6d6` bludgeoning damage to `1d4` randomly chosen targets (DC 35 basic Reflex save; on a critical failure, the creature is knocked [prone](rules/conditions.md#Prone)). On a critical success, the effect is the same, but the debris deals `12d6` bludgeoning damageto `2d4` randomly chosen targets instead (DC 35 basic Reflex save; on a critical failure, the creature is [restrained](rules/conditions.md#Restrained) by rubble until freed [[Force Open](rules/actions/force-open.md) DC 38, [Escape](rules/actions/escape.md) DC 35]). ``` ^routine diff --git a/compendium/gm/hazards/color-spray-trap-ooa2.md b/compendium/gm/hazards/color-spray-trap-ooa2.md index 360bb48fd..695bc7cab 100644 --- a/compendium/gm/hazards/color-spray-trap-ooa2.md +++ b/compendium/gm/hazards/color-spray-trap-ooa2.md @@ -21,14 +21,12 @@ A loud pop sounds when this door is opened, followed immediately by a blast of c - **Disable** DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to disable the glyph, or dispel magic (1st level; counteract DC 22) to counteract the glyph -- **AC** 22 , **Fort** +12, **Ref** +10 -- **Door Hardness** 8, **Door HP** 50 (BT 25) +- **AC** 22, **Fort** +12, **Ref** +10 +- **Door Hardness** 8, **Door HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Color Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Color Spray** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The door is opened diff --git a/compendium/gm/hazards/confounding-betrayal-gmg.md b/compendium/gm/hazards/confounding-betrayal-gmg.md index 9e6d7647a..e9d748935 100644 --- a/compendium/gm/hazards/confounding-betrayal-gmg.md +++ b/compendium/gm/hazards/confounding-betrayal-gmg.md @@ -16,10 +16,9 @@ aliases: ["Confounding Betrayal"] Allies appear to shed their disguises and reveal themselves to be malevolent monsters. - **Disable** DC 28 [Deception](compendium/skills.md#Deception) (expert) twice to confound the haunt with your own deceptions, or DC 28 [Occultism](compendium/skills.md#Occultism) (trained) twice to create a ward against the haunt's mental influence - + ```ad-embed-ability -title: Unmask [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Unmask** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([illusion](rules/traits/illusion.md), [occult](rules/traits/occult.md)) - **Trigger**: Two or more creatures enter the haunt's area @@ -30,13 +29,15 @@ title: Unmask [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Rea > - **Success** The creature is unaffected by the strange images. > - **Failure** The creature believes the illusions to be true; if they become [confused](rules/conditions.md#Confused) by the haunt's routine, they can't attempt flat checks to end the [confused](rules/conditions.md#Confused) condition when they take damage. > - **Critical Failure** As failure, but the creature is left with a lingering suspicion of others and can't benefit from [Aid](rules/actions/aid.md) reactions for 24 hours. -%% #trait/illusion #trait/occult %% +%% + #trait/illusion #trait/occult +%% ``` ```ad-pf2-summary title: Routine -(1 action; illusion, incapacitation, occult) The haunt continues to confound victims' senses and inspire them to commit violence against each other. Each creature in the haunt's area must attempt a DC 26 Will save. +(1 action; illusion, incapacitation, occult) The haunt continues to confound victims' senses and inspire them to commit violence against each other. Each creature in the haunt's area must attempt a DC 26 Will save. > [!success-degree] > - **Critical Success** The creature is unaffected and temporarily immune for 1 minute. > - **Success** The creature is unaffected. diff --git a/compendium/gm/hazards/confounding-portal-da.md b/compendium/gm/hazards/confounding-portal-da.md index 0641cb104..9f2b44fd0 100644 --- a/compendium/gm/hazards/confounding-portal-da.md +++ b/compendium/gm/hazards/confounding-portal-da.md @@ -18,15 +18,16 @@ aliases: ["Confounding Portal"] Tiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit or pass through. - **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) to scratch out the runes, or DC 16 [Arcana](compendium/skills.md#Arcana) to destroy the runes - + ```ad-embed-ability -title: Confounding Misdirection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Confounding Misdirection** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md)) - **Trigger**: A creature passes through the rune-carved doorway or hallway **Effect** The creature is [confused](rules/conditions.md#Confused) by the illusions and directed back into the room they attempted to exit through another doorway or back to the hallway's beginning. This feels no different to the triggering creature than walking through the doorway or hallway, and onlookers are similarly befuddled. A creature who succeeds at a DC 19 Will save resists this illusion and exits the room or proceeds down the hall without being misdirected. -%% #trait/arcane #trait/illusion #trait/mental %% +%% + #trait/arcane #trait/illusion #trait/mental +%% ``` **Reset** automatic diff --git a/compendium/gm/hazards/constricting-hall-da.md b/compendium/gm/hazards/constricting-hall-da.md index bb9cebadf..98bde6b4c 100644 --- a/compendium/gm/hazards/constricting-hall-da.md +++ b/compendium/gm/hazards/constricting-hall-da.md @@ -17,19 +17,21 @@ aliases: ["Constricting Hall"] A hall's four walls become fluid and elastic when a creature reaches the hall's midpoint. - **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (trained) to stabilize each wall, or dispel magic (4th level; counteract DC 26) to counteract each wall - + ```ad-embed-ability -title: Lose Form [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Lose Form** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([occult](rules/traits/occult.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature reaches the hall's midpoint **Effect** The hall's walls lose their rigidity, becoming fluid and elastic. The hall becomes difficult terrain, and each creature in the hall is knocked [prone](rules/conditions.md#Prone) unless they succeed at a DC 26 Reflex save. The trap then rolls initiative. -%% #trait/occult #trait/transmutation %% +%% + #trait/occult #trait/transmutation +%% ``` ```ad-pf2-summary title: Routine + (4 actions) This trap loses 1 action each round for each wall that has been disabled. Each wall uses 1 action to slam back and forth rapidly, pummeling one creature in the hall with a wall [Strike](rules/actions/strike.md). On a hit, the target is additionally knocked [prone](rules/conditions.md#Prone). The walls distribute the attacks as evenly as possible among creatures in the hall, and the [Strikes](rules/actions/strike.md) don't apply the trap's multiple attack penalty. ``` ^routine diff --git a/compendium/gm/hazards/convergence-lattice-ec6.md b/compendium/gm/hazards/convergence-lattice-ec6.md index 97a752c29..f50245641 100644 --- a/compendium/gm/hazards/convergence-lattice-ec6.md +++ b/compendium/gm/hazards/convergence-lattice-ec6.md @@ -19,14 +19,12 @@ A complex clockwork of bright metal and delicately carved gemstones, the lattice - **Disable** DC 40 [Thievery](compendium/skills.md#Thievery) (master) or DC 35 [Religion](compendium/skills.md#Religion) (master) four times to obliterate each of the four key runes. A DC 45 [Thievery](compendium/skills.md#Thievery) (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation. -- **AC** 45 , **Fort** +33, **Ref** +28 +- **AC** 45, **Fort** +33, **Ref** +28 - **Hardness** 30, **HP** 460 (BT 230) - **Immunities** object immunities (except mental effects) -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Begin Convergence [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Begin Convergence** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature that is not [controlled](rules/conditions.md#Controlled) by the convergence lattice sees it @@ -35,8 +33,8 @@ title: Begin Convergence [R](rules/core-rulebook/chapter-9-playing-the-game.md#A ```ad-pf2-summary title: Routine -(3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice [Strides](rules/actions/stride.md) toward the lattice as a reaction. +(3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice [Strides](rules/actions/stride.md) toward the lattice as a reaction. Creatures thus called continue to move toward the lattice on their turn each round until they are adjacent to it, at which point they defend it with their lives. The lattice uses its second action to deal `16d6` mental damage (DC 42 basic Will save) to a non-convergent creature within 100 feet. This damage is nonlethal; a creature knocked out by this damage doesn't gain the [dying](rules/conditions.md#Dying) condition and is automatically [controlled](rules/conditions.md#Controlled) by the convergence lattice when they awaken. The lattice uses its third action to make the same attack against a second non-convergent creature within 100 feet; if there isn't such a second creature, it doesn't take its third action. ``` ^routine diff --git a/compendium/gm/hazards/cordon-alarm-gw1.md b/compendium/gm/hazards/cordon-alarm-gw1.md new file mode 100644 index 000000000..eb6a7a0e6 --- /dev/null +++ b/compendium/gm/hazards/cordon-alarm-gw1.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/abjuration +- trait/magical +- trait/trap +aliases: ["Cordon Alarm"] +--- +# Cordon Alarm *Hazard 2* +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 18 trained + +A hempen rope tied between trees emanates an [invisible](rules/conditions.md#Invisible), cylindrical barrier that sounds an alarm when crossed. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to move the rope without setting off the alarm, or dispel magic (1st level; counteract DC 16) to disable the rope's magic + +```ad-embed-ability +title: **Alarm** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([abjuration](rules/traits/abjuration.md), [primal](rules/traits/primal.md)) + +- **Trigger**: An object or creature of at least 1 Bulk crosses an [invisible](rules/conditions.md#Invisible) vertical barrier extending 30 feet above and below the rope + +**Effect** The rope squawks like an angry squirrel from the point where the barrier was breached. This alarm is as loud as a human scream and lasts for 1 minute. + +If an item or creature is still breaching the barrier at the end of this duration, the alarm immediately triggers again. +%% + #trait/abjuration #trait/primal +%% +``` + +**Reset** The alarm resets immediately. Multiple breaches can cause the alarm to sound in multiple places at the same time, though the alarm can still be triggered only once per round. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/corpse-disposal-gw1.md b/compendium/gm/hazards/corpse-disposal-gw1.md new file mode 100644 index 000000000..97396838a --- /dev/null +++ b/compendium/gm/hazards/corpse-disposal-gw1.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/mechanical +- trait/trap +aliases: ["Corpse Disposal"] +--- +# Corpse Disposal *Hazard 2* +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 21 (or 0 if the trapdoor is disabled or [broken](rules/conditions.md#Broken)) + +A wooden trapdoor conceals a spike-filled pit 10 feet square and 20 feet deep. The DC to [Climb](rules/actions/climb.md) out of the pit is 10. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to jam the trapdoor open + +- **AC** 18, **Fort** +7, **Ref** +7 +- **Trapdoor Hardness** 9, **Trapdoor HP** 30 +- **Immunities** critical hits; object immunities; precision damage + +````ad-embed-ability +title: **Dispose** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps onto the trapdoor (marked "T" on the map) + +**Effect** The triggering creature falls into the pit. The creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid falling. Failing that, the creature falls 20 feet (taking 10 bludgeoning damage from the fall) and takes `3d6` piercing damage from the metal spikes jutting up from the pit's floor. A creature who takes damage from the spikes is exposed to tetanus. + +```ad-inline-affliction +title: Tetanus + +[disease](rules/traits/disease.md "Disease Effect Trait") +- **Saving Throws**: DC 14 Fortitude +- **Onset**: 10 days + +## Stages + +**Stage 1** [clumsy](rules/conditions.md#Clumsy) (1 week) + +**Stage 2** [clumsy](rules/conditions.md#Clumsy) and can't speak (1 day) + +**Stage 3** [paralyzed](rules/conditions.md#Paralyzed) with spasms (1 day) + +**Stage 4** death + + +%% #trait/disease %% +``` +```` + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/cracked-earth-loil.md b/compendium/gm/hazards/cracked-earth-loil.md index c9256f178..f12cc9925 100644 --- a/compendium/gm/hazards/cracked-earth-loil.md +++ b/compendium/gm/hazards/cracked-earth-loil.md @@ -15,9 +15,9 @@ aliases: ["Cracked Earth"] This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it. - **Disable** DC 16 [Survival](compendium/skills.md#Survival) (untrained) to collapse safely; DC 20 [Crafting](compendium/skills.md#Crafting) (trained) to shore it up enough to pass over without collapsing it - + ```ad-embed-ability -title: Long Fall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Long Fall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps onto the cracked earth diff --git a/compendium/gm/hazards/crushing-gate-trap-ec5.md b/compendium/gm/hazards/crushing-gate-trap-ec5.md index 9477e7bde..6c93355a8 100644 --- a/compendium/gm/hazards/crushing-gate-trap-ec5.md +++ b/compendium/gm/hazards/crushing-gate-trap-ec5.md @@ -16,20 +16,19 @@ A [hidden](rules/conditions.md#Hidden) stone rod causes two immense stone doors - **Disable** [Thievery](compendium/skills.md#Thievery) DC 42 (expert) to secure the doors in place without triggering the trap. -- **AC** 40 , **Fort** +32, **Ref** +25 +- **AC** 40, **Fort** +32, **Ref** +25 - **Hardness** 26, **HP** 104 (BT 52) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Gate Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Gate Collapse** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: The stone rod is moved or either door is touched **Effect** The two falling doors deal `6d12+35` bludgeoning damage (DC 37 basic Reflex save) to all creatures within 15 feet of the gate. On a failure, a creature is also pinned beneath the door and [immobilized](rules/conditions.md#Immobilized) until the door is moved (DC 34 [Athletics](compendium/skills.md#Athletics)) or destroyed; each door has the same AC, Fortitude save, Hardness, and Hit Points as the trap itself. On a critical failure, the creature is trapped in such a way that it can't attempt to free itself. Moving or destroying one door doesn't help free anyone trapped by the other door. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Extinction Curse #5: Lord of the Black Sands p. 14* \ No newline at end of file diff --git a/compendium/gm/hazards/crystal-pin-lomm.md b/compendium/gm/hazards/crystal-pin-lomm.md index ed8e6c5f8..6995c6d54 100644 --- a/compendium/gm/hazards/crystal-pin-lomm.md +++ b/compendium/gm/hazards/crystal-pin-lomm.md @@ -19,9 +19,9 @@ aliases: ["Crystal Pin"] Ebeshra fires a crystal at a creature to pin them onto the Material Plane. - **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) (legendary) or [Religion](compendium/skills.md#Religion) (legendary) to earn Ebeshra's favor and allow safe travel or DC 51 [Deception](compendium/skills.md#Deception) (master) to momentarily divert Ebeshra's attention - + ```ad-embed-ability -title: Fire Pin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Fire Pin** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature Ebeshra can see begins to use a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect or an effect that would move any number of targets to a different plane; diff --git a/compendium/gm/hazards/daemonic-fog-av3.md b/compendium/gm/hazards/daemonic-fog-av3.md index 40978a77c..5136f33ea 100644 --- a/compendium/gm/hazards/daemonic-fog-av3.md +++ b/compendium/gm/hazards/daemonic-fog-av3.md @@ -16,15 +16,16 @@ aliases: ["Daemonic Fog"] The fog solidifies into tiny, gnawing creatures that devour everyone within before fading back into mist. - **Disable** DC 28 [Survival](compendium/skills.md#Survival) (expert) to disrupt the fog before the hazard triggers or dispel magic (5th level; counteract DC 26) to counteract the magic. - + ```ad-embed-ability -title: Gnawing Fog [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Gnawing Fog** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md)) - **Trigger**: A creature crosses the cavern's midpoint (the dotted line on the map) **Effect** The hazard deals `9d6` piercing damage (DC 32 basic Reflex save) to the triggering creature and all other non-fiend creatures within 20 feet. A creature that critically fails the saving throw is [confused](rules/conditions.md#Confused) for `1d4` rounds. -%% #trait/divine #trait/evocation %% +%% + #trait/divine #trait/evocation +%% ``` **Reset** The hazard resets over the course of an hour as the daemonic stain reenergizes the fog. diff --git a/compendium/gm/hazards/dahaks-shell-aoa2.md b/compendium/gm/hazards/dahaks-shell-aoa2.md index 3e7865107..e69e4a71d 100644 --- a/compendium/gm/hazards/dahaks-shell-aoa2.md +++ b/compendium/gm/hazards/dahaks-shell-aoa2.md @@ -17,22 +17,25 @@ aliases: ["Dahak's Shell"] A ring of eight [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md) replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow. - **Disable** Each [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md) that is destroyed removes the corresponding color's effect from [Dahak](compendium/setting/deities/dahak-logm.md)'s shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 [Thievery](compendium/skills.md#Thievery) (master) check or a successful [dispel magic](compendium/spells/dispel-magic.md) (6th level; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for `1d4` rounds. - + ```ad-embed-ability -title: Prismatic Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [light](rules/traits/light.md "Light Effect Trait") +title: **Prismatic Beam** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([abjuration](rules/traits/abjuration.md), [divine](rules/traits/divine.md), [light](rules/traits/light.md)) - **Trigger**: a creature attempts and fails to disable one of the shell colors via [Thievery](compendium/skills.md#Thievery) or [dispel magic](compendium/spells/dispel-magic.md) **Effect** [Dahak](compendium/setting/deities/dahak-logm.md)'s shell [Strikes](rules/actions/strike.md) the triggering creature with a random eye beam. Roll `1d8` to determine the color (1–red, 2–orange, 3–yellow, 4–green, 5–blue, 6–indigo, 7–violet, 8–black). -%% #trait/abjuration #trait/divine #trait/light %% +%% + #trait/abjuration #trait/divine #trait/light +%% ``` ```ad-embed-ability -title: Shell Defense -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [light](rules/traits/light.md "Light Effect Trait") +title: **Shell Defense** ([abjuration](rules/traits/abjuration.md), [divine](rules/traits/divine.md), [light](rules/traits/light.md)) + When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams described in [dragon pillar](compendium/gm/hazards/dragon-pillar-aoa2.md), but with a save DC of 32. Each effect requires its own save. -%% #trait/abjuration #trait/divine #trait/light %% +%% + #trait/abjuration #trait/divine #trait/light +%% ``` *Source: Age of Ashes #2: Cult of Cinders p. 55* \ No newline at end of file diff --git a/compendium/gm/hazards/dahaks-skull-aoa2.md b/compendium/gm/hazards/dahaks-skull-aoa2.md index 2ae045810..1b38ce01b 100644 --- a/compendium/gm/hazards/dahaks-skull-aoa2.md +++ b/compendium/gm/hazards/dahaks-skull-aoa2.md @@ -21,32 +21,29 @@ A pair of magical gems inside the dragon skull's eye sockets act as magical sens - **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) two times to pry the gems embedded deep in the skull's eye sockets without triggering the sensor, or [dispel magic](compendium/spells/dispel-magic.md) (4th level, counteract DC 22) twice to dispel both eyes. - **Perception** +16 [darkvision](rules/abilities/darkvision.md), [see invisibility](compendium/spells/see-invisibility.md) -- **AC** 24 , **Fort** +17, **Ref** +8 +- **AC** 24, **Fort** +17, **Ref** +8 - **Hardness** 14, **HP** 56 (BT 28) - **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Dahak's Glance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **Dahak's Glance** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md)) - **Trigger**: A living creature that is not a member of the Cinderclaws enters area **C9** **Effect** One of the dragon skull's eye sockets shoots an eye beam at the triggering creature, then the hazard rolls initiative. -%% #trait/divine #trait/evocation #trait/fire %% +%% + #trait/divine #trait/evocation #trait/fire +%% ``` ````ad-pf2-summary title: Routine -(2 actions) On its initiative, [Dahak](compendium/setting/deities/dahak-logm.md)'s skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull. +(2 actions) On its initiative, [Dahak](compendium/setting/deities/dahak-logm.md)'s skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md "Divine Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), range <150 feet>) **Damage** `8d6` fire - **Effects** - %% #trait/divine #trait/evocation #trait/fire #trait/range-150-feet %% ``` ```` diff --git a/compendium/gm/hazards/damurdiels-vengeance-aoa6.md b/compendium/gm/hazards/damurdiels-vengeance-aoa6.md index efaf16c83..70121f446 100644 --- a/compendium/gm/hazards/damurdiels-vengeance-aoa6.md +++ b/compendium/gm/hazards/damurdiels-vengeance-aoa6.md @@ -17,32 +17,28 @@ An elven woman wearing a robe stands in the water. She beckons anyone who enters - **Disable** [Deception](compendium/skills.md#Deception) 45 (legendary) to pretend to be Erveniss and ask for forgiveness, [Diplomacy](compendium/skills.md#Diplomacy) 45 (legendary) to convince Damurdiel to stand down (elves who are masters in [Diplomacy](compendium/skills.md#Diplomacy) can attempt the check as if they were legendary instead), or [Religion](compendium/skills.md#Religion) 40 (legendary) to call upon [Calistria](compendium/setting/deities/calistria.md) to calm Damurdiel's spirit. -- **AC** 43 , **Fort** +26, **Ref** +26, **Will** +35 +- **AC** 43, **Fort** +26, **Ref** +26, **Will** +35 - **HP** 128 (BT 64) dagger -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Surprise Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Surprise Strike** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature approaches within 5 feet of the pool's edge **Effect** The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative. -%% #trait/attack %% +%% + #trait/attack +%% ``` ````ad-pf2-summary title: Routine -(3 actions) The haunt attempts to [Strike](rules/actions/strike.md) with the dagger. +(3 actions) The haunt attempts to [Strike](rules/actions/strike.md) with the dagger. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Dagger (40) ([agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown <10 feet>](rules/traits/thrown-10-feet.md "Thrown Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")) **Damage** `4d4+10` piercing plus 20 negative - **Effects** - %% #trait/agile #trait/thrown-10-feet #trait/versatile-s %% ``` ```` diff --git a/compendium/gm/hazards/dance-of-death-gmg.md b/compendium/gm/hazards/dance-of-death-gmg.md index ca3471d5b..ac41c0490 100644 --- a/compendium/gm/hazards/dance-of-death-gmg.md +++ b/compendium/gm/hazards/dance-of-death-gmg.md @@ -16,20 +16,19 @@ aliases: ["Dance of Death"] An eerie orchestra compels all who hear it to dance until they collapse from exhaustion. - **Disable** DC 42 [Intimidation](compendium/skills.md#Intimidation) (expert) three times to frighten dancers and spectral musicians alike away from participating in the deadly performance, DC 40 [Performance](compendium/skills.md#Performance) (master) twice to produce a tune discordant enough to disrupt the compulsion, or DC 42 [Religion](compendium/skills.md#Religion) (master) three times to banish the spirits with prayers - + ```ad-embed-ability -title: Prelude [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Prelude** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([auditory](rules/traits/auditory.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature approaches within 30 feet of the orchestra **Effect** The orchestra compels all creatures that can hear it to begin dancing. Each creature must attempt a -%% #trait/auditory #trait/enchantment #trait/incapacitation #trait/occult %% +%% + #trait/auditory #trait/enchantment #trait/incapacitation #trait/occult +%% ``` ```ad-embed-ability -title: DC 41 - -Will save, with the following effects. +title: **DC 41** Will save, with the following effects. > [!success-degree] > - **Critical Success** The creature is unaffected. @@ -40,10 +39,9 @@ Will save, with the following effects. ```ad-pf2-summary title: Routine -(1 action; auditory, enchantment, incapacitation, occult) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing. +(1 action; auditory, enchantment, incapacitation, occult) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing. Each round, creature must attempt a DC 37 Will save; the results of this save modify the number of actions that the creature must spend dancing each round. If this would cause the creature to spend more actions dancing than it can use on its turn, the creature takes `10d6` damage (or double that on a critical failure) from moving faster than its body can manage. - > [!success-degree] > - **Critical Success** The creature decreases the number of actions it must spend dancing by 1. > - **Success** No effect. diff --git a/compendium/gm/hazards/darkside-mirror.md b/compendium/gm/hazards/darkside-mirror.md index 8c2e6844c..0ac0680a8 100644 --- a/compendium/gm/hazards/darkside-mirror.md +++ b/compendium/gm/hazards/darkside-mirror.md @@ -19,30 +19,28 @@ A magic mirror replaces characters with evil mirror duplicates from another dime - **Disable** [Thievery](compendium/skills.md#Thievery) DC 34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), [Thievery](compendium/skills.md#Thievery) DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time. -- **AC** 34 , **Fort** +25, **Ref** +20 +- **AC** 34, **Fort** +25, **Ref** +20 - **Hardness** 1, **HP** 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Reflection of Evil** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: A non-evil creature is reflected in the mirror. **Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative. -%% #trait/arcane #trait/conjuration #trait/teleportation %% +%% + #trait/arcane #trait/conjuration #trait/teleportation +%% ``` ```ad-pf2-summary title: Routine + (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. ``` ^routine **Reset** The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with [Thievery](compendium/skills.md#Thievery), it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. - These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them. *Source: Core Rulebook p. 528* \ No newline at end of file diff --git a/compendium/gm/hazards/dart-barrage-aoe1.md b/compendium/gm/hazards/dart-barrage-aoe1.md index d19ed3ab8..26035b000 100644 --- a/compendium/gm/hazards/dart-barrage-aoe1.md +++ b/compendium/gm/hazards/dart-barrage-aoe1.md @@ -18,14 +18,12 @@ Four dart-loaded pipes [hidden](rules/conditions.md#Hidden) in the diagonal wall - **Disable** [Thievery](compendium/skills.md#Thievery) DC 22 (trained) to disable the pressure plate, or four [Thievery](compendium/skills.md#Thievery) DC 18 (trained) checks to plug the dart launchers. -- **AC** 22 , **Fort** +13, **Ref** +7 +- **AC** 22, **Fort** +13, **Ref** +7 - **Hardness** 10, **HP** 60 (BT 30) to destroy the seal and disable the trap - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Dart Volley [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Dart Volley** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: More than two Small or larger creatures step on the brass seal. @@ -34,12 +32,11 @@ title: Dart Volley [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ````ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room. +(4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Dart (12) **Damage** `3d6` piercing, no multiple attack penalty - **Effects** no multiple attack penalty ``` ```` diff --git a/compendium/gm/hazards/deaths-slumber-ward-qff1.md b/compendium/gm/hazards/deaths-slumber-ward-qff1.md index 89bd2e642..0489673d8 100644 --- a/compendium/gm/hazards/deaths-slumber-ward-qff1.md +++ b/compendium/gm/hazards/deaths-slumber-ward-qff1.md @@ -17,23 +17,23 @@ aliases: ["Death's Slumber Ward"] A whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber. - **Disable** DC 23 [Religion](compendium/skills.md#Religion) (expert) or DC 21 [Performance](compendium/skills.md#Performance) (trained) to dissipate one of the four threads. Characters who failed or critically failed a [Performance](compendium/skills.md#Performance) check to participate in Grandfather Eiwa's funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their [Performance](compendium/skills.md#Performance) checks to disable this trap. The trap is destroyed when all four threads are dissipated. - + ```ad-embed-ability -title: Breath of Pharasma [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Breath of Pharasma** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: A living or undead creature opens the trunk **Effect** The ephemeral winds rise, sapping energy. All living and undead creatures within 60 feet must succeed at a DC 22 Will save or become [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure). The trap then rolls initiative. -%% #trait/divine #trait/necromancy %% +%% + #trait/divine #trait/necromancy +%% ``` ```ad-pf2-summary title: Routine -(4 actions) Each thread of energy passes through a random living or undead creature within 60 feet, dealing `4d6` damage (DC 22 basic Will save) to the creature. +(4 actions) Each thread of energy passes through a random living or undead creature within 60 feet, dealing `4d6` damage (DC 22 basic Will save) to the creature. A thread deals negative damage to living creatures and positive damage to undead creatures. Each thread passes through a different random creature, if possible. - Each dissipated thread reduces the trap's number of actions by 1. ``` ^routine diff --git a/compendium/gm/hazards/desperate-hunger-botd.md b/compendium/gm/hazards/desperate-hunger-botd.md index 287926432..2fa0df134 100644 --- a/compendium/gm/hazards/desperate-hunger-botd.md +++ b/compendium/gm/hazards/desperate-hunger-botd.md @@ -15,10 +15,9 @@ aliases: ["Desperate Hunger"] A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger. - **Disable** DC 36 [Deception](compendium/skills.md#Deception) (master) to convince the spirit it's no longer hungry or DC 38 [Occultism](compendium/skills.md#Occultism) (trained) to ritually feed the spirit - + ```ad-embed-ability -title: Desperate Meal [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Desperate Meal** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([occult](rules/traits/occult.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature approaches within 10 feet @@ -29,7 +28,9 @@ title: Desperate Meal [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti > - **Success** The creature takes half damage and is [sickened](rules/conditions.md#Sickened). > - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). > - **Critical Failure** The creature takes double damage, is [sickened](rules/conditions.md#Sickened), and takes a –10-foot status penalty to its Speeds for as long as it's [sickened](rules/conditions.md#Sickened). -%% #trait/occult #trait/transmutation %% +%% + #trait/occult #trait/transmutation +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md b/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md index 5f696ee96..b89113f99 100644 --- a/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md +++ b/compendium/gm/hazards/dimensional-darkside-mirror-frp3.md @@ -19,24 +19,23 @@ A magic mirror replaces characters with evil mirror duplicates from another dime - **Disable** [Thievery](compendium/skills.md#Thievery) DC 40 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), [Thievery](compendium/skills.md#Thievery) DC 45 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (8th level; counteract DC 37) to counteract the mirror for 1 minute and prevent additional replacements during that time. -- null, **Fort** +25, **Ref** +20 +- **Fort** +25, **Ref** +20 - **Hardness** 1, **HP** 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Reflection of Evil** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: A non-evil creature is reflected in the mirror **Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 41 Reflex to avoid being absorbed into the mirror), and rolls initiative. -%% #trait/arcane #trait/conjuration #trait/teleportation %% +%% + #trait/arcane #trait/conjuration #trait/teleportation +%% ``` ```ad-pf2-summary title: Routine + (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. ``` ^routine diff --git a/compendium/gm/hazards/disorienting-illusions-da.md b/compendium/gm/hazards/disorienting-illusions-da.md index 658ca60ae..81cf12393 100644 --- a/compendium/gm/hazards/disorienting-illusions-da.md +++ b/compendium/gm/hazards/disorienting-illusions-da.md @@ -18,10 +18,9 @@ aliases: ["Disorienting Illusions"] Illusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, and in motion. - **Disable** DC 17 [Crafting](compendium/skills.md#Crafting) (trained) to calculate the room's dimensions despite the illusions, or dispel magic (1st level; counteract DC 17) to counteract the illusions - + ```ad-embed-ability -title: Disorient [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Disorient** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [visual](rules/traits/visual.md)) - **Trigger**: A creature enters the room @@ -32,7 +31,9 @@ title: Disorient [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " > - **Success** The creature disbelieves the illusions but still sees them. It treats the room as difficult terrain. > - **Failure** The creature is fooled by the illusions. It treats the room as difficult terrain and becomes [sickened](rules/conditions.md#Sickened). As long as it remains in the room, it can't reduce its [sickened](rules/conditions.md#Sickened) value below 1. > - **Critical Failure** As failure, but each time the creature attempts a move action, it must succeed at a DC 5 flat check or they lose the action, and on a critical failure, it also falls [prone](rules/conditions.md#Prone). -%% #trait/arcane #trait/illusion #trait/mental #trait/visual %% +%% + #trait/arcane #trait/illusion #trait/mental #trait/visual +%% ``` **Reset** 1 minute diff --git a/compendium/gm/hazards/distortion-mirror-da.md b/compendium/gm/hazards/distortion-mirror-da.md index 6b70cee39..91bf2ac3b 100644 --- a/compendium/gm/hazards/distortion-mirror-da.md +++ b/compendium/gm/hazards/distortion-mirror-da.md @@ -18,15 +18,12 @@ Fun-house mirrors distort a viewer's reflection, painfully reshaping their body - **Disable** DC 38 [Thievery](compendium/skills.md#Thievery) (master) to deface the mirror's pane, or dispel magic (7th level; counteract DC 36) to dispel the mirror or counteract the transformation -- **AC** 33 , **Fort** +28, **Ref** +22 +- **AC** 33, **Fort** +28, **Ref** +22 - **Hardness** 24, **HP** 90 (BT 45) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Painful Transformation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Painful Transformation** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature is reflected in the mirror @@ -39,7 +36,9 @@ title: Painful Transformation [R](rules/core-rulebook/chapter-9-playing-the-game > - **Critical Failure** The target takes double damage and is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. As long as the creature is [clumsy](rules/conditions.md#Clumsy) or [enfeebled](rules/conditions.md#Enfeebled), it additionally takes a –10-foot status penalty to its Speeds. > > When the effects of this trap end, the triggering creature's transformation ends, and its body reverts to its natural form. -%% #trait/attack %% +%% + #trait/attack +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/doom-of-tomorrow-av1.md b/compendium/gm/hazards/doom-of-tomorrow-av1.md index 7692385c2..9cde96fef 100644 --- a/compendium/gm/hazards/doom-of-tomorrow-av1.md +++ b/compendium/gm/hazards/doom-of-tomorrow-av1.md @@ -17,14 +17,12 @@ The sounds of devastation rise from the diorama, and a beam of shimmering energy - **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to quickly deactivate the model of Gauntlight before it triggers, or DC 23 [Stealth](compendium/skills.md#Stealth) (trained) to creep by a trap without triggering it. -- **AC** 21 , **Fort** +15, **Ref** +8 +- **AC** 21, **Fort** +15, **Ref** +8 - **Hardness** 8, **HP** 56 (BT 28) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Apocalypse Beam [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Apocalypse Beam** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps within 10 feet of the back of a diorama alcove diff --git a/compendium/gm/hazards/dragon-pillar-aoa2.md b/compendium/gm/hazards/dragon-pillar-aoa2.md index ad91b4adc..1b7b8d716 100644 --- a/compendium/gm/hazards/dragon-pillar-aoa2.md +++ b/compendium/gm/hazards/dragon-pillar-aoa2.md @@ -21,19 +21,15 @@ A 10-foot-tall wooden pole topped by a wooden carving of [Dahak](compendium/sett - **Perception** +16 [darkvision](rules/abilities/darkvision.md) 60 feet ```ad-embed-ability -title: Recognize Ally - -A dragon pillar can see through its empty eye sockets, and it can recognize Cinderclaws and their allies. A character disguised as a Cinderclaw can trick a dragon pillar into perceiving it as a Cinderclaw ally by using [Deception](compendium/skills.md#Deception) to [Impersonate](rules/actions/impersonate.md). A dragon pillar always uses [Perception](compendium/skills.md#Perception) for initiative. +title: **Recognize Ally** A dragon pillar can see through its empty eye sockets, and it can recognize Cinderclaws and their allies. A character disguised as a Cinderclaw can trick a dragon pillar into perceiving it as a Cinderclaw ally by using [Deception](compendium/skills.md#Deception) to [Impersonate](rules/actions/impersonate.md). A dragon pillar always uses [Perception](compendium/skills.md#Perception) for initiative. ``` -- **AC** 24 , **Fort** +17, **Ref** +8 +- **AC** 24, **Fort** +17, **Ref** +8 - **Hardness** 14, **HP** 56 (BT 28) - **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Dragon Pillar Glance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Dragon Pillar Glance** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The dragon pillar sees a creature within 120 feet who isn't a recognized Cinderclaw or Cinderclaw ally. @@ -42,21 +38,18 @@ title: Dragon Pillar Glance [R](rules/core-rulebook/chapter-9-playing-the-game.m ````ad-pf2-summary title: Routine -(1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet. +(1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](rules/traits/divine.md "Divine Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait"), range <120 feet>) **Effects** The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse. - - **Black Eye Beam (area A5)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. - > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [blinded](rules/conditions.md#Blinded) for 1 round. > - **Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 hour. > - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) for 24 hours. - **Blue Eye Beam (area A7)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Fortitude save. - > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [petrified](rules/conditions.md#Petrified) for 1 round. @@ -64,7 +57,6 @@ title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Sin > - **Critical Failure** The target is [petrified](rules/conditions.md#Petrified) permanently. - **Green Eye Beam (area A8)** ([poison](rules/traits/poison.md "Poison Effect Trait")) `6d6` poison damage (DC 24 basic Reflex save). - **Indigo Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. - > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. @@ -74,13 +66,11 @@ title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Sin - **Orange Eye Beam (area A15)** ([acid](rules/traits/acid.md "Acid Energy & Element Trait")) `6d6` acid damage (DC 24 basic Reflex save). - **Red Eye Beam (area A16)** ([fire](rules/traits/fire.md "Fire Energy & Element Trait")) `6d6` fire damage (DC 24 basic Reflex save). - **Violet Eye Beam (area A9)** ([incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait")) DC 24 Will save. - > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target is [stunned](rules/conditions.md#Stunned). > - **Failure** The target is [stunned](rules/conditions.md#Stunned). > - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned). - %% #trait/divine #trait/evocation #trait/range-120-feet %% ``` ```` diff --git a/compendium/gm/hazards/dragonstorm-aoa6.md b/compendium/gm/hazards/dragonstorm-aoa6.md index 0dd2a3380..4c864ff71 100644 --- a/compendium/gm/hazards/dragonstorm-aoa6.md +++ b/compendium/gm/hazards/dragonstorm-aoa6.md @@ -17,55 +17,66 @@ aliases: ["Dragonstorm"] A massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's retribution, the dragonstorm wreaks localized havoc. - **Disable** The dragonstorm can't be disabled—only endured. It ends only once the attack on Breachill and Citadel Altaerein is over. - + ````ad-embed-ability -title: Localized Dragonstorm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[air](rules/traits/air.md "Air Energy & Element Trait") +title: **Localized Dragonstorm** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([air](rules/traits/air.md)) - **Trigger**: A new wave begins **Effect** Roll `1d10` to determine which effect manifests from the following possibilities. The placement of these effects is guided by [Dahak](compendium/setting/deities/dahak-logm.md)'s will, and they should manifest in the most detrimental locations possible to the PCs. ```ad-embed-ability -title: 1–2: Acid Rain -[acid](rules/traits/acid.md "Acid Energy & Element Trait") +title: **1–2: Acid Rain** ([acid](rules/traits/acid.md)) + A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take `6d10` acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 [persistent acid damage](rules/conditions.md#Persistent%20Damage). -%% #trait/acid %% +%% + #trait/acid +%% ``` ```ad-embed-ability -title: 3–4: Freezing Wind -[cold](rules/traits/cold.md "Cold Energy & Element Trait") +title: **3–4: Freezing Wind** ([cold](rules/traits/cold.md)) + A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. Creatures in the area take `3d10` cold damage and `3d10` bludgeoning damage (DC 42 basic Reflex save) Creatures that critically fail are [slowed](rules/conditions.md#Slowed) for 1 round. -%% #trait/cold %% +%% + #trait/cold +%% ``` ```ad-embed-ability -title: 5–6: Bolts of Lightning -[electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") +title: **5–6: Bolts of Lightning** ([electricity](rules/traits/electricity.md)) + Several bolts of lightning strike all creatures in a 20-foot burst. Creatures in the area take `6d10` electricity damage (DC 42 basic Reflex save). Creatures that critically fail their saves become [blinded](rules/conditions.md#Blinded) and [deafened](rules/conditions.md#Deafened) for 1 round. -%% #trait/electricity %% +%% + #trait/electricity +%% ``` ```ad-embed-ability -title: 7–8: Flaming Vortex -[fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **7–8: Flaming Vortex** ([fire](rules/traits/fire.md)) + Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take `6d10` fire damage (DC 42 basic Reflex save). Creatures that critically fail their saves also take 5 [persistent fire damage](rules/conditions.md#Persistent%20Damage). -%% #trait/fire %% +%% + #trait/fire +%% ``` ```ad-embed-ability -title: 9–10: Poison Miasma -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **9–10: Poison Miasma** ([poison](rules/traits/poison.md)) + Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become [concealed](rules/conditions.md#Concealed), and creatures outside it become [concealed](rules/conditions.md#Concealed) to creatures within it. Creatures within the mist take `6d10` poison damage (DC 42 basic Fortitude save). Creatures that critically fail their saves become [enfeebled](rules/conditions.md#Enfeebled). -%% #trait/poison %% +%% + #trait/poison +%% ``` -%% #trait/air %% +%% + #trait/air +%% ```` *Source: Age of Ashes #6: Broken Promises p. 7* \ No newline at end of file diff --git a/compendium/gm/hazards/dream-poisoned-door-gw3.md b/compendium/gm/hazards/dream-poisoned-door-gw3.md index 72828bd97..3506477e9 100644 --- a/compendium/gm/hazards/dream-poisoned-door-gw3.md +++ b/compendium/gm/hazards/dream-poisoned-door-gw3.md @@ -16,15 +16,16 @@ aliases: ["Dream-Poisoned Door"] Eerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being. - **Disable** DC 30 [Occultism](compendium/skills.md#Occultism) (expert) to concentrate on the eldritch energies and diffuse them through meditation, DC 35 [Thievery](compendium/skills.md#Thievery) (master) to scratch warding runes along the door's hinges and block dreams from manifesting, or dispel magic (6th level; counteract DC 30) to counteract the trap - + ```ad-embed-ability -title: Manifest Dream Guardians [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Manifest Dream Guardians** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [occult](rules/traits/occult.md)) - **Trigger**: The door is opened **Effect** A group of four animate dreams manifest in the area just beyond the door. These four animate dreams each appear as vaguely whale-shaped but human-sized masses of tendrils. They swim through he air and attack the intruders at once, fighting to the death and pursuing any who flee the temple. -%% #trait/conjuration #trait/occult %% +%% + #trait/conjuration #trait/occult +%% ``` *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 54* \ No newline at end of file diff --git a/compendium/gm/hazards/dream-pollen-pods-ec1.md b/compendium/gm/hazards/dream-pollen-pods-ec1.md index 46721d260..3523c9cc8 100644 --- a/compendium/gm/hazards/dream-pollen-pods-ec1.md +++ b/compendium/gm/hazards/dream-pollen-pods-ec1.md @@ -18,14 +18,12 @@ Four magical plants inside the wagon release hallucinogenic pollen when disturbe - **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) to carefully remove a pollen pod or [Nature](compendium/skills.md#Nature) DC 18 (trained) to prevent a pod from bursting. -- **AC** 18 , **Fort** +9, **Ref** +3 +- **AC** 18, **Fort** +9, **Ref** +3 - **Hardness** 1, **HP** 32 (BT 16) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Pollen Burst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Pollen Burst** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The wagon door is opened or the pods are disturbed @@ -34,22 +32,16 @@ title: Pollen Burst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ````ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn't take a multiple attack penalty. +(4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn't take a multiple attack penalty. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Pollen Spray (12) (range <20 feet>) **Damage** `1d8` poison and hallucinogenic pollen - **Effects** hallucinogenic pollen - %% #trait/range-20-feet %% ``` - ```ad-embed-ability -title: Hallucinogenic Pollen - -A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is [confused](rules/conditions.md#Confused) for 1 round and takes a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for `1d4` hours. - +title: **Hallucinogenic Pollen** A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is [confused](rules/conditions.md#Confused) for 1 round and takes a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for `1d4` hours. On a critical failure, the penalty is instead –4. ``` ```` diff --git a/compendium/gm/hazards/drowning-pit.md b/compendium/gm/hazards/drowning-pit.md index c0e0a124f..0328c8c41 100644 --- a/compendium/gm/hazards/drowning-pit.md +++ b/compendium/gm/hazards/drowning-pit.md @@ -17,14 +17,12 @@ aliases: ["Drowning Pit"] A trapdoor covers a 10-foot-square pit that's 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to [hidden](rules/conditions.md#Hidden) water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) to seal each water spout, - -```ad-embed-ability -title: Thievery DC -22 (trained) to open the trapdoor, or [Athletics](compendium/skills.md#Athletics) DC 22 to [Force Open](rules/actions/force-open.md) the trapdoor AC 19; Fort +8, Ref +5 Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout Hardness 8, Spout HP 32 (BT 16); Immunities critical hits, object immunities, precision damage. +```ad-embed-ability +title: **Thievery DC** 22 (trained) to open the trapdoor, or [Athletics](compendium/skills.md#Athletics) DC 22 to [Force Open](rules/actions/force-open.md) the trapdoor AC 19; Fort +8, Ref +5 Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout Hardness 8, Spout HP 32 (BT 16); Immunities critical hits, object immunities, precision damage. ``` ```ad-embed-ability -title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Pitfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks onto the trapdoor. @@ -33,8 +31,8 @@ title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Re ```ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet. +(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning. ``` ^routine diff --git a/compendium/gm/hazards/echoes-of-betrayal-aoa4.md b/compendium/gm/hazards/echoes-of-betrayal-aoa4.md index 1be2d8de3..da371900f 100644 --- a/compendium/gm/hazards/echoes-of-betrayal-aoa4.md +++ b/compendium/gm/hazards/echoes-of-betrayal-aoa4.md @@ -18,27 +18,26 @@ aliases: ["Echoes Of Betrayal"] Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them to join the battle. - **Disable** [Religion](compendium/skills.md#Religion) DC 35 (master) three times to exorcise the spirits or [Diplomacy](compendium/skills.md#Diplomacy) DC 39 (expert) three times to talk them down. - + ```ad-embed-ability -title: Confuse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Confuse** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: At least three creatures enter area **H10**. **Effect** The haunt takes control of all creatures in the prison, affecting them with [confusion](compendium/spells/confusion.md) (8th level, DC 37). -%% #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% +%% + #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult +%% ``` ````ad-pf2-summary title: Routine -(1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. The haunt attempts a spectral fist [Strike](rules/actions/strike.md) against each creature in area **H10**. +(1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. The haunt attempts a spectral fist [Strike](rules/actions/strike.md) against each creature in area **H10**. ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Fist (35) ([magical](rules/traits/magical.md "Magical Item Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")) **Damage** `5d10` bludgeoning, and the creature must attempt a new DC 37 Will save against [confusion](compendium/spells/confusion.md) if it's not already [confused](rules/conditions.md#Confused). - **Effects** and the creature must attempt a new DC 37 Will save against confusion if it's not already [confused](rules/conditions.md#Confused). - %% #trait/magical #trait/reach-10-feet %% ``` ```` diff --git a/compendium/gm/hazards/echoes-of-faith-ec2.md b/compendium/gm/hazards/echoes-of-faith-ec2.md index cfb2e29c7..56d29c92b 100644 --- a/compendium/gm/hazards/echoes-of-faith-ec2.md +++ b/compendium/gm/hazards/echoes-of-faith-ec2.md @@ -16,20 +16,20 @@ The restless spirits of clergy who once inhabited this now-defiled temple of Aro - **Disable** DC 26 [Occultism](compendium/skills.md#Occultism) (expert) to exorcise the spirits, or [Deception](compendium/skills.md#Deception) or DC 28 [Religion](compendium/skills.md#Religion) (trained) to imitate the Arodenite faith and render the haunt harmless until it resets -- **AC** 24 , **Fort** +13, **Will** +15 +- **AC** 24, **Fort** +13, **Will** +15 - **HP** 60 - **Immunities** critical hits; physical damage -- **Resistances** - **Weaknesses** positive 10 - + ```ad-embed-ability -title: Phantom Sermon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Phantom Sermon** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: A non-Arodenite creature approaches within 5 feet of the lectern **Effect** A spectral minister appears before the pulpit, resembling an ever-shifting amalgamation of several past priests. The spectral minister delivers fervent exhortations about faithlessness. Each creature on the dais must succeed at a DC 24 Will save or become [drained](rules/conditions.md#Drained). On a critical failure, the creature is [drained](rules/conditions.md#Drained). -%% #trait/divine #trait/necromancy %% +%% + #trait/divine #trait/necromancy +%% ``` **Reset** The spirits return in `1d8` hours as long as any xulgaths remain in Moonstone Hall. diff --git a/compendium/gm/hazards/ectoplasmic-grasp-botd.md b/compendium/gm/hazards/ectoplasmic-grasp-botd.md index fde160b5e..46a1c0b8d 100644 --- a/compendium/gm/hazards/ectoplasmic-grasp-botd.md +++ b/compendium/gm/hazards/ectoplasmic-grasp-botd.md @@ -15,9 +15,9 @@ aliases: ["Ectoplasmic Grasp"] A massive ectoplasmic hand forms around a creature and squeezes it. - **Disable** DC 24 [Occultism](compendium/skills.md#Occultism) (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 [Acrobatics](compendium/skills.md#Acrobatics) to move through and disrupt the coalescing ectoplasm before it takes hold - + ```ad-embed-ability -title: Squeeze [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Squeeze** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves over the haunt's area diff --git a/compendium/gm/hazards/electric-latch-rune.md b/compendium/gm/hazards/electric-latch-rune.md index 8a695a813..74999af5c 100644 --- a/compendium/gm/hazards/electric-latch-rune.md +++ b/compendium/gm/hazards/electric-latch-rune.md @@ -18,15 +18,16 @@ aliases: ["Electric Latch Rune"] An [invisible](rules/conditions.md#Invisible) rune imprinted on a door latch releases a powerful electric discharge. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune. - + ```ad-embed-ability -title: Electrocution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Electrocution** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md)) - **Trigger**: A creature grasps the door latch directly or with a tool. **Effect** The trap deals `3d12` electricity damage to the triggering creature (DC 22 basic Reflex save). -%% #trait/arcane #trait/electricity #trait/evocation %% +%% + #trait/arcane #trait/electricity #trait/evocation +%% ``` *Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/electrified-water-ward-sot2.md b/compendium/gm/hazards/electrified-water-ward-sot2.md index bdb8770d2..12a8f9b64 100644 --- a/compendium/gm/hazards/electrified-water-ward-sot2.md +++ b/compendium/gm/hazards/electrified-water-ward-sot2.md @@ -17,26 +17,25 @@ aliases: ["Electrified Water Ward"] Passing over an [invisible](rules/conditions.md#Invisible) rune on the floor between the north and south doors triggers a dancing burst of electricity. - **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert), DC 28 [Arcana](compendium/skills.md#Arcana) (expert), - -```ad-embed-ability -title: or DC -28 [Occultism](compendium/skills.md#Occultism) (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room. +```ad-embed-ability +title: **or DC** 28 [Occultism](compendium/skills.md#Occultism) (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room. ``` ```ad-embed-ability -title: Electrocution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Electrocution** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [electricity](rules/traits/electricity.md), [evocation](rules/traits/evocation.md)) - **Trigger**: A creature passes over the [invisible](rules/conditions.md#Invisible) underwater rune between the north and south doors **Effect** The trap deals `4d10` electricity damage (DC 26 basic Reflex save) to creatures touching the water, and then rolls initiative. -%% #trait/arcane #trait/electricity #trait/evocation %% +%% + #trait/arcane #trait/electricity #trait/evocation +%% ``` ```ad-pf2-summary title: Routine -(1 action) The trap deals `4d10` electricity damage (DC 26 basic Reflex save) to all creatures in the room. +(1 action) The trap deals `4d10` electricity damage (DC 26 basic Reflex save) to all creatures in the room. A creature that fails the save is [slowed](rules/conditions.md#Slowed) ([slowed](rules/conditions.md#Slowed) on a critical failure). A creature that isn't touching the water treats the result of its saving throw as one degree of success better. ``` ^routine diff --git a/compendium/gm/hazards/endless-elven-aging-aoa5.md b/compendium/gm/hazards/endless-elven-aging-aoa5.md index 81d630fa3..d166540f1 100644 --- a/compendium/gm/hazards/endless-elven-aging-aoa5.md +++ b/compendium/gm/hazards/endless-elven-aging-aoa5.md @@ -18,51 +18,47 @@ A haunted mural fascinates characters and swiftly drains their vitality. - **Disable** [Occultism](compendium/skills.md#Occultism) DC 38 (master) or [Religion](compendium/skills.md#Religion) DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently. -- **AC** 20 , **Fort** +13, **Ref** +5 -- **Painting Hardness** 15, **Painting HP** 30 per square (6 squares must be destroyed to disable the haunt) +- **AC** 20, **Fort** +13, **Ref** +5 +- **Painting Hardness** 15, **Painting HP** 30 per square (6 squares must be destroyed to disable the haunt) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Lifelike Scintillation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Lifelike Scintillation** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divination](rules/traits/divination.md), [occult](rules/traits/occult.md)) - **Trigger**: A living creature examines the mural or enters the room **Effect** The haunt activates and rolls initiative. -%% #trait/divination #trait/occult %% +%% + #trait/divination #trait/occult +%% ``` ````ad-pf2-summary title: Routine -(2 actions) The haunt lures creatures into area **A2** using Captivate. Any actions it hasn't used to Captivate are used to drain a living creature in the room with Live a Thousand Lives. +(2 actions) The haunt lures creatures into area **A2** using Captivate. Any actions it hasn't used to Captivate are used to drain a living creature in the room with Live a Thousand Lives. ```ad-embed-ability -title: Captivate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[charm](rules/traits/charm-b1.md "Charm Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - +title: **Captivate** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([charm](rules/traits/charm-b1.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) The faintly moving images compel one creature within 30 feet of the room to move into the room. The creature attempts a DC 38 Will save. - > [!success-degree] > - **Success** The target is unaffected. > - **Failure** The target must spend all its actions on its next turn moving into the room, and is then [paralyzed](rules/conditions.md#Paralyzed) until the end of its next turn. > - **Critical Failure** As failure, and the target is also [stupefied](rules/conditions.md#Stupefied) for 1 minute. -%% #trait/charm #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% +%% + #trait/charm #trait/enchantment #trait/incapacitation #trait/mental #trait/occult +%% ``` - ```ad-embed-ability -title: Live a Thousand Lives [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") - +title: **Live a Thousand Lives** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) The haunt causes a living creature in the room to experience a full elven life, weathering every wound, misfortune, loss, and consequence of aging centuries in a matter of seconds. The target must attempt a DC 38 Fortitude save. - > [!success-degree] > - **Critical Success** The target is unaffected. > - **Success** The target becomes [fatigued](rules/conditions.md#Fatigued). > - **Failure** The target becomes [drained](rules/conditions.md#Drained) (or its [drained](rules/conditions.md#Drained) value increases by 1, to a maximum of [drained](rules/conditions.md#Drained)), and it is [paralyzed](rules/conditions.md#Paralyzed) until the end of its next turn. > - **Critical Failure** As failure, but the target also becomes [doomed](rules/conditions.md#Doomed) (or its [doomed](rules/conditions.md#Doomed) value increases by 1). -%% #trait/mental #trait/occult %% +%% + #trait/mental #trait/occult +%% ``` ```` ^routine diff --git a/compendium/gm/hazards/entombed-spirit-botd.md b/compendium/gm/hazards/entombed-spirit-botd.md index 6a9435ed2..dc11cc0ac 100644 --- a/compendium/gm/hazards/entombed-spirit-botd.md +++ b/compendium/gm/hazards/entombed-spirit-botd.md @@ -17,24 +17,24 @@ The wall bulges out in the shape of a howling humanoid face as it twists and for - **Disable** DC 17 [Occultism](compendium/skills.md#Occultism) (trained) to weaken the spirit, DC 18 [Athletics](compendium/skills.md#Athletics) (trained) to force the spirit's face back inside the wall, or DC 19 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt -- **AC** 15 , **Fort** +11, **Ref** +5 +- **AC** 15, **Fort** +11, **Ref** +5 - **Hardness** 9 (wall); **HP** 30 (BT 15) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Gasp [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Gasp** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature moves adjacent to the wall where the corpse is entombed **Effect** The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be [frightened](rules/conditions.md#Frightened) for as long as the haunt remains active. The haunt then rolls initiative -%% #trait/enchantment #trait/fear #trait/mental #trait/occult %% +%% + #trait/enchantment #trait/fear #trait/mental #trait/occult +%% ``` ```ad-pf2-summary title: Routine + (3 actions) The spirit attempts to [Grapple](rules/actions/grapple.md) up to two creatures within 10 feet with a +14 [Athletics](compendium/skills.md#Athletics) modifier, then squeezes each creature it has [grabbed](rules/conditions.md#Grabbed), dealing `1d10+4` damage. The haunt doesn't apply a multiple attack penalty to the second attempt to [Grapple](rules/actions/grapple.md). ``` ^routine diff --git a/compendium/gm/hazards/entrapping-chair-da.md b/compendium/gm/hazards/entrapping-chair-da.md index 3a25cf833..1637afb7d 100644 --- a/compendium/gm/hazards/entrapping-chair-da.md +++ b/compendium/gm/hazards/entrapping-chair-da.md @@ -17,14 +17,12 @@ A chair on [concealed](rules/conditions.md#Concealed) tracks surges forward, kno - **Disable** DC 23 [Thievery](compendium/skills.md#Thievery) (expert) to disrupt the tracks -- **AC** 22 , **Fort** +15, **Ref** +9 +- **AC** 22, **Fort** +15, **Ref** +9 - **Hardness** 14, **HP** 54 (BT 27) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Take a Seat! [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Take a Seat!** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps on the track diff --git a/compendium/gm/hazards/envenomed-lock-bb.md b/compendium/gm/hazards/envenomed-lock-bb.md index 485f6b88a..9dbfa8a35 100644 --- a/compendium/gm/hazards/envenomed-lock-bb.md +++ b/compendium/gm/hazards/envenomed-lock-bb.md @@ -14,18 +14,18 @@ A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling - **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) on the spring mechanism -- **AC** 15 , **Fort** +8, **Ref** +4 +- **AC** 15, **Fort** +8, **Ref** +4 - **Hardness** 6, **HP** 24 (BT 12) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spring** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) + When a creature tries to unlock or [Pick the Lock](rules/actions/pick-a-lock.md), a spine extends to attack that creature. The trap makes a melee attack with +13 to its attack roll. On a hit, it deals 1 piercing damage and `1d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) (on a critical hit, 2 piercing damage and `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage)). -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/envenomed-thorns-trap-ec1.md b/compendium/gm/hazards/envenomed-thorns-trap-ec1.md index f5d04deac..005fb7df7 100644 --- a/compendium/gm/hazards/envenomed-thorns-trap-ec1.md +++ b/compendium/gm/hazards/envenomed-thorns-trap-ec1.md @@ -17,20 +17,19 @@ A trip wire strung 4 feet above the ground releases a branch studded with enveno - **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) to remove the trip wire. -- **AC** 18 , **Fort** +10, **Ref** +4 +- **AC** 18, **Fort** +10, **Ref** +4 - **Hardness** 5, **HP** 28 (BT 14) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Thorny Branch [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **Thorny Branch** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([poison](rules/traits/poison.md)) - **Trigger**: The trip wire is touched **Effect** The trap's poisoned thorns attack the creature or object touching the trip wire. -%% #trait/poison %% +%% + #trait/poison +%% ``` *Source: Extinction Curse #1: The Show Must Go On p. 13* \ No newline at end of file diff --git a/compendium/gm/hazards/eternal-flame-gmg.md b/compendium/gm/hazards/eternal-flame-gmg.md index 33f8cdd10..9e4ae00a0 100644 --- a/compendium/gm/hazards/eternal-flame-gmg.md +++ b/compendium/gm/hazards/eternal-flame-gmg.md @@ -16,10 +16,9 @@ aliases: ["Eternal Flame"] A raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred remains of a group of three people who burned to death, whether in a terrible accident or a deliberate execution, and their unavenged souls burn with rage. - **Disable** DC 27 [Diplomacy](compendium/skills.md#Diplomacy) (expert) to temporarily calm the rage of one of the three spirits, or DC 30 [Religion](compendium/skills.md#Religion) (trained) to exorcise one of the spirits; three total successes are required to disable the haunt - + ```ad-embed-ability -title: Searing Agony [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Searing Agony** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divination](rules/traits/divination.md), [mental](rules/traits/mental.md)) - **Trigger**: A living creature approaches within 10 feet of the remains of a victim of the original fire @@ -30,13 +29,15 @@ title: Searing Agony [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actio > - **Success** The creature is [sickened](rules/conditions.md#Sickened). > - **Failure** The creature is [sickened](rules/conditions.md#Sickened). > - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened), and it is [flat-footed](rules/conditions.md#Flat-footed) for as long as it remains within the haunt's area and for 3 rounds thereafter. -%% #trait/divination #trait/mental %% +%% + #trait/divination #trait/mental +%% ``` ```ad-pf2-summary title: Routine -(1 action) Phantom flames rage across the haunted area, dealing `4d6` fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round. +(1 action) Phantom flames rage across the haunted area, dealing `4d6` fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round. They gain the [fire](rules/traits/fire.md "Fire Energy & Element Trait") trait and immunity to fire, and all their attacks deal an additional `1d6` fire damage. Objects in the area are unaffected. ``` ^routine diff --git a/compendium/gm/hazards/etwards-nightmare-gw3.md b/compendium/gm/hazards/etwards-nightmare-gw3.md index e4348c8d6..19c32dc39 100644 --- a/compendium/gm/hazards/etwards-nightmare-gw3.md +++ b/compendium/gm/hazards/etwards-nightmare-gw3.md @@ -17,10 +17,9 @@ aliases: ["Etward's Nightmare"] The incense burners begin to smoke, filling the air with strangely nostalgic scents. - **Disable** DC 26 [Occultism](compendium/skills.md#Occultism) (expert) to enter a state akin to lucid dreaming so as to unweave the nightmare from within, or DC 30 [Intimidation](compendium/skills.md#Intimidation) (master) to stand resolute against the nightmares and turn the fear back upon itself - + ```ad-embed-ability -title: Light Incense Burners [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") +title: **Light Incense Burners** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md), [sleep](rules/traits/sleep.md)) - **Trigger**: A creature lies down on the bed, or a living creature spends more than 3 rounds inside this room @@ -31,12 +30,12 @@ title: Light Incense Burners [R](rules/core-rulebook/chapter-9-playing-the-game. > - **Success** The creature is [sickened](rules/conditions.md#Sickened) by the incense's scent. > - **Failure** The creature falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 minute, it wakes up automatically. > - **Critical Failure** As failure, but if it's still [unconscious](rules/conditions.md#Unconscious) after 1 hour, it wakes up automatically. -%% #trait/enchantment #trait/incapacitation #trait/mental #trait/occult #trait/sleep %% +%% + #trait/enchantment #trait/incapacitation #trait/mental #trait/occult #trait/sleep +%% ``` ```ad-embed-ability -title: DC 28 - -Fortitude saving throw. If at the end of the round there are no [unconscious](rules/conditions.md#Unconscious) creatures in the room, Etward's nightmare ends and the trap deactivates. +title: **DC 28** Fortitude saving throw. If at the end of the round there are no [unconscious](rules/conditions.md#Unconscious) creatures in the room, Etward's nightmare ends and the trap deactivates. > [!success-degree] > - **Critical Success** The creature is unaffected and wakes up. @@ -47,6 +46,7 @@ Fortitude saving throw. If at the end of the round there are no [unconscious](ru ```ad-pf2-summary title: Routine + (2 actions; cold, enchantment, mental, occult) The haunt uses its first action to light incense burners again, forcing any creature that isn't already [unconscious](rules/conditions.md#Unconscious) to save against that effect once more. Its second action is to cause any [unconscious](rules/conditions.md#Unconscious) creatures in the room to experience horrific, vivid dreams about being lost in the arctic during a blizzard, while enormous furred figures— saumen kar—lunge at them through the snow to attack repeatedly. Each [unconscious](rules/conditions.md#Unconscious) creature must attempt a ``` ^routine diff --git a/compendium/gm/hazards/exhaling-portal-da.md b/compendium/gm/hazards/exhaling-portal-da.md index 502c7cb2d..8d59dcd31 100644 --- a/compendium/gm/hazards/exhaling-portal-da.md +++ b/compendium/gm/hazards/exhaling-portal-da.md @@ -17,10 +17,9 @@ aliases: ["Exhaling Portal"] Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall. - **Disable** DC 30 [Thievery](compendium/skills.md#Thievery) (expert) twice to scratch out the runes, or dispel magic (5th level; counteract DC 30) to counteract the planar runes; DC 32 [Athletics](compendium/skills.md#Athletics) to shut the door if it's open (using [Athletics](compendium/skills.md#Athletics) only stops the trap, it doesn't fully disable it) - + ```ad-embed-ability -title: Gust [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") +title: **Gust** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([air](rules/traits/air.md), [conjuration](rules/traits/conjuration.md)) - **Trigger**: A creature opens the door @@ -33,11 +32,14 @@ Additionally, the triggering creature is blasted by a powerful gust of wind and > - **Success** The creature is pushed back 5 feet. > - **Failure** The creature is pushed back 10 feet. > - **Critical Failure** The creature is pushed back 10 feet and knocked [prone](rules/conditions.md#Prone). -%% #trait/air #trait/conjuration %% +%% + #trait/air #trait/conjuration +%% ``` ```ad-pf2-summary title: Routine + (1 action) The trap uses 1 action to blow powerful winds down the hall. Each creature in the hall must attempt a DC 32 Fortitude save with the same results as Gust. If this forced movement would cause a creature to collide with a solid object or fall downstairs or out a window, that creature takes an additional `2d10+11` bludgeoning damage (or 20 damage due to a fall). ``` ^routine diff --git a/compendium/gm/hazards/exploding-statue-aoe1.md b/compendium/gm/hazards/exploding-statue-aoe1.md index 61ee41094..7715b2754 100644 --- a/compendium/gm/hazards/exploding-statue-aoe1.md +++ b/compendium/gm/hazards/exploding-statue-aoe1.md @@ -17,14 +17,12 @@ A hollow statue filled with explosives is connected to a trip wire running along - **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) (trained) to safely cut the wire. -- **AC** 21 , **Fort** +6, **Ref** +12 +- **AC** 21, **Fort** +6, **Ref** +12 - **Hardness** 5, **HP** 30 (BT 15) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature opens the northern door without first disabling the trip wire diff --git a/compendium/gm/hazards/exploding-stove-gw1.md b/compendium/gm/hazards/exploding-stove-gw1.md new file mode 100644 index 000000000..58127fe9e --- /dev/null +++ b/compendium/gm/hazards/exploding-stove-gw1.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/mechanical +- trait/trap +aliases: ["Exploding Stove"] +--- +# Exploding Stove *Hazard 3* +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 22 expert + +The stove has been rigged to explode when pressure sensors under the floor are depressed. + +- **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to disable the pressure sensors, or DC 20 [Survival](compendium/skills.md#Survival) (trained) to safely extinguish the stove fires + +- **AC** 19, **Fort** +10, **Ref** +5 +- **Hardness** 10, **HP** 42 (BT 21) +- **Immunities** critical hits; object immunities; precision damage + +```ad-embed-ability +title: **Explode** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps on the floor within 5 feet of the stove + +**Effect** The stove explodes, dealing `2d10+13` fire damage to each creature within 10 feet (basic DC 20 Reflex save). +``` + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/explosive-barrels-aoe1.md b/compendium/gm/hazards/explosive-barrels-aoe1.md index 062db1e0e..2cf60f776 100644 --- a/compendium/gm/hazards/explosive-barrels-aoe1.md +++ b/compendium/gm/hazards/explosive-barrels-aoe1.md @@ -17,14 +17,12 @@ Wooden barrels marked with an oil-drop symbol catch fire and explode. - **Disable** [Survival](compendium/skills.md#Survival) DC 20 to smother the flames without rupturing the barrels. -- **AC** 15 , **Fort** +11, **Ref** +3 +- **AC** 15, **Fort** +11, **Ref** +3 - **Hardness** 1, **HP** 5 - **Immunities** object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Explode [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explode** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: 4 rounds pass after the agents' arrival without anyone smothering them diff --git a/compendium/gm/hazards/explosive-furniture-trap-ec4.md b/compendium/gm/hazards/explosive-furniture-trap-ec4.md index 3d54502e4..f9283bd30 100644 --- a/compendium/gm/hazards/explosive-furniture-trap-ec4.md +++ b/compendium/gm/hazards/explosive-furniture-trap-ec4.md @@ -17,14 +17,12 @@ Wiring keeping the furniture together unravels, causing the spring-loaded pieces - **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (expert) to identify and harmlessly cut the taut wiring. -- **AC** 33 , **Fort** +25, **Ref** +19 +- **AC** 33, **Fort** +25, **Ref** +19 - **Hardness** 21, **HP** 84 (BT 42) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Unsprung Wires [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Unsprung Wires** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves within 5 feet of the pile of [broken](rules/conditions.md#Broken) furniture diff --git a/compendium/gm/hazards/explosive-steam-trap-ooa2.md b/compendium/gm/hazards/explosive-steam-trap-ooa2.md index 4611e2621..43f254635 100644 --- a/compendium/gm/hazards/explosive-steam-trap-ooa2.md +++ b/compendium/gm/hazards/explosive-steam-trap-ooa2.md @@ -18,19 +18,15 @@ A black-powder charge fastened to a trapdoor (marked with a "T" on the map) blow - **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to disarm the desk switch; -- **AC** 25 , **Fort** +18, **Ref** +15 -- **Trapdoor Hardness** 8, **Trapdoor HP** 50 (BT 25) +- **AC** 25, **Fort** +18, **Ref** +15 +- **Trapdoor Hardness** 8, **Trapdoor HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: DC -28 (expert) to disarm the trapdoor charge +```ad-embed-ability +title: **DC** 28 (expert) to disarm the trapdoor charge ``` ```ad-embed-ability -title: Explosive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explosive Charge** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The desk switch is pressed or the trapdoor is opened @@ -39,8 +35,8 @@ title: Explosive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Ac ```ad-pf2-summary title: Routine -(1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save. +(1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes `1d10+3` fire damage. diff --git a/compendium/gm/hazards/eyeball-tank-aoe5.md b/compendium/gm/hazards/eyeball-tank-aoe5.md index 7878001df..86ab7ce72 100644 --- a/compendium/gm/hazards/eyeball-tank-aoe5.md +++ b/compendium/gm/hazards/eyeball-tank-aoe5.md @@ -18,14 +18,12 @@ A vat of thick glass stands 10 feet high and is filled with green slime and fist - **Disable** DC 38 [Thievery](compendium/skills.md#Thievery) (master) or DC 34 [Crafting](compendium/skills.md#Crafting) (expert) to acidify the slime inside the tank, destroying the eyeballs. -- **AC** 33 , **Fort** +29, **Ref** +26 +- **AC** 33, **Fort** +29, **Ref** +26 - **Tank Hardness** 2, **Tank HP** 180 (BT 90) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Eye-Opener [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Eye-Opener** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Three or more living creatures remain within 20 feet of the trap for 1 round @@ -34,40 +32,29 @@ title: Eye-Opener [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ````ad-pf2-summary title: Routine -(3 actions) Each round, the vat uses all three of its actions to shoot random eye rays at any living creatures (except Ixusoth) in range. +(3 actions) Each round, the vat uses all three of its actions to shoot random eye rays at any living creatures (except Ixusoth) in range. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Despair Ray (28) ([emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), range <100 feet>) **Damage** target is subjected to a [crushing despair](compendium/spells/crushing-despair.md) spell (DC 33) - **Effects** target is subjected to a [crushing despair](compendium/spells/crushing-despair.md) spell (DC 33) - %% #trait/emotion #trait/enchantment #trait/mental #trait/range-100-feet %% ``` - ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Feeblemind Ray (28) ([curse](rules/traits/curse.md "Curse Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), range <100 feet>) **Damage** target is subjected to a [feeblemind](compendium/spells/feeblemind.md) spell (DC 36) - **Effects** target is subjected to a [feeblemind](compendium/spells/feeblemind.md) spell (DC 36) - %% #trait/curse #trait/enchantment #trait/incapacitation #trait/mental #trait/range-100-feet %% ``` - ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spirit Blast Ray (28) ([force](rules/traits/force.md "Force Energy & Element Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), range <100 feet>) **Damage** target is subjected to a [spirit blast](compendium/spells/spirit-blast.md) spell (DC 36) - **Effects** target is subjected to a [spirit blast](compendium/spells/spirit-blast.md) spell (DC 36) - %% #trait/force #trait/necromancy #trait/range-100-feet %% ``` - ```ad-embed-ability -title: Spill Eyeballs [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - +title: **Spill Eyeballs** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The tank reaches its [Broken](rules/conditions.md#Broken) Threshold - **Effect** The glass shatters, spilling eyeballs onto the floor in a 15-foot radius and casting grease (DC 33) on the affected area. The eyeball tank is permanently destroyed and can't be reset. ``` ```` diff --git a/compendium/gm/hazards/falling-bridge-gw1.md b/compendium/gm/hazards/falling-bridge-gw1.md new file mode 100644 index 000000000..d9901d4c8 --- /dev/null +++ b/compendium/gm/hazards/falling-bridge-gw1.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/mechanical +- trait/trap +aliases: ["Falling Bridge"] +--- +# Falling Bridge *Hazard 3* +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 23 trained + +The frayed ropes on both sides of this bridge snap when enough weight is put on the bridge's center. + +- **Disable** DC 20 [Survival](compendium/skills.md#Survival) (trained) to reinforce and secure the ropes on one side of the bridge + +- **AC** 10, **Fort** +1, **Ref** +1 +- **Rope HP** 6 (BT 3) +- **Immunities** critical hits; object immunities; precision damage + +```ad-embed-ability +title: **Collapse** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A Medium or larger creature steps onto the middle of the bridge (any of the squares marked "T" on the map) + +**Effect** The ropes on both sides of the bridge snap simultaneously, causing the bridge to collapse. Any creature on the bridge falls to the forest floor 50 feet below and takes 25 bludgeoning damage. A creature within 10 feet of one end of the bridge can attempt a DC 18 Reflex saving throw to Grab a Ledge along the side of either A8 or A13. + +If one side of the bridge has been disabled by resecuring the ropes, a character on any section of the bridge can attempt a DC 18 Reflex save to hang onto the bridge as one side of it falls. The dangling bridge thereafter functions as a ladder connecting either area +``` +```ad-embed-ability +title: **A8 or A13** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies (whichever was secured) to the forest floor. +``` + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/falling-ceiling-bb.md b/compendium/gm/hazards/falling-ceiling-bb.md index 41f9eef6a..ccfbad197 100644 --- a/compendium/gm/hazards/falling-ceiling-bb.md +++ b/compendium/gm/hazards/falling-ceiling-bb.md @@ -13,9 +13,10 @@ aliases: ["Falling Ceiling"] - **Disable** A hero must succeed at a DC 18 [Thievery](compendium/skills.md#Thievery) check on the triggering square or the ceiling to prevent the stone blocks from falling. - + ```ad-embed-ability -title: Falling Stones [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Falling Stones** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + When a creature steps on the square closest to the north door, the trap drops blocks of stone all along the hallway. It makes one ranged [Strike](rules/actions/strike.md) against each creature between the two doors. ``` diff --git a/compendium/gm/hazards/falling-debris-fop.md b/compendium/gm/hazards/falling-debris-fop.md index 6dc1c77c9..25b4c1991 100644 --- a/compendium/gm/hazards/falling-debris-fop.md +++ b/compendium/gm/hazards/falling-debris-fop.md @@ -17,14 +17,12 @@ A pressure-sensitive floorboard connects to a beam holding up debris in the craw - **Disable** [Thievery](compendium/skills.md#Thievery) DC 15 (trained) on the floorboard before the debris falls. -- **AC** 16 , **Fort** +8, **Ref** +2 +- **AC** 16, **Fort** +8, **Ref** +2 - **Hardness** 5, **HP** 20 (BT 10) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Falling Debris [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Falling Debris** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Pressure is placed on the floorboard. diff --git a/compendium/gm/hazards/falling-portcullis-trap-ooa2.md b/compendium/gm/hazards/falling-portcullis-trap-ooa2.md index 06036bcf2..c229e2f2b 100644 --- a/compendium/gm/hazards/falling-portcullis-trap-ooa2.md +++ b/compendium/gm/hazards/falling-portcullis-trap-ooa2.md @@ -17,14 +17,12 @@ An iron portcullis drops from the ceiling when a pressure plate is triggered. - **Disable** DC 27 [Thievery](compendium/skills.md#Thievery) (expert) to disable the floor trigger, or DC 27 [Athletics](compendium/skills.md#Athletics) or [Engineering Lore](compendium/skills.md#Lore) to jam the portcullis in the ceiling -- **AC** 25 , **Fort** +15, **Ref** +18 +- **AC** 25, **Fort** +15, **Ref** +18 - **Hardness** 18, **HP** 72 (BT 36) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Slam Shut** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The pressure plate is depressed diff --git a/compendium/gm/hazards/falling-stalactites-qff2.md b/compendium/gm/hazards/falling-stalactites-qff2.md index 81be8b51a..d1edccc02 100644 --- a/compendium/gm/hazards/falling-stalactites-qff2.md +++ b/compendium/gm/hazards/falling-stalactites-qff2.md @@ -16,20 +16,19 @@ Unstable stalactites fall from the ceiling. - **Disable** DC 20 [Survival](compendium/skills.md#Survival) (trained) to remove a stalactite without triggering a fall -- **AC** 16 , **Fort** +12, **Ref** +12 +- **AC** 16, **Fort** +12, **Ref** +12 - **Hardness** 12, **HP** 42 (BT 21) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Fall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Fall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A stalactite is damaged or touched **Effect** The stalactite falls, making an attack against each creature underneath. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 6* \ No newline at end of file diff --git a/compendium/gm/hazards/false-door-trap-aoe4.md b/compendium/gm/hazards/false-door-trap-aoe4.md index 88981920a..ae24a0888 100644 --- a/compendium/gm/hazards/false-door-trap-aoe4.md +++ b/compendium/gm/hazards/false-door-trap-aoe4.md @@ -18,20 +18,19 @@ A [hidden](rules/conditions.md#Hidden) needle delivers a magical poison to anyon - **Disable** DC 32 [Thievery](compendium/skills.md#Thievery) (master) to jam the needle in its housing or dispel magic (6th level, counteract DC 30) to dispel the magical poison. -- **AC** 31 , **Fort** +23, **Ref** +17 +- **AC** 31, **Fort** +23, **Ref** +17 - **Hardness** 25, **HP** 100 (BT 50) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Purple Worm Sting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") +title: **Purple Worm Sting** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([necromancy](rules/traits/necromancy.md), [poison](rules/traits/poison.md), [primal](rules/traits/primal.md)) - **Trigger**: A creature touches the door **Effect** The creature is targeted by purple worm sting (DC 32 Fortitude save). -%% #trait/necromancy #trait/poison #trait/primal %% +%% + #trait/necromancy #trait/poison #trait/primal +%% ``` *Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 23* \ No newline at end of file diff --git a/compendium/gm/hazards/false-door-trap-ooa2.md b/compendium/gm/hazards/false-door-trap-ooa2.md index 35e7e552d..b7950c0e9 100644 --- a/compendium/gm/hazards/false-door-trap-ooa2.md +++ b/compendium/gm/hazards/false-door-trap-ooa2.md @@ -17,14 +17,12 @@ A black-powder charge detonates as soon as the doorknob is turned, shattering th - **Disable** DC 27 [Thievery](compendium/skills.md#Thievery) (expert) to disable the doorknob trigger -- **AC** 24 , **Fort** +17, **Ref** +11 +- **AC** 24, **Fort** +17, **Ref** +11 - **Hardness** 8, **HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Explosive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explosive Charge** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The doorknob is turned diff --git a/compendium/gm/hazards/false-floor-da.md b/compendium/gm/hazards/false-floor-da.md index 58a8485fe..45891843e 100644 --- a/compendium/gm/hazards/false-floor-da.md +++ b/compendium/gm/hazards/false-floor-da.md @@ -17,9 +17,9 @@ aliases: ["False Floor"] The floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is magically silenced—no sound is audible within nor does sound leave this space. - **Disable** Succeeding on a [Perception](compendium/skills.md#Perception) check against the [Stealth](compendium/skills.md#Stealth) DC of 21 (including the check to find the trap) disbelieves the illusory floor, or dispel magic (2nd level; counteract DC 18) to dispel the illusory floor; dispel magic (2nd level; counteract DC 20) to dispel the magical silence - + ```ad-embed-ability -title: Drop [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Drop** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks onto the illusory floor diff --git a/compendium/gm/hazards/false-step-floor-da.md b/compendium/gm/hazards/false-step-floor-da.md index b5d08f76a..f053729a3 100644 --- a/compendium/gm/hazards/false-step-floor-da.md +++ b/compendium/gm/hazards/false-step-floor-da.md @@ -18,15 +18,16 @@ aliases: ["False Step Floor"] Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the ceiling, landing on the floor. - **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (trained) to disrupt the magical energy, or DC 27 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (trained) to realign the magical energy - + ```ad-embed-ability -title: False Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **False Step** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: A creature enters the room and steps onto the floor **Effect** The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to [Grab an Edge](rules/actions/grab-an-edge.md) (DC 24) to avoid falling. -%% #trait/arcane #trait/conjuration #trait/teleportation %% +%% + #trait/arcane #trait/conjuration #trait/teleportation +%% ``` **Reset** automatic diff --git a/compendium/gm/hazards/field-of-opposition-aoe6.md b/compendium/gm/hazards/field-of-opposition-aoe6.md index 3e9bc4663..f0f3da29e 100644 --- a/compendium/gm/hazards/field-of-opposition-aoe6.md +++ b/compendium/gm/hazards/field-of-opposition-aoe6.md @@ -19,25 +19,22 @@ A distortion in space spawns an aggressive, malevolent shadow duplicate of any c - **Disable** DC 42 [Thievery](compendium/skills.md#Thievery) (legendary) to permanently disable the planar distortion (DC increases by 2 for each duplicate still extant), or dispel magic (10th level; counteract DC 42) to destroy the planar distortion. -- **AC** 45 , **Fort** +33, **Ref** +30 +- **AC** 45, **Fort** +33, **Ref** +30 - **Face Hardness** 20, **Face HP** 150 (BT 75) -- **Immunities** -- **Resistances** - **Weaknesses** sonic 20 - + ```ad-embed-ability -title: Spawn Mirror Duplicate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Spawn Mirror Duplicate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [divine](rules/traits/divine.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: A creature moves between the two glass faces of Olansa Terimor **Effect** The planar rift disgorges an evil mirror duplicate of the creature (see below), and the duplicate rolls initiative. The field of opposition can use this reaction once per round but can't spawn a duplicate of a creature that already has a mirror duplicate in existence. -%% #trait/conjuration #trait/divine #trait/teleportation %% +%% + #trait/conjuration #trait/divine #trait/teleportation +%% ``` ```ad-embed-ability -title: Mirror Duplicate - -A mirror duplicate rolls initiative with a +45 modifier. It uses the same statistics as the original creature, but with a +2 status bonus to AC, attacks, and saving throws. The duplicate is evil, and any abilities reliant on alignment change accordingly. The duplicate is also aggressive, attacking and taking other [hostile](rules/conditions.md#Hostile) actions available to it against anyone other than mirror duplicates. It has three actions and one reaction and can use any of the original creature's abilities. Any limited-use abilities (such as spell slots) are based on what the original had when duplicated and are used up separately from the original creature's. The duplicate also has duplicates of the creature's worn and held items, but not consumables. +title: **Mirror Duplicate** A mirror duplicate rolls initiative with a +45 modifier. It uses the same statistics as the original creature, but with a +2 status bonus to AC, attacks, and saving throws. The duplicate is evil, and any abilities reliant on alignment change accordingly. The duplicate is also aggressive, attacking and taking other [hostile](rules/conditions.md#Hostile) actions available to it against anyone other than mirror duplicates. It has three actions and one reaction and can use any of the original creature's abilities. Any limited-use abilities (such as spell slots) are based on what the original had when duplicated and are used up separately from the original creature's. The duplicate also has duplicates of the creature's worn and held items, but not consumables. A duplicate is destroyed when reduced to 0 HP, when the trap is disabled or destroyed, or when the duplicate leaves area E2. Its duplicated items disappear when they leave its grip, though they last long enough for ranged [Strikes](rules/actions/strike.md). ``` diff --git a/compendium/gm/hazards/fiendripping-blast-trap-sli.md b/compendium/gm/hazards/fiendripping-blast-trap-sli.md index af24c13ef..e7ddc8c0d 100644 --- a/compendium/gm/hazards/fiendripping-blast-trap-sli.md +++ b/compendium/gm/hazards/fiendripping-blast-trap-sli.md @@ -17,10 +17,9 @@ aliases: ["Fiendripping Blast Trap"] A blast of energy damages all creatures within 20 feet, with particularly severe damage to fiends. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to identify the proper sequence of buttons in the divots, or [dispel magic](compendium/spells/dispel-magic.md) (4th level; counteract DC 25) to suppress the [magical](rules/traits/magical.md "Magical Item Trait") effect for 1 hour. - + ```ad-embed-ability -title: Forceful Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Forceful Blast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md)) - **Trigger**: The door is touched without first pressing the correct sequence of buttons @@ -31,7 +30,9 @@ title: Forceful Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti > - **Success** The creature takes half damage. > - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). > - **Critical Failure** The creature takes double damage and is [sickened](rules/conditions.md#Sickened); while it is [sickened](rules/conditions.md#Sickened), it's also [slowed](rules/conditions.md#Slowed). -%% #trait/divine #trait/evocation %% +%% + #trait/divine #trait/evocation +%% ``` **Reset** The trap resets after 1 hour. diff --git a/compendium/gm/hazards/final-flight-qff2.md b/compendium/gm/hazards/final-flight-qff2.md index c73318eb2..a6864d40f 100644 --- a/compendium/gm/hazards/final-flight-qff2.md +++ b/compendium/gm/hazards/final-flight-qff2.md @@ -16,10 +16,9 @@ aliases: ["Final Flight"] A creature experiences the death of a priest carried off by griffons and fed to their chicks. - **Disable** DC 22 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to soothe the restless spirits, or DC 24 [Religion](compendium/skills.md#Religion) (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt - + ```ad-embed-ability -title: Final Flight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Final Flight** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature enters the gathering circle @@ -30,7 +29,9 @@ title: Final Flight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action > - **Success** The creature takes half damage from all damage dealt by the haunt. > - **Failure** The creature takes full damage. > - **Critical Failure** The creature takes full damage and can't shake off the vision; they take `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and are [frightened](rules/conditions.md#Frightened)—believing they're being eaten alive—as long as the bleed damage persists. -%% #trait/illusion #trait/mental #trait/occult %% +%% + #trait/illusion #trait/mental #trait/occult +%% ``` **Reset** The haunt deactivates 1 minute after all living creatures leave the Lea of Honored Souls. Ten minutes after deactivating, the haunt resets. diff --git a/compendium/gm/hazards/final-words-botd.md b/compendium/gm/hazards/final-words-botd.md index 5d38e9be0..2a00d3818 100644 --- a/compendium/gm/hazards/final-words-botd.md +++ b/compendium/gm/hazards/final-words-botd.md @@ -15,15 +15,16 @@ aliases: ["Final Words"] As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh. - **Disable** DC 24 [Religion](compendium/skills.md#Religion) (trained) to ward off the haunt or DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to dispose of the letter with extreme care before the haunt can form - + ```ad-embed-ability -title: Carve in Flesh [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Carve in Flesh** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md), [visual](rules/traits/visual.md)) - **Trigger**: A creature reads the letter **Effect** The haunt deals `2d8+11` slashing damage to the triggering creature as the words are carved into its flesh (DC 21 basic Will save). On a failure, the creature takes `2d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). -%% #trait/divine #trait/necromancy #trait/visual %% +%% + #trait/divine #trait/necromancy #trait/visual +%% ``` **Reset** 1 minute diff --git a/compendium/gm/hazards/fireball-rune.md b/compendium/gm/hazards/fireball-rune.md index d48b05620..541881295 100644 --- a/compendium/gm/hazards/fireball-rune.md +++ b/compendium/gm/hazards/fireball-rune.md @@ -18,15 +18,16 @@ aliases: ["Fireball Rune"] An [invisible](rules/conditions.md#Invisible) rune creates an [invisible](rules/conditions.md#Invisible), spherical magical sensor with a 20-foot radius. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 22 (expert) to erase the rune without triggering the sensor, or dispel magic (3rd level; counteract DC 20) to counteract the rune. - + ```ad-embed-ability -title: Fireball [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **Fireball** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md)) - **Trigger**: A living creature enters the sensor area. **Effect** The rune detonates a fireball centered on the triggering creature's square. This is a 3rdlevel [fireball](compendium/spells/fireball.md) spell that deals `6d6` fire damage (DC 22 basic Reflex save). -%% #trait/arcane #trait/evocation #trait/fire %% +%% + #trait/arcane #trait/evocation #trait/fire +%% ``` *Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/flensing-blades-gmg.md b/compendium/gm/hazards/flensing-blades-gmg.md index 4d1eee349..6fcb07530 100644 --- a/compendium/gm/hazards/flensing-blades-gmg.md +++ b/compendium/gm/hazards/flensing-blades-gmg.md @@ -17,14 +17,13 @@ A whirling tornado of spectrally propelled glass and steel slices whatever it to - **Disable** DC 35 [Thievery](compendium/skills.md#Thievery) (master) to precisely adjust the blades so that they destroy each other, or DC 38 [Religion](compendium/skills.md#Religion) (expert) to weaken the haunt; four successes are required to disable it -- **AC** 33 , **Fort** +27, **Ref** +25, **Will** +22 +- **AC** 33, **Fort** +27, **Ref** +25, **Will** +22 - **Hardness** 20, **HP** 100 (BT 50) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** positive 15 - + ```ad-embed-ability -title: Whirling Blades [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Whirling Blades** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Three or more creatures enter the area of the haunt; Effect sharp fragments lift up from the ground and begin to spin in rapid circles taking up one 5-foot square. The haunt rolls initiative. @@ -33,8 +32,8 @@ title: Whirling Blades [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act ```ad-pf2-summary title: Routine -(3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing `2d10+10` slashing damage. Each creature in its path must attempt a DC 33 Reflex save. +(3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing `2d10+10` slashing damage. Each creature in its path must attempt a DC 33 Reflex save. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes half damage. diff --git a/compendium/gm/hazards/floating-flamethrower-frp2.md b/compendium/gm/hazards/floating-flamethrower-frp2.md index eda7cd230..3b38cb55d 100644 --- a/compendium/gm/hazards/floating-flamethrower-frp2.md +++ b/compendium/gm/hazards/floating-flamethrower-frp2.md @@ -20,30 +20,28 @@ A floating skull of fire swoops around the arena, rotating as it weaves through - **Disable** three DC 40 [Thievery](compendium/skills.md#Thievery) (legendary) checks or castings of [dispel magic](compendium/spells/dispel-magic.md) (7th level; counteract DC 40), one each to pull out or disable the elemental cores [hidden](rules/conditions.md#Hidden) in the floating skull's right eye, left eye, and mouth -- **AC** 42 , **Fort** +30, **Ref** +33 +- **AC** 42, **Fort** +30, **Ref** +33 - **Hardness** 25, **HP** 100 (BT 50) - **Immunities** [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Resistances** - **Weaknesses** cold 15 - + ```ad-embed-ability -title: Blaze [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **Blaze** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md)) - **Trigger**: Hao Jin signals the start of the bout **Effect** The trap roars with fire and rolls initiative. -%% #trait/evocation #trait/fire %% +%% + #trait/evocation #trait/fire +%% ``` ````ad-pf2-summary title: Routine -(3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals `4d6+4` fire damage (DC 40 basic Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame. +(3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals `4d6+4` fire damage (DC 40 basic Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame. ```ad-embed-ability -title: Speed - -fly 50 feet +title: **Speed** fly 50 feet ``` ```` ^routine diff --git a/compendium/gm/hazards/flood-of-spirits-botd.md b/compendium/gm/hazards/flood-of-spirits-botd.md index 49c6383c0..640065c07 100644 --- a/compendium/gm/hazards/flood-of-spirits-botd.md +++ b/compendium/gm/hazards/flood-of-spirits-botd.md @@ -15,15 +15,16 @@ aliases: ["Flood Of Spirits"] A wave of spirits fly through the area, passing right through the living. - **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) (expert) or [Religion](compendium/skills.md#Religion) (master) to divert the spirits - + ```ad-embed-ability -title: Surge Through [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](rules/traits/cold.md "Cold Energy & Element Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") +title: **Surge Through** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([cold](rules/traits/cold.md), [negative](rules/traits/negative.md)) - **Trigger**: A creature passes through the area **Effect** The haunt deals `3d12+20` negative damage and `3d12+20` cold damage to creatures in the area (DC 40 basic Reflex save). On a failure, a creature is [stupefied](rules/conditions.md#Stupefied) for 1 minute, and on a critical failure, it's also [confused](rules/conditions.md#Confused) for 1 minute. -%% #trait/cold #trait/negative %% +%% + #trait/cold #trait/negative +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/flying-guillotine-aoe1.md b/compendium/gm/hazards/flying-guillotine-aoe1.md index 85b49925c..4f8557039 100644 --- a/compendium/gm/hazards/flying-guillotine-aoe1.md +++ b/compendium/gm/hazards/flying-guillotine-aoe1.md @@ -18,36 +18,31 @@ An [invisible](rules/conditions.md#Invisible) magical glyph on the guillotine's - **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or [dispel magic](compendium/spells/dispel-magic.md) (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant. -- **AC** 23 , **Fort** +9, **Ref** +17 +- **AC** 23, **Fort** +9, **Ref** +17 - **Blade Hardness** 13, **Blade HP** 52 (BT 26) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Flying Blade [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [attack](rules/traits/attack.md "Attack Combat Trait") +title: **Flying Blade** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([abjuration](rules/traits/abjuration.md), [arcane](rules/traits/arcane.md), [attack](rules/traits/attack.md)) - **Trigger**: A living creature enters the room **Effect** One round after a creature enters the room, the door to the room slams shut and locks (two DC 20 [Thievery](compendium/skills.md#Thievery) checks to pick), and the guillotine blade detaches from its housing and begins flying around the room as the trap rolls initiative. -%% #trait/abjuration #trait/arcane #trait/attack %% +%% + #trait/abjuration #trait/arcane #trait/attack +%% ``` ````ad-pf2-summary title: Routine -(1 action) The blade Flies up to 20 feet and [Strikes](rules/actions/strike.md) any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn't take a multiple attack penalty. +(1 action) The blade Flies up to 20 feet and [Strikes](rules/actions/strike.md) any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn't take a multiple attack penalty. ```ad-embed-ability -title: Speed - -fly 20 feet +title: **Speed** fly 20 feet ``` - ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Guillotine Blade (15) **Damage** `2d8+7` slashing - **Effects** ``` ```` diff --git a/compendium/gm/hazards/footsteps-of-legends-qff2.md b/compendium/gm/hazards/footsteps-of-legends-qff2.md index 295347357..292fd95e9 100644 --- a/compendium/gm/hazards/footsteps-of-legends-qff2.md +++ b/compendium/gm/hazards/footsteps-of-legends-qff2.md @@ -16,9 +16,9 @@ aliases: ["Footsteps of Legends"] The characters witness Burning Mammoths walking this mountain pass in ages long past. - **Disable** DC 26 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to convince the spirits to remain dormant, or DC 26 [Religion](compendium/skills.md#Religion) (trained) to ritually silence the spirits - + ```ad-embed-ability -title: Ancestral Journey [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Ancestral Journey** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A good-aligned spiritual descendant of the Burning Mammoth following enters the mountain pass diff --git a/compendium/gm/hazards/forest-fire-qff2.md b/compendium/gm/hazards/forest-fire-qff2.md index f1096f227..e2465318d 100644 --- a/compendium/gm/hazards/forest-fire-qff2.md +++ b/compendium/gm/hazards/forest-fire-qff2.md @@ -17,11 +17,10 @@ aliases: ["Forest Fire"] A 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns. - **Disable** A successful DC 22 [Athletics](compendium/skills.md#Athletics), [Nature](compendium/skills.md#Nature), or [Survival](compendium/skills.md#Survival) check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an [Interact](rules/actions/interact.md) action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as from a spell like create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an [Interact](rules/actions/interact.md) action. A waterskin doesn't contain enough water to put out even 1 square of fire. - Cold can also put out fire, but only if the cold can affect an area; cold is less effective than water, so a frost vial puts out only 1 square of fire, and a ray of frost is ineffective. - + ```ad-embed-ability -title: Stoke Flames [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Stoke Flames** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A brimorak urges the fire to spread out of control @@ -30,6 +29,7 @@ title: Stoke Flames [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ```ad-pf2-summary title: Routine + On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies (minimum 1 square). You determine the squares the fire spreads into. Any creature that ends its turn next to the flames takes `2d8+5` fire damage, or `4d8+10` fire damage if it ended its turn within the flames (DC 25 basic Reflex save in either case). A creature can take damage from the forest fire only once per round. ``` ^routine diff --git a/compendium/gm/hazards/formian-sting-trench-gw1.md b/compendium/gm/hazards/formian-sting-trench-gw1.md new file mode 100644 index 000000000..ce5e379f0 --- /dev/null +++ b/compendium/gm/hazards/formian-sting-trench-gw1.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/mechanical +- trait/trap +aliases: ["Formian Sting Trench"] +--- +# Formian Sting Trench *Hazard 4* +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 25 trained + +A thin layer of canvas conceals this 10-foot-square pit, the walls of which are studded with dagger-sized formian stingers. Creatures that fall into the trap risk being gouged by the poisonous barbs. + +- **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (trained) + +- **AC** 18, **Fort** +8, **Ref** +8 +- **Canvas HP** 30 (BT 15) +- **Immunities** critical hits; object immunities; precision damage + +```ad-embed-ability +title: **Entrench** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) + +- **Trigger**: A creature walks onto the canvas + +**Effect** The creature falls into the [concealed](rules/conditions.md#Concealed) trench and takes falling damage (typically 10 bludgeoning damage). The creature is also gouged by three poisoned stingers as they fall. The creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid falling. +%% + #trait/attack +%% +``` +```ad-embed-ability +title: **Formian Trench Poison** ([poison](rules/traits/poison.md)) + + + +%% + #trait/poison +%% +``` + +**Reset** Creatures can still fall into the trap, but the canvas must be reset manually for the trap to become [hidden](rules/conditions.md#Hidden) again. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/freezing-alarm-aoe6.md b/compendium/gm/hazards/freezing-alarm-aoe6.md index bb375eae4..a9cd49222 100644 --- a/compendium/gm/hazards/freezing-alarm-aoe6.md +++ b/compendium/gm/hazards/freezing-alarm-aoe6.md @@ -16,10 +16,9 @@ aliases: ["Freezing Alarm"] Miniature snowflake-shaped glyphs on the ground cause a layer of ice to ripple over the floor of the room and sound a silent alarm. - **Disable** DC 51 [Arcana](compendium/skills.md#Arcana) (legendary) to draw a fiery counteracting glyph over each snowflake, or dispel magic (9th level, counteract DC 48) - + ```ad-embed-ability -title: Freeze Floor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") +title: **Freeze Floor** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([abjuration](rules/traits/abjuration.md), [arcane](rules/traits/arcane.md), [cold](rules/traits/cold.md)) - **Trigger**: A creature enters one of the three squares marked with a T on the map @@ -30,7 +29,9 @@ title: Freeze Floor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action > - **Success** The creature takes `3d10+5` cold damage. > - **Failure** The creature takes `6d10+10` cold damage and is [slowed](rules/conditions.md#Slowed) for `1d4` rounds. > - **Critical Failure** The creature takes `12d10+20` cold damage and is [slowed](rules/conditions.md#Slowed) for 1 minute. Additionally, the golems in area B10 become aware of the intruders. The golems activate and come to this room to attack, if they haven't been destroyed already. -%% #trait/abjuration #trait/arcane #trait/cold %% +%% + #trait/abjuration #trait/arcane #trait/cold +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/freezing-floor-tiles-frp2.md b/compendium/gm/hazards/freezing-floor-tiles-frp2.md index 40846c33a..da7dcf5d3 100644 --- a/compendium/gm/hazards/freezing-floor-tiles-frp2.md +++ b/compendium/gm/hazards/freezing-floor-tiles-frp2.md @@ -20,26 +20,25 @@ Four remote sensors at each corner of the arena cause bursts of freezing magic t - **Disable** DC 40 [Thievery](compendium/skills.md#Thievery) (legendary) or dispel magic (6th level; counteract DC 38) to disable one of the sensors. -- **AC** 36 , **Fort** +33, **Ref** +30 +- **AC** 36, **Fort** +33, **Ref** +30 - **Sensor Hardness** 20, **Sensor HP** 40 (BT 20) -- **Immunities** -- **Resistances** - **Weaknesses** fire 15 - + ```ad-embed-ability -title: Frigid Floor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](rules/traits/cold.md "Cold Energy & Element Trait") +title: **Frigid Floor** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([cold](rules/traits/cold.md)) - **Trigger**: Hao Jin signals the beginning of the match. **Effect** The trap rolls initiative. -%% #trait/cold %% +%% + #trait/cold +%% ``` ```ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. +(4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. Each creature that begins its turn in a frozen space takes `2d6+2` cold damage (DC 40 basic Reflex save). A creature that critically fails its save also becomes [slowed](rules/conditions.md#Slowed) for 1 round; if it was already [slowed](rules/conditions.md#Slowed), the creature instead becomes [immobilized](rules/conditions.md#Immobilized) for 1 round. Any amount of fire damage dealt to a [slowed](rules/conditions.md#Slowed) or [immobilized](rules/conditions.md#Immobilized) creature removes the condition. Frozen tiles become unfrozen at the beginning of the trap's next turn. ``` ^routine diff --git a/compendium/gm/hazards/frenetic-musician-botd.md b/compendium/gm/hazards/frenetic-musician-botd.md index bf8497250..3b09f641f 100644 --- a/compendium/gm/hazards/frenetic-musician-botd.md +++ b/compendium/gm/hazards/frenetic-musician-botd.md @@ -15,15 +15,16 @@ aliases: ["Frenetic Musician"] A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody. - **Disable** DC 26 [Perform](rules/actions/perform.md) (trained) to bring the spirit's music to a close or DC 28 [Occultism](compendium/skills.md#Occultism) (expert) to banish the spirit - + ```ad-embed-ability -title: Musical Assault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Musical Assault** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([auditory](rules/traits/auditory.md), [evocation](rules/traits/evocation.md), [occult](rules/traits/occult.md), [sonic](rules/traits/sonic.md)) - **Trigger**: A creature touches the instrument **Effect** The musician's bone-shaking musical performance deals `4d10+22` sonic damage to creatures within 30 feet (DC 30 basic Will save). -%% #trait/auditory #trait/evocation #trait/occult #trait/sonic %% +%% + #trait/auditory #trait/evocation #trait/occult #trait/sonic +%% ``` **Reset** 1 hour diff --git a/compendium/gm/hazards/frozen-moment.md b/compendium/gm/hazards/frozen-moment.md index 9561754f7..9fb1bd8a1 100644 --- a/compendium/gm/hazards/frozen-moment.md +++ b/compendium/gm/hazards/frozen-moment.md @@ -16,20 +16,19 @@ aliases: ["Frozen Moment"] Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 38 (legendary) to rapidly disassemble the spell's myriad components in a single blink of an eye; or dispel magic (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered. - + ```ad-embed-ability -title: Adrift in Time [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md "Occult Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Adrift in Time** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([occult](rules/traits/occult.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature touches the warded object or area. **Effect** The triggering creature and all creatures within 30 feet are trapped in a disrupted time flow (DC 38 Fortitude negates). The creatures' minds move so quickly that each round seems to last a century, but their bodies and magical energies move so slowly that they can't use any actions except Recall. -%% #trait/occult #trait/transmutation %% +%% + #trait/occult #trait/transmutation +%% ``` ```ad-embed-ability -title: Knowledge. - -An affected creature must attempt a DC 36 Will saving throw against a [warp mind](compendium/spells/warp-mind.md) spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted. +title: **Knowledge.** An affected creature must attempt a DC 36 Will saving throw against a [warp mind](compendium/spells/warp-mind.md) spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted. ``` *Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/gas-trap-aoe1.md b/compendium/gm/hazards/gas-trap-aoe1.md index 2842394c5..d01a90991 100644 --- a/compendium/gm/hazards/gas-trap-aoe1.md +++ b/compendium/gm/hazards/gas-trap-aoe1.md @@ -17,9 +17,9 @@ aliases: ["Gas Trap"] A spring slams and locks the room's door before four [hidden](rules/conditions.md#Hidden) gas vents begin pumping poison gas into the chamber. - **Disable** Four DC 20 [Thievery](compendium/skills.md#Thievery) checks to block the gas vents, or a DC 26 [Thievery](compendium/skills.md#Thievery) check to unlock the door and escape Door Hardness 13, Door HP 52 (BT 26); Immunities critical hits, object immunities, precision damage. - + ```ad-embed-ability -title: Toxic Gas [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Toxic Gas** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature opens one of the drawers @@ -28,6 +28,7 @@ title: Toxic Gas [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ```ad-pf2-summary title: Routine + [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Each round on its initiative count, the trap pumps more toxic gas into the room. Any breathing creature in the room takes `4d6` poison damage (a successful DC 22 Fortitude save halves the damage taken). If a creature acts before the trap on the first round, it has the option of holding its breath to postpone taking damage from the trap—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. Locating and blocking one of the [hidden](rules/conditions.md#Hidden) gas vents reduces the poison damage by `1d6`—if all four are blocked, the trap is disabled, though the door remains locked. Otherwise, the trap functions for 1 minute before all the gas is expended and characters in the room cease taking damage, after which the trap ventilates the room for 1 additional minute. ``` ^routine diff --git a/compendium/gm/hazards/ghost-crystal-cloud-ec2.md b/compendium/gm/hazards/ghost-crystal-cloud-ec2.md index 5e6f87568..8dedb9567 100644 --- a/compendium/gm/hazards/ghost-crystal-cloud-ec2.md +++ b/compendium/gm/hazards/ghost-crystal-cloud-ec2.md @@ -17,25 +17,27 @@ The xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals w - **Disable** DC 26 [Arcana](compendium/skills.md#Arcana) or Occult (expert) to render the crystal cloud inert. -- **AC** 27 , **Fort** +17, **Ref** +13 +- **AC** 27, **Fort** +17, **Ref** +13 - **HP** 70 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Ectoplasmic Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Ectoplasmic Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature touches or disturbs the corpse containing the growth of crystals **Effect** All creatures within 10 feet of the corpse are exposed to the ghost crystal cloud. ``` ```ad-embed-ability -title: Ghost Crystal Cloud -[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Ghost Crystal Cloud** ([inhaled](rules/traits/inhaled.md), [poison](rules/traits/poison.md)) +> [!pf2-note] +> Creatures with the [ethereal](rules/traits/ethereal.md "Ethereal Creature Trait") trait are immune + -%% #trait/inhaled #trait/poison %% +%% + #trait/inhaled #trait/poison +%% ``` **Reset** The crystals regrow into a number sufficient to form another dangerous cloud after 1 week. diff --git a/compendium/gm/hazards/ghost-stampede-botd.md b/compendium/gm/hazards/ghost-stampede-botd.md index 34409b6dd..5db1b94e5 100644 --- a/compendium/gm/hazards/ghost-stampede-botd.md +++ b/compendium/gm/hazards/ghost-stampede-botd.md @@ -17,15 +17,13 @@ Four massive skulls of aurochs, enormous wild cattle, rise into the air, each tr - **Disable** DC 36 [Nature](compendium/skills.md#Nature) (master) to calm one of the four aurochs or DC 40 [Religion](compendium/skills.md#Religion) (trained) to exorcise them -- **AC** 40 , **Fort** +23, **Ref** +29 -- **Hardness** 25, ; **per aurochs skull HP** 20 +- **AC** 40, **Fort** +23, **Ref** +29 +- **Hardness** 25; **per aurochs skull HP** 20 - **Immunities** death effects; [disease](rules/traits/disease.md "Disease Effect Trait"); paralyzed; [poison](rules/traits/poison.md "Poison Effect Trait") -- **Resistances** - **Weaknesses** positive 5 - + ```ad-embed-ability -title: Defend Territory [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Defend Territory** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature approaches within 10 feet of an aurochs skull @@ -36,17 +34,18 @@ title: Defend Territory [R](rules/core-rulebook/chapter-9-playing-the-game.md#Ac > - **Success** The creature is [frightened](rules/conditions.md#Frightened). > - **Failure** The creature takes `1d12+6` mental damage and is [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The creature takes `2d12+12` mental damage and is [frightened](rules/conditions.md#Frightened). -%% #trait/emotion #trait/fear #trait/mental #trait/occult %% +%% + #trait/emotion #trait/fear #trait/mental #trait/occult +%% ``` ````ad-pf2-summary title: Routine -(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn [Strike](rules/actions/strike.md) against a different living creature. A creature critically hit by a horn [Strike](rules/actions/strike.md) also takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is knocked [prone](rules/conditions.md#Prone). +(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn [Strike](rules/actions/strike.md) against a different living creature. A creature critically hit by a horn [Strike](rules/actions/strike.md) also takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is knocked [prone](rules/conditions.md#Prone). ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Horn **Damage** `3d12+17` piercing - **Effects** ``` ```` diff --git a/compendium/gm/hazards/ghostly-choir-gmg.md b/compendium/gm/hazards/ghostly-choir-gmg.md index 0f49af0d7..5989e5a46 100644 --- a/compendium/gm/hazards/ghostly-choir-gmg.md +++ b/compendium/gm/hazards/ghostly-choir-gmg.md @@ -15,10 +15,9 @@ aliases: ["Ghostly Choir"] A choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound. - **Disable** DC 28 [Performance](compendium/skills.md#Performance) (trained) to disrupt the song's resonance with another tune or DC 28 [Religion](compendium/skills.md#Religion) (trained) to ritually silence the spirits - + ```ad-embed-ability -title: Profane Chant [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Profane Chant** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([auditory](rules/traits/auditory.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature moves within 10 feet of the section of floor from which the choir can arise @@ -31,7 +30,9 @@ Affected creatures must each attempt a DC 24 Will save. > - **Success** The creature takes half damage and becomes [frightened](rules/conditions.md#Frightened). > - **Failure** The creature takes full damage and becomes [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The creature takes double damage. It also becomes [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round. -%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% +%% + #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult +%% ``` *Source: Gamemastery Guide p. 78* \ No newline at end of file diff --git a/compendium/gm/hazards/glimpse-grave-botd.md b/compendium/gm/hazards/glimpse-grave-botd.md index 7cb3f3402..6b64ef441 100644 --- a/compendium/gm/hazards/glimpse-grave-botd.md +++ b/compendium/gm/hazards/glimpse-grave-botd.md @@ -15,15 +15,16 @@ aliases: ["Glimpse Grave"] A tombstone bears the name of those who look upon it, causing their hearts to seize. - **Disable** DC 45 [Religion](compendium/skills.md#Religion) (legendary) to bless the tombstone or DC 50 [Occultism](compendium/skills.md#Occultism) (trained) to ward off spirits - + ```ad-embed-ability -title: Stop Heart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md "Death Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Stop Heart** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([death](rules/traits/death.md), [illusion](rules/traits/illusion.md), [incapacitation](rules/traits/incapacitation.md), [linguistic](rules/traits/linguistic.md), [occult](rules/traits/occult.md), [visual](rules/traits/visual.md)) - **Trigger**: A creature reads or touches the tombstone **Effect** The haunt deals `8d10+44` negative damage (DC 47 basic Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies. -%% #trait/death #trait/illusion #trait/incapacitation #trait/linguistic #trait/occult #trait/visual %% +%% + #trait/death #trait/illusion #trait/incapacitation #trait/linguistic #trait/occult #trait/visual +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md b/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md index 71c8b9f34..32c8de04e 100644 --- a/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md +++ b/compendium/gm/hazards/gloomglow-mushrooms-aoa1.md @@ -17,14 +17,13 @@ A field of grass-like fungal filaments amid clusters of softly glowing, long-sta - **Disable** [Survival](compendium/skills.md#Survival) DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms. -- **AC** 21 , **Fort** +13, **Ref** +9 +- **AC** 21, **Fort** +13, **Ref** +9 - **HP** 52 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** cold 10 - + ```ad-embed-ability -title: Glowing Spores [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Glowing Spores** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage. diff --git a/compendium/gm/hazards/grasp-of-the-damned-gmg.md b/compendium/gm/hazards/grasp-of-the-damned-gmg.md index 3c816373c..6095c3db1 100644 --- a/compendium/gm/hazards/grasp-of-the-damned-gmg.md +++ b/compendium/gm/hazards/grasp-of-the-damned-gmg.md @@ -17,10 +17,9 @@ These desperate spirits are the echoes of people who committed great atrocities Now, they are left with only the knowledge that their souls have been damned, and the unwavering belief that they can better their fate by providing powerful sacrifices for their fiendish masters. - **Disable** DC 46 [Religion](compendium/skills.md#Religion) (master) to inspire a deity to intervene and counteract the ritual - + ```ad-embed-ability -title: Mark for Damnation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md "Death Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Mark for Damnation** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([death](rules/traits/death.md), [divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: Three or more sentient living creatures of 13th level or higher enter the haunt's area @@ -33,7 +32,9 @@ title: Mark for Damnation [R](rules/core-rulebook/chapter-9-playing-the-game.md# > - **Critical Failure** The creature takes double damage, becomes [doomed](rules/conditions.md#Doomed), and is marked for damnation. > > If a creature that is marked for damnation dies within the next 24 hours, including from the haunt's damage, its soul is immediately dragged away to the plane of the evil deity that the damned spirits served, where the creature's soul is held captive by one of that deity's powerful servitors. Only wish and similarly potent effects are able to recover the lost soul directly; however, it is also possible to recover the soul by journeying to the evil plane and defeating the soul's captor. -%% #trait/death #trait/divine #trait/necromancy %% +%% + #trait/death #trait/divine #trait/necromancy +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/grasping-dead-botd.md b/compendium/gm/hazards/grasping-dead-botd.md index 45b93b15b..1819de942 100644 --- a/compendium/gm/hazards/grasping-dead-botd.md +++ b/compendium/gm/hazards/grasping-dead-botd.md @@ -17,14 +17,11 @@ Hands of the buried dead rise from the ground, grabbing and tearing at creatures - **Disable** DC 22 [Religion](compendium/skills.md#Religion) (trained) to ritually pray for the dead or DC 24 [Occultism](compendium/skills.md#Occultism) (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt -- null, null -- **Hardness** 10, ; **per instrument HP** 22 (BT 11) +- **Hardness** 10; **per instrument HP** 22 (BT 11) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Shifting Earth [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shifting Earth** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: At least two creatures enter the area @@ -33,6 +30,7 @@ title: Shifting Earth [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ```ad-pf2-summary title: Routine + (1 action) The grasping hands batter all creatures in the area, dealing `2d6+7` bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming [immobilized](rules/conditions.md#Immobilized) until it [Escapes](rules/actions/escape.md) (DC 26). If already [immobilized](rules/conditions.md#Immobilized), it's fully submerged and must hold its breath to avoid suffocation. ``` ^routine diff --git a/compendium/gm/hazards/grazing-deer-afof.md b/compendium/gm/hazards/grazing-deer-afof.md index 81f3cda68..f457b2df1 100644 --- a/compendium/gm/hazards/grazing-deer-afof.md +++ b/compendium/gm/hazards/grazing-deer-afof.md @@ -18,14 +18,11 @@ A herd of deer exits the woods to investigate the delicious-looking leshys. - **Disable** DC 17 [Diplomacy](compendium/skills.md#Diplomacy) (with wild empathy) to befriend the deer and convince them that leshys aren't for nibbling, or DC 20 [Intimidation](compendium/skills.md#Intimidation) to scare the dear away -- **AC** 19 , **Fort** +12, **Ref** +14, **Will** +6 +- **AC** 19, **Fort** +12, **Ref** +14, **Will** +6 - **HP** 44 (if the grazing deer take this much damage, they aren't killed, but they do flee into the woods and don't return) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Approach and Taste [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Approach and Taste** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The PCs emerge from the forest's edge @@ -36,6 +33,7 @@ The grazing deer rolls initiative. ```ad-pf2-summary title: Routine + (2 actions) The grazing deer takes one action to move about, and then one action to eagerly nibble at a randomly chosen PC. A character who spends three actions on their turn to [Stride](rules/actions/stride.md) can avoid being nibbled by the grazing deer during the hazard's next turn. If all of the PCs do so, attempt a DC 5 flat check—on a success, the party escapes the deer and can proceed onward to Petalbrook, but they become delayed as a result of having to flee the pack of ravenous deer. ``` ^routine diff --git a/compendium/gm/hazards/greater-planar-rift-aoe6.md b/compendium/gm/hazards/greater-planar-rift-aoe6.md index b9f20c843..1cf51af72 100644 --- a/compendium/gm/hazards/greater-planar-rift-aoe6.md +++ b/compendium/gm/hazards/greater-planar-rift-aoe6.md @@ -16,15 +16,16 @@ aliases: ["Greater Planar Rift"] A ragged planar rift drags things into its depths and hurls creatures through from its terminal end. - **Disable** dispel magic (9th level; counteract DC 46) to seal the rift. - + ```ad-embed-ability -title: Greater Planar Rift [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Greater Planar Rift** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: A creature moves within 5 feet of the rift **Effect** The creature must succeed at a DC 44 Will save or be drawn into the rift. A creature so drawn in becomes [stunned](rules/conditions.md#Stunned) and immediately teleports to a different random area in Kharnas's ruins. -%% #trait/arcane #trait/conjuration #trait/teleportation %% +%% + #trait/arcane #trait/conjuration #trait/teleportation +%% ``` *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 30* \ No newline at end of file diff --git a/compendium/gm/hazards/green-slime-gmg.md b/compendium/gm/hazards/green-slime-gmg.md index b206313f6..68c4e3fc9 100644 --- a/compendium/gm/hazards/green-slime-gmg.md +++ b/compendium/gm/hazards/green-slime-gmg.md @@ -16,14 +16,13 @@ A caustic green film clings to the ceiling above, watching for prey to pass bene - **Disable** DC 33 [Survival](compendium/skills.md#Survival) (expert) to carefully peel the slime off the ceiling without touching it -- **AC** 20 , **Fort** +25, +- **AC** 20, **Fort** +25, **Abilities** +0 - **HP** 200 (BT 100) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** cold 20; fire 20 - + ```ad-embed-ability -title: Dissolving Ambush [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Dissolving Ambush** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks beneath the slime diff --git a/compendium/gm/hazards/gremlin-horde-ooa3.md b/compendium/gm/hazards/gremlin-horde-ooa3.md index bcd0c4b0e..99ef79a56 100644 --- a/compendium/gm/hazards/gremlin-horde-ooa3.md +++ b/compendium/gm/hazards/gremlin-horde-ooa3.md @@ -17,14 +17,11 @@ Three gangs of gremlins hide within the spiral centurion, cackling with glee and - **Disable** DC 25 [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 [Acrobatics](compendium/skills.md#Acrobatics) or [Stealth](compendium/skills.md#Stealth) (expert) to capture and scatter a gremlin gang -- **AC** 27 , **Fort** +11, **Ref** +17 +- **AC** 27, **Fort** +11, **Ref** +17 - **Hardness** 15 (while inside the centurion); **HP** 22 per gremlin gang -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Hexed Calamity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Hexed Calamity** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature comes within 30 feet of the gremlin horde @@ -33,8 +30,8 @@ title: Hexed Calamity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ```ad-pf2-summary title: Routine -(3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered. +(3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered. > [!success-degree] > - **Critical Success** The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard. > - **Success** The item is unaffected. diff --git a/compendium/gm/hazards/guthallath-rockslide-ec6.md b/compendium/gm/hazards/guthallath-rockslide-ec6.md index e62164a35..ce003f28f 100644 --- a/compendium/gm/hazards/guthallath-rockslide-ec6.md +++ b/compendium/gm/hazards/guthallath-rockslide-ec6.md @@ -17,14 +17,12 @@ The rock walls nearby begin to crumble and collapse. - **Disable** DC 48 [Crafting](compendium/skills.md#Crafting) (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to DC 45 [Crafting](compendium/skills.md#Crafting) (master). -- **AC** 42 , **Fort** +35, **Ref** +29 +- **AC** 42, **Fort** +35, **Ref** +29 - **HP** 150 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Rumbling Rocks [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Rumbling Rocks** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The guthallath rolls initiative @@ -33,22 +31,17 @@ title: Rumbling Rocks [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ````ad-pf2-summary title: Routine -(2 actions) On the hazard's first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks [Strike](rules/actions/strike.md) against each creature in the area. +(2 actions) On the hazard's first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks [Strike](rules/actions/strike.md) against each creature in the area. On its second action, the hazard crumbles rocks in a 20- foot radius around the previous collapse. A character can [Seek](rules/actions/seek.md) (DC 40) to determine where the rocks will fall on the following round, but on a critical failure, they incorrectly identify where the rocks will fall. - ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Falling Rocks (36) **Damage** `4d10+20` bludgeoning - **Effects** ``` - ```ad-embed-ability -title: Early Collapse [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - +title: **Early Collapse** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: The hazard takes 30 or more damage - **Effect** Move the hazard's initiative to immediately follow the creature that damaged the hazard. ``` ```` diff --git a/compendium/gm/hazards/hail-of-razor-stones-qff1.md b/compendium/gm/hazards/hail-of-razor-stones-qff1.md index 1d9fa359d..29894d8e8 100644 --- a/compendium/gm/hazards/hail-of-razor-stones-qff1.md +++ b/compendium/gm/hazards/hail-of-razor-stones-qff1.md @@ -17,14 +17,12 @@ When a [concealed](rules/conditions.md#Concealed) cord is tripped, several sharp - **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to safely cut the trip cord -- **AC** 16 , **Fort** +9, **Ref** +5 +- **AC** 16, **Fort** +9, **Ref** +5 - **Hardness** 8, **HP** 32 (BT 16) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Deadfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Deadfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks into the square containing the trip cord diff --git a/compendium/gm/hazards/hall-of-fiery-doom-qff3.md b/compendium/gm/hazards/hall-of-fiery-doom-qff3.md index d472eb0e1..91bbf8dd9 100644 --- a/compendium/gm/hazards/hall-of-fiery-doom-qff3.md +++ b/compendium/gm/hazards/hall-of-fiery-doom-qff3.md @@ -16,26 +16,26 @@ aliases: ["Hall of Fiery Doom"] While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames. - **Disable** two DC 32 [Athletics](compendium/skills.md#Athletics) or [Diplomacy](compendium/skills.md#Diplomacy) checks to douse the flames; [Athletics](compendium/skills.md#Athletics) to do the work yourself or [Diplomacy](compendium/skills.md#Diplomacy) to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using - -```ad-embed-ability -title: Burning Timbers. -Banish the demons with up to two DC 35 [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled. +```ad-embed-ability +title: **Burning Timbers.** Banish the demons with up to two DC 35 [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled. ``` ```ad-embed-ability -title: Burst of Fire [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Burst of Fire** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature enters the hall or ends its turn in the hall **Effect** The hall bursts into flame, dealing `4d6` fire damage to each creature in the hall. The haunt then rolls initiative. ``` ```ad-embed-ability -title: Burning Timbers [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Burning Timbers** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + Creatures within the 30-foot by 90-foot area of the hall take `4d6+12` fire damage (DC 29 basic Reflex save). ``` ```ad-embed-ability -title: Demonic Abduction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Demonic Abduction** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + Spectral demons lift a single creature 50 feet into the air and drop it. The haunt makes a [Strike](rules/actions/strike.md) against the creature with a +23 attack bonus. On a success, the creature is lifted into the air and dropped, taking 25 bludgeoning damage, though it might negate some or all this damage using a spell, such as feather fall. @@ -44,6 +44,7 @@ On a critical hit, the creature also takes `2d12+13` slashing damage as the demo ```ad-pf2-summary title: Routine + (3 actions) The haunt spends 1 action to fill the hall with burning timbers falling from above, and 2 actions to pluck up random victims and drop them to their deaths. ``` ^routine diff --git a/compendium/gm/hazards/hallowed-wheel-ec2.md b/compendium/gm/hazards/hallowed-wheel-ec2.md index f890a5d6c..ac49245b5 100644 --- a/compendium/gm/hazards/hallowed-wheel-ec2.md +++ b/compendium/gm/hazards/hallowed-wheel-ec2.md @@ -20,14 +20,11 @@ An ornate wheel, divided into eight segments with a rune painted on each, is mou - **Disable** DC 31 [Thievery](compendium/skills.md#Thievery) (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 [Thievery](compendium/skills.md#Thievery) (expert) to erase each rune, or dispel magic (5th level; counteract DC 28) to counteract each rune. -- **AC** 30 , **Fort** +21, **Ref** +15 +- **AC** 30, **Fort** +21, **Ref** +15 - **Hardness** 16, **HP** 80 (BT 40) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Wheel Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Wheel Spin** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature pulls the lever or enters the sensor's detection area @@ -36,8 +33,8 @@ title: Wheel Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine -[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") On its initiative, the trap uses its first action to spin, then stops. Roll `1d8` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell's target is centered on or otherwise includes the nearest creature in the spell's area. This increases the spell's range to 30 feet if necessary. Any spell cast by this trap is occult. +[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") On its initiative, the trap uses its first action to spin, then stops. Roll `1d8` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell's target is centered on or otherwise includes the nearest creature in the spell's area. This increases the spell's range to 30 feet if necessary. Any spell cast by this trap is occult. 1 black tentacles 2 blindness 3 confusion 4 death ward 5 outcast's curse 6 shadow blast (force damage in a 30-foot line) 7 sound burst 8 spider climb. ``` ^routine diff --git a/compendium/gm/hazards/hallucination-powder-trap.md b/compendium/gm/hazards/hallucination-powder-trap.md index 985e2cbd0..848ecb76d 100644 --- a/compendium/gm/hazards/hallucination-powder-trap.md +++ b/compendium/gm/hazards/hallucination-powder-trap.md @@ -17,20 +17,19 @@ A tube of hallucinogenic powder armed with a miniature explosive is connected to - **Disable** [Thievery](compendium/skills.md#Thievery) DC 26 (expert) to disable the hammer that strikes the percussion cap. -- **AC** 24 , **Fort** +0, **Ref** +0 -- **HP** 1; **default Hardness** 0, +- **AC** 24, **Fort** +0, **Ref** +0 +- **HP** 1; **default Hardness** 0 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Powder Burst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Powder Burst** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([mental](rules/traits/mental.md), [poison](rules/traits/poison.md)) - **Trigger**: The latch is opened or the tube is [broken](rules/conditions.md#Broken). **Effect** The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be [confused](rules/conditions.md#Confused) for 1 round and take a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for `1d4` hours. On a critical failure, the penalty is instead –4. -%% #trait/mental #trait/poison %% +%% + #trait/mental #trait/poison +%% ``` *Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/hammer-of-forbiddance.md b/compendium/gm/hazards/hammer-of-forbiddance.md index 6496a8bfa..831e9cf70 100644 --- a/compendium/gm/hazards/hammer-of-forbiddance.md +++ b/compendium/gm/hazards/hammer-of-forbiddance.md @@ -18,20 +18,19 @@ An enormous hammer at an edifice's entrance swings down in an attempt to damage - **Disable** [Thievery](compendium/skills.md#Thievery) DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging. -- **AC** 32 , **Fort** +24, **Ref** +15 +- **AC** 32, **Fort** +24, **Ref** +15 - **Hammer Hardness** 22, **Hammer HP** 88 (BT 44); **Joint Hardness** 16, **Joint HP** 64 (BT 32) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Forbid Entry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") +title: **Forbid Entry** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([abjuration](rules/traits/abjuration.md), [attack](rules/traits/attack.md), [divine](rules/traits/divine.md)) - **Trigger**: A creature attempts to enter through the entrance. **Effect** The hammer swings down, making an attack against the triggering creature. -%% #trait/abjuration #trait/attack #trait/divine %% +%% + #trait/abjuration #trait/attack #trait/divine +%% ``` **Reset** The trap resets over the course of the round, and is ready to swing again 1 round later. diff --git a/compendium/gm/hazards/hampering-web-gmg.md b/compendium/gm/hazards/hampering-web-gmg.md index 1f6971fb4..7227cfad3 100644 --- a/compendium/gm/hazards/hampering-web-gmg.md +++ b/compendium/gm/hazards/hampering-web-gmg.md @@ -16,14 +16,12 @@ Semitransparent sheets of webbing span the entryway, ready to capture small inse - **Disable** DC 17 [Survival](compendium/skills.md#Survival) (trained) to dislodge it -- **AC** 19 , **Fort** +10, **Ref** +11 +- **AC** 19, **Fort** +10, **Ref** +11 - **HP** 26 (BT 13) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Ensnare [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Ensnare** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature that isn't a spider walks into the web diff --git a/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md b/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md index 3c0ebda31..abf5021c3 100644 --- a/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md +++ b/compendium/gm/hazards/hands-of-the-forgotten-aoe2.md @@ -15,10 +15,9 @@ aliases: ["Hands Of The Forgotten"] Ethereal hands stretch out from the walls and floor, attempting to restrain nearby creatures. - **Disable** DC 30 [Religion](compendium/skills.md#Religion) (master) to exorcise the spirits or DC 32 [Intimidation](compendium/skills.md#Intimidation) (expert) to scare away the hands. - + ```ad-embed-ability -title: Waylay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[force](rules/traits/force.md "Force Energy & Element Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Waylay** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([force](rules/traits/force.md), [negative](rules/traits/negative.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature moves into the area marked on the map @@ -29,7 +28,9 @@ title: Waylay [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Rea > - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. > - **Failure** The target is [slowed](rules/conditions.md#Slowed) for 1 round and takes `2d10+10` negative damage. > - **Critical Failure** The target is [slowed](rules/conditions.md#Slowed) for 1 round and takes `4d10+15` negative damage. -%% #trait/force #trait/negative #trait/occult %% +%% + #trait/force #trait/negative #trait/occult +%% ``` *Source: Agents of Edgewatch #2: Sixty Feet Under p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/haunted-aiudara-gw1.md b/compendium/gm/hazards/haunted-aiudara-gw1.md new file mode 100644 index 000000000..4b86c6c7d --- /dev/null +++ b/compendium/gm/hazards/haunted-aiudara-gw1.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/complex +- trait/haunt +aliases: ["Haunted Aiudara"] +--- +# Haunted Aiudara *Hazard 6* +[complex](rules/traits/complex.md "Complex Hazard Trait") [haunt](rules/traits/haunt.md "Haunt Hazard Trait") + +- **Complexity** Complex +- **Stealth** +15 expert + +The spiritual imprints of long-dead explorers haunt this aiudara, manifesting as a trio of astral wraiths who guard the gateway jealously. + +- **Disable** DC 25 [Religion](compendium/skills.md#Religion) (trained) to exorcise one of the wraiths or DC 25 [Occultism](compendium/skills.md#Occultism) (expert) to erase one of the wraith's astral sigils; three successful checks are required to disable the haunt + +```ad-embed-ability +title: **Forceful Screech** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) + +- **Trigger**: A creature comes within 30 feet of the aiudara + +**Effect** Three aiudara wraiths screech in unison and manifest to protect the arch. Each creature within 30 feet must attempt a DC 27 Will save. The haunt rolls initiative. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature takes `2d8+9` force damage. +> - **Critical Failure** The creature takes `4d8+9` force damage and is [fatigued](rules/conditions.md#Fatigued). +%% + #trait/divine #trait/necromancy +%% +``` + +```ad-pf2-summary +title: Routine + +(3 actions; conjuration, divine, teleportation) With spectral claws, the aiudara wraiths hurl trespassers through time and space. Each of the three wraiths has 1 action which it can use to make a forceful hand [Strike](rules/actions/strike.md) against a creature within 60 feet. The haunt loses 1 action for each successful check to disable the haunt. +When the haunt rolls a critical hit to [Strike](rules/actions/strike.md) a creature, the creature is instantly shunted to an empty space within 30 feet. The haunt chooses which space the creature is transported to. +``` +^routine + +**Reset** The aiudara wraiths disperse after 1 minute, but the haunt resets after 24 hours. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/hazards.md b/compendium/gm/hazards/hazards.md index 4fe42df19..c6bacb0e5 100644 --- a/compendium/gm/hazards/hazards.md +++ b/compendium/gm/hazards/hazards.md @@ -28,6 +28,7 @@ cssclass: pf2e,pf2e-index - [Blood Tears](blood-tears-botd.md) - [Bloodthirsty Toy](bloodthirsty-toy-botd.md) - [Bloodthirsty Urge](bloodthirsty-urge.md) +- [Blooming Jijioa](blooming-jijioa-gw1.md) - [Boiling Fountains](boiling-fountains-aoe1.md) - [Boiling Tub Trap](boiling-tub-trap-aoe3.md) - [Bottomless Pit](bottomless-pit.md) @@ -58,6 +59,8 @@ cssclass: pf2e,pf2e-index - [Confounding Portal](confounding-portal-da.md) - [Constricting Hall](constricting-hall-da.md) - [Convergence Lattice](convergence-lattice-ec6.md) +- [Cordon Alarm](cordon-alarm-gw1.md) +- [Corpse Disposal](corpse-disposal-gw1.md) - [Cracked Earth](cracked-earth-loil.md) - [Crushing Gate Trap](crushing-gate-trap-ec5.md) - [Crystal Pin](crystal-pin-lomm.md) @@ -93,10 +96,12 @@ cssclass: pf2e,pf2e-index - [Etward's Nightmare](etwards-nightmare-gw3.md) - [Exhaling Portal](exhaling-portal-da.md) - [Exploding Statue](exploding-statue-aoe1.md) +- [Exploding Stove](exploding-stove-gw1.md) - [Explosive Barrels](explosive-barrels-aoe1.md) - [Explosive Furniture Trap](explosive-furniture-trap-ec4.md) - [Explosive Steam Trap](explosive-steam-trap-ooa2.md) - [Eyeball Tank](eyeball-tank-aoe5.md) +- [Falling Bridge](falling-bridge-gw1.md) - [Falling Ceiling](falling-ceiling-bb.md) - [Falling Debris](falling-debris-fop.md) - [Falling Portcullis Trap](falling-portcullis-trap-ooa2.md) @@ -116,6 +121,7 @@ cssclass: pf2e,pf2e-index - [Flying Guillotine](flying-guillotine-aoe1.md) - [Footsteps of Legends](footsteps-of-legends-qff2.md) - [Forest Fire](forest-fire-qff2.md) +- [Formian Sting Trench](formian-sting-trench-gw1.md) - [Freezing Alarm](freezing-alarm-aoe6.md) - [Freezing Floor Tiles](freezing-floor-tiles-frp2.md) - [Frenetic Musician](frenetic-musician-botd.md) @@ -140,6 +146,7 @@ cssclass: pf2e,pf2e-index - [Hammer Of Forbiddance](hammer-of-forbiddance.md) - [Hampering Web](hampering-web-gmg.md) - [Hands Of The Forgotten](hands-of-the-forgotten-aoe2.md) +- [Haunted Aiudara](haunted-aiudara-gw1.md) - [Hidden Chute](hidden-chute-aoe1.md) - [Hidden Pit](hidden-pit-bb.md) - [Hidden Pit](hidden-pit.md) @@ -173,6 +180,7 @@ cssclass: pf2e,pf2e-index - [Mental Scream Trap](mental-scream-trap-aoa5.md) - [Mermaid Fountain](mermaid-fountain-bb.md) - [Methane Flue](methane-flue-qff3.md) +- [Mindhammer Mushrooms](mindhammer-mushrooms-gw1.md) - [Mirror Door](mirror-door-da.md) - [Mogaru's Breath](mogarus-breath-frp2.md) - [Mukradi Summoning Runes](mukradi-summoning-runes-ec4.md) @@ -195,6 +203,7 @@ cssclass: pf2e,pf2e-index - [Poisoned Lock](poisoned-lock-fop.md) - [Poisoned Lock](poisoned-lock.md) - [Poisoned Secret Door Trap](poisoned-secret-door-trap-ec4.md) +- [Poisonous Atmosphere](poisonous-atmosphere-gw1.md) - [Polymorph Trap](polymorph-trap.md) - [Pouncing Tiger Haunt](pouncing-tiger-haunt-qff1.md) - [Precarious Pile](precarious-pile-ltiba.md) @@ -208,11 +217,15 @@ cssclass: pf2e,pf2e-index - [Raving Spirit](raving-spirit-ec3.md) - [Reflected Desires](reflected-desires-da.md) - [Repeater Crossbow Trap](repeater-crossbow-trap-ooa1.md) +- [Reservoir Trap](reservoir-trap-gw1.md) - [Rigged Cubby](rigged-cubby-aoe2.md) - [Rockfall Ceiling](rockfall-ceiling-qff2.md) +- [Rushing Wind](rushing-wind-gw1.md) - [Rusty Grate Pit](rusty-grate-pit-av2.md) +- [Sacred Geyser](sacred-geyser-gw1.md) - [Sadistic Conductor](sadistic-conductor-botd.md) - [Sand Whirlwind](sand-whirlwind-frp1.md) +- [Scholar's Bane](scholars-bane-gw1.md) - [Scroll Shock Trap](scroll-shock-trap-sli.md) - [Scythe Blades](scythe-blades-bb.md) - [Scythe Blades](scythe-blades.md) @@ -220,6 +233,8 @@ cssclass: pf2e,pf2e-index - [Second Kiss Engine](second-kiss-engine-ooa2.md) - [Seismic Spears Trap](seismic-spears-trap-aoa5.md) - [Serpent Ward](serpent-ward-sot2.md) +- [Shadow Guards](shadow-guards-gw1.md) +- [Shadowshift Field](shadowshift-field-gw1.md) - [Shattered Window](shattered-window-botd.md) - [Shattering Rune](shattering-rune-qff3.md) - [Shrieker](shrieker-gmg.md) @@ -275,6 +290,7 @@ cssclass: pf2e,pf2e-index - [Tree Of Dreadful Dreams](tree-of-dreadful-dreams-aoa3.md) - [Vengeful Furnace](vengeful-furnace-av1.md) - [Violent Shove](violent-shove-botd.md) +- [Violet Mister](violet-mister-gw1.md) - [Viper Urn](viper-urn-tio.md) - [Vision Of Dahak](vision-of-dahak-aoa2.md) - [Volatile Reagents](volatile-reagents-ooa1.md) diff --git a/compendium/gm/hazards/hidden-chute-aoe1.md b/compendium/gm/hazards/hidden-chute-aoe1.md index 426028288..96ad009c5 100644 --- a/compendium/gm/hazards/hidden-chute-aoe1.md +++ b/compendium/gm/hazards/hidden-chute-aoe1.md @@ -17,14 +17,11 @@ A trapdoor in the floor conceals a stone chute. - **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to remove the trapdoor or lock it in position using a catch [hidden](rules/conditions.md#Hidden) inside the room's doorframe. -- **AC** 12 , **Fort** +10, **Ref** +6 +- **AC** 12, **Fort** +10, **Ref** +6 - **Trapdoor Hardness** 5, **Trapdoor HP** 30 (BT 15) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Pitfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks onto the trapdoor diff --git a/compendium/gm/hazards/hidden-pit-bb.md b/compendium/gm/hazards/hidden-pit-bb.md index 3ce6becbd..89ac29f28 100644 --- a/compendium/gm/hazards/hidden-pit-bb.md +++ b/compendium/gm/hazards/hidden-pit-bb.md @@ -14,14 +14,13 @@ A wooden trapdoor covers a 10-foot square pit that's 20 feet deep. - **Disable** DC 12 [Thievery](compendium/skills.md#Thievery) to remove the trapdoor -- **AC** 10 , **Fort** +1, **Ref** +1 +- **AC** 10, **Fort** +1, **Ref** +1 - **Trapdoor Hardness** 3, **Trapdoor HP** 12 (BT 6) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Pitfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + If a creature walks onto the trapdoor, that creature falls in unless it succeeds at a DC 16 Reflex save to [grab hold of the edge](rules/actions/grab-an-edge.md). The pit is 20 feet deep, dealing 10 bludgeoning damage to anyone who falls to the bottom. ``` diff --git a/compendium/gm/hazards/hidden-pit.md b/compendium/gm/hazards/hidden-pit.md index 96ca07cb2..8a9480a87 100644 --- a/compendium/gm/hazards/hidden-pit.md +++ b/compendium/gm/hazards/hidden-pit.md @@ -17,14 +17,12 @@ A wooden trapdoor covers a pit that's 10 feet square and 20 feet deep. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 12 to remove the trapdoor. -- **AC** 10 , **Fort** +1, **Ref** +1 +- **AC** 10, **Fort** +1, **Ref** +1 - **Trapdoor Hardness** 3, **Trapdoor HP** 12 (BT 6) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Pitfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks onto the trapdoor. diff --git a/compendium/gm/hazards/host-of-spirits-ec5.md b/compendium/gm/hazards/host-of-spirits-ec5.md index 197f5c728..a0025d7ec 100644 --- a/compendium/gm/hazards/host-of-spirits-ec5.md +++ b/compendium/gm/hazards/host-of-spirits-ec5.md @@ -16,32 +16,29 @@ aliases: ["Host Of Spirits"] A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death. - **Disable** DC 43 [Religion](compendium/skills.md#Religion) (master) to exorcise the spirits or DC 45 [Deception](compendium/skills.md#Deception) (master) to trick the spirits into departing. - + ```ad-embed-ability -title: Embrace of Death [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Embrace of Death** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md), [death](rules/traits/death.md), [necromancy](rules/traits/necromancy.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house **Effect** The haunt attempts a ghostly hand [Strike](rules/actions/strike.md) against the target creature, and then rolls initiative. -%% #trait/attack #trait/death #trait/necromancy #trait/occult %% +%% + #trait/attack #trait/death #trait/necromancy #trait/occult +%% ``` ````ad-pf2-summary title: Routine -(3 actions) For each of its actions, the trap attempts a ghostly hand [Strike](rules/actions/strike.md) against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions). +(3 actions) For each of its actions, the trap attempts a ghostly hand [Strike](rules/actions/strike.md) against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions). ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Hand (35) **Damage** `2d10+10` negative plus ghostly grip - **Effects** ghostly grip ``` - ```ad-embed-ability -title: Ghostly Grip - -A creature outside the house that takes damage from the host of spirits' ghostly hand [Strike](rules/actions/strike.md) must succeed at a DC 42 Reflex save or be pulled directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional `3d12` bludgeoning damage. The haunt's ghostly hand [Strike](rules/actions/strike.md) also deals an additional `6d6` bludgeoning damage to a target already inside the house (DC 42 basic Fortitude save). +title: **Ghostly Grip** A creature outside the house that takes damage from the host of spirits' ghostly hand [Strike](rules/actions/strike.md) must succeed at a DC 42 Reflex save or be pulled directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional `3d12` bludgeoning damage. The haunt's ghostly hand [Strike](rules/actions/strike.md) also deals an additional `6d6` bludgeoning damage to a target already inside the house (DC 42 basic Fortitude save). ``` ```` ^routine diff --git a/compendium/gm/hazards/ice-fall-trap-fop.md b/compendium/gm/hazards/ice-fall-trap-fop.md index 338cd5200..f7d1206e8 100644 --- a/compendium/gm/hazards/ice-fall-trap-fop.md +++ b/compendium/gm/hazards/ice-fall-trap-fop.md @@ -17,14 +17,12 @@ Compartments in the ceiling are rigged to drop a freezing alchemical liquid into - **Disable** [Thievery](compendium/skills.md#Thievery) DC 20 (trained) on the door allows it to be opened without springing the trap. -- **AC** 20 , **Fort** +11, **Ref** +7 +- **AC** 20, **Fort** +11, **Ref** +7 - **Hardness** 8, **HP** 44 (BT 22) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Ice Fall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Ice Fall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The door is attacked or opened without using the key. diff --git a/compendium/gm/hazards/images-of-failure-av3.md b/compendium/gm/hazards/images-of-failure-av3.md index ff2ca5d2b..d8969250b 100644 --- a/compendium/gm/hazards/images-of-failure-av3.md +++ b/compendium/gm/hazards/images-of-failure-av3.md @@ -16,20 +16,19 @@ aliases: ["Images Of Failure"] Psychically enhanced illusions flood the minds of creatures in the 40-foot-long, 15-foot-wide hallway (the white dotted box on the map) with memories of their past failures. - **Disable** DC 32 [Occultism](compendium/skills.md#Occultism) (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap. - + ```ad-embed-ability -title: Echoes of Defeat [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Echoes of Defeat** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([curse](rules/traits/curse.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) - **Trigger**: A creature ends a move action within the trap's area **Effect** The triggering creature takes `2d10+10` mental damage (DC 32 basic Will save) as it recalls its past failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random skill feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from. -%% #trait/curse #trait/emotion #trait/enchantment #trait/mental %% +%% + #trait/curse #trait/emotion #trait/enchantment #trait/mental +%% ``` ```ad-embed-ability -title: Echoes of Defeat. - -This effect lasts for 1 week and can be ended by effects that remove curses. +title: **Echoes of Defeat.** This effect lasts for 1 week and can be ended by effects that remove curses. ``` **Reset** The trap resets immediately and can affect the same creature multiple times on the creature's turn. diff --git a/compendium/gm/hazards/images-of-powerlessness-av3.md b/compendium/gm/hazards/images-of-powerlessness-av3.md index 649cafc8c..67f2ebaf2 100644 --- a/compendium/gm/hazards/images-of-powerlessness-av3.md +++ b/compendium/gm/hazards/images-of-powerlessness-av3.md @@ -16,20 +16,19 @@ aliases: ["Images Of Powerlessness"] Psychically-enhanced illusions flood the minds of creatures in the 95-foot-long, 15-foot-wide hallway (the white dotted box on the map) with visions of their failures yet to come. - **Disable** DC 32 [Occultism](compendium/skills.md#Occultism) (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap. - + ```ad-embed-ability -title: Flood of Despair [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Flood of Despair** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") ([curse](rules/traits/curse.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md)) - **Trigger**: A creature ends a move action within the trap's area **Effect** The triggering creature takes `2d10+10` mental damage (DC 32 basic Will save) as it considers its future failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random class feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from. -%% #trait/curse #trait/emotion #trait/enchantment #trait/mental %% +%% + #trait/curse #trait/emotion #trait/enchantment #trait/mental +%% ``` ```ad-embed-ability -title: Flood of Despair. - -This effect lasts for 1 week and can be ended by effects that remove curses. The creature also immediately detects the secret door at the end of the hall, no matter how far away from the end of the hall they are. +title: **Flood of Despair.** This effect lasts for 1 week and can be ended by effects that remove curses. The creature also immediately detects the secret door at the end of the hall, no matter how far away from the end of the hall they are. ``` **Reset** The trap resets immediately and can affect the same creature multiple times on the creature's turn. diff --git a/compendium/gm/hazards/imperious-darkside-mirror-ec5.md b/compendium/gm/hazards/imperious-darkside-mirror-ec5.md index 3cdc64f56..8ca5a9407 100644 --- a/compendium/gm/hazards/imperious-darkside-mirror-ec5.md +++ b/compendium/gm/hazards/imperious-darkside-mirror-ec5.md @@ -19,28 +19,25 @@ This magic mirror replaces characters with evil duplicates from another dimensio - **Disable** DC 42 [Thievery](compendium/skills.md#Thievery) (legendary) to retrieve a creature from the mirror within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 47 [Thievery](compendium/skills.md#Thievery) (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (9th level; counteract DC 40) to counteract the mirror for 1 minute and prevent additional replacements from appearing during that time. -- **AC** 41 , **Fort** +32, **Ref** +27 +- **AC** 41, **Fort** +32, **Ref** +27 - **Hardness** 1, **HP** 4 (BT 2) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Reflection of Evil** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: A non-evil creature is reflected in the mirror **Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 42 Reflex to avoid being absorbed into the mirror), and rolls initiative. -%% #trait/arcane #trait/conjuration #trait/teleportation %% +%% + #trait/arcane #trait/conjuration #trait/teleportation +%% ``` ```ad-pf2-summary title: Routine -(1 action) The mirror absorbs another reflected creature into the mirror (DC 42 Reflex) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change) +(1 action) The mirror absorbs another reflected creature into the mirror (DC 42 Reflex) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change) Mirror duplicates are legendary in [Intimidation](compendium/skills.md#Intimidation) and are permanently [quickened](rules/conditions.md#Quickened), but they can use this additional action only to [Demoralize](rules/actions/demoralize.md). - A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. ``` ^routine diff --git a/compendium/gm/hazards/ink-drowning-vats-aoe5.md b/compendium/gm/hazards/ink-drowning-vats-aoe5.md index ddb44723f..2caed0ac9 100644 --- a/compendium/gm/hazards/ink-drowning-vats-aoe5.md +++ b/compendium/gm/hazards/ink-drowning-vats-aoe5.md @@ -18,14 +18,11 @@ Steel hatch doors automatically lock shut in each of the four vats labeled J2. F - **Disable** DC 40 [Thievery](compendium/skills.md#Thievery) (master) to seal an ink spout, DC 48 [Thievery](compendium/skills.md#Thievery) (master) to unlock a steel hatch door, or DC 45 [Athletics](compendium/skills.md#Athletics) (master) to [Force Open](rules/actions/force-open.md) a steel hatch door. -- **AC** 39 , **Fort** +30, **Ref** +27 +- **AC** 39, **Fort** +30, **Ref** +27 - **Door Hardness** 22, **Door HP** 112 (BT 56) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Fill Tank [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Fill Tank** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The switch outside the vats is pulled @@ -34,22 +31,16 @@ title: Fill Tank [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ````ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action for each disabled ink spout. On each of the trap's actions, a spout pours ink, increasing the depth of the ink in that vat by 2 feet. Creatures standing in the ink are exposed to a dose of poison ink. Once the vat is full of ink, the trap stops using actions, but creatures in the vat might start drowning. +(4 actions) The trap loses 1 action for each disabled ink spout. On each of the trap's actions, a spout pours ink, increasing the depth of the ink in that vat by 2 feet. Creatures standing in the ink are exposed to a dose of poison ink. Once the vat is full of ink, the trap stops using actions, but creatures in the vat might start drowning. ```ad-inline-affliction title: Poison Ink - [poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: DC 38 Fortitude - **Maximum Duration**: 10 rounds - ## Stages - **Stage 1** `3d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 round) - **Stage 2** `4d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 round) - - %% #trait/poison %% ``` ```` diff --git a/compendium/gm/hazards/inky-tendrils-aoe6.md b/compendium/gm/hazards/inky-tendrils-aoe6.md index 21112a050..65ddba61f 100644 --- a/compendium/gm/hazards/inky-tendrils-aoe6.md +++ b/compendium/gm/hazards/inky-tendrils-aoe6.md @@ -18,14 +18,11 @@ Six giant tentacles reach up from the ink lake, grabbing any foes in reach and d - **Disable** DC 48 [Athletics](compendium/skills.md#Athletics) (legendary) or DC 45 [Acrobatics](compendium/skills.md#Acrobatics) (master) to tie one tentacle into a knot, rendering it useless, or dispel magic (8th level; counteract DC 44) to counteract one tentacle. The death of the Daemonic Rumormonger permanently dispels all the inky tendrils. -- **AC** 42 , **Fort** +36, **Ref** +39 +- **AC** 42, **Fort** +36, **Ref** +39 - **Tentacle Hardness** 5, **Tentacle HP** 80 (BT 40) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Tendrils Come Alive [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Tendrils Come Alive** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A non-daemonic creature moves within 15 feet of the shoreline @@ -34,26 +31,19 @@ title: Tendrils Come Alive [R](rules/core-rulebook/chapter-9-playing-the-game.md ````ad-pf2-summary title: Routine -(6 actions) The hazard loses 1 action for every tentacle that is disabled or destroyed. The tentacles can combine their actions to use the hazard's Inky Imitator ability. A [broken](rules/conditions.md#Broken) tentacle can still [Strike](rules/actions/strike.md), but it can't. +(6 actions) The hazard loses 1 action for every tentacle that is disabled or destroyed. The tentacles can combine their actions to use the hazard's Inky Imitator ability. A [broken](rules/conditions.md#Broken) tentacle can still [Strike](rules/actions/strike.md), but it can't. ```ad-embed-ability -title: Grab. - -This hazard takes no multiple attack penalty. +title: **Grab.** This hazard takes no multiple attack penalty. ``` - ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Tentacle (37) ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")) **Damage** `4d8+15` bludgeoning plus Grab - **Effects** Grab - %% #trait/reach-15-feet %% ``` - ```ad-embed-ability -title: Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - +title: **Constrict** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") `2d8+10` bludgeoning plus black ink delirium, ``` ```` diff --git a/compendium/gm/hazards/instant-privacy-fence-g-g.md b/compendium/gm/hazards/instant-privacy-fence-g-g.md index aca7a3d0b..1228884f5 100644 --- a/compendium/gm/hazards/instant-privacy-fence-g-g.md +++ b/compendium/gm/hazards/instant-privacy-fence-g-g.md @@ -19,14 +19,12 @@ stretch of fence is electrified by a hidden Stasian coil. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 28 (expert) to carefully disconnect the coil from the fence or [Crafting](compendium/skills.md#Crafting) DC 30 (master) to jury-rig a grounding device to nullify the shock -- **AC** 25 , **Fort** +20, **Ref** +14 +- **AC** 25, **Fort** +20, **Ref** +14 - **Hardness** 15, **HP** 60 (BT 30) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Shock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shock** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature touches the fence directly or with a tool or weapon diff --git a/compendium/gm/hazards/iron-dart-launcher-ooa2.md b/compendium/gm/hazards/iron-dart-launcher-ooa2.md index 9e0f9e278..a5f99f01d 100644 --- a/compendium/gm/hazards/iron-dart-launcher-ooa2.md +++ b/compendium/gm/hazards/iron-dart-launcher-ooa2.md @@ -18,14 +18,12 @@ A half-dozen iron darts fire from spring-loaded launchers [concealed](rules/cond - **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (trained) to disable the trigger, or DC 18 [Acrobatics](compendium/skills.md#Acrobatics) to squeeze through the partially opened door (this doesn't disable the trap but prevents it from triggering) -- **AC** 22 , **Fort** +14, **Ref** +8 +- **AC** 22, **Fort** +14, **Ref** +8 - **Hardness** 10, **HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Dart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Dart** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The front door is fully opened, Forced Open, or [broken](rules/conditions.md#Broken) diff --git a/compendium/gm/hazards/iron-maiden-trap-aoe2.md b/compendium/gm/hazards/iron-maiden-trap-aoe2.md index f5b71e27a..f95854840 100644 --- a/compendium/gm/hazards/iron-maiden-trap-aoe2.md +++ b/compendium/gm/hazards/iron-maiden-trap-aoe2.md @@ -17,28 +17,21 @@ A pressure plate [hidden](rules/conditions.md#Hidden) on the floor before an iro - **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) to disable the pressure plate. -- **AC** 25 , **Fort** +0, **Ref** +0 +- **AC** 25, **Fort** +0, **Ref** +0 - -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Pressure Plate Hardness -6; Pressure Plate HP 24 (BT 12); Iron Maiden Hardness 12; Iron Maiden HP 46 (BT 23); Immunities critical hits, object immunities, precision damage. +```ad-embed-ability +title: **Pressure Plate Hardness** 6; Pressure Plate HP 24 (BT 12); Iron Maiden Hardness 12; Iron Maiden HP 46 (BT 23); Immunities critical hits, object immunities, precision damage. ``` ```ad-embed-ability -title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Slam Shut** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps onto the trap's pressure plate (indicated on the map) **Effect** The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes `4d10+10` piercing damage and `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) (DC 26 basic Reflex save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also [immobilized](rules/conditions.md#Immobilized). The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful DC 28 [Thievery](compendium/skills.md#Thievery) checks. ``` ```ad-embed-ability -title: to - -[Disable a Device](rules/actions/disable-a-device.md)) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to [Escape](rules/actions/escape.md) the trap's spike-lined interior. +title: **to** [Disable a Device](rules/actions/disable-a-device.md)) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to [Escape](rules/actions/escape.md) the trap's spike-lined interior. ``` **Reset** The pressure plate must be reset manually. diff --git a/compendium/gm/hazards/jealous-abjurer-gmg.md b/compendium/gm/hazards/jealous-abjurer-gmg.md index aa714af36..e8a6556e1 100644 --- a/compendium/gm/hazards/jealous-abjurer-gmg.md +++ b/compendium/gm/hazards/jealous-abjurer-gmg.md @@ -15,15 +15,16 @@ aliases: ["Jealous Abjurer"] A robe-clad spirit rises out of the floor, pointing an accusing finger. - **Disable** DC 36 [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) (master) to convince the spirit that the target's magical knowledge is too great to be trifled with - + ```ad-embed-ability -title: Rend Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +title: **Rend Magic** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([abjuration](rules/traits/abjuration.md), [arcane](rules/traits/arcane.md)) - **Trigger**: A creature that is currently affected by a beneficial spell approaches within 30 feet of the abjurer **Effect** Envying the fame and magical prowess of others, the jealous abjurer attempts to engineer a catastrophic failure in the highest-level beneficial spell currently affecting its target. It attempts a counteract check with a +26 modifier. If the counteract check succeeds, the spell is dispelled, and the creature it had been affecting takes `4d12+30` force damage as the spell violently implodes (DC 32 basic Reflex save). -%% #trait/abjuration #trait/arcane %% +%% + #trait/abjuration #trait/arcane +%% ``` **Reset** 1 hour diff --git a/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md b/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md index c7a90a66f..cec91f7bd 100644 --- a/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md +++ b/compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md @@ -16,15 +16,16 @@ aliases: ["Kharnas's Lesser Glyph"] A [hidden](rules/conditions.md#Hidden) glyph suddenly lights up and dominates the mind of any creature not bearing the sigil of Kharnas the Angel-Binder. - **Disable** DC 46 [Thievery](compendium/skills.md#Thievery) (legendary) to destroy the glyph, DC 42 [Arcana](compendium/skills.md#Arcana) (master) to harmlessly divert the glyph's power, or dispel magic (7th level; counteract DC 38) to counteract the glyph. - + ```ad-embed-ability -title: Dominate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") +title: **Dominate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [enchantment](rules/traits/enchantment.md)) - **Trigger**: A creature who doesn't bear the sigil of Kharnas attempts to open the door **Effect** A surge of the Radiant Spark's latent power courses through the glyph and washes over the triggering creature. If the creature is undead, it takes `10d10` positive damage. If it's living, it instead regains `10d10` Hit Points. It then must succeed at a DC 40 Will save or be affected by a 6th-level [dominate](compendium/spells/dominate.md) spell. The spell commands the affected creature to attack the nearest creature who doesn't bear the sigil of Kharnas. -%% #trait/arcane #trait/enchantment %% +%% + #trait/arcane #trait/enchantment +%% ``` **Reset** The glyph can affect two creatures before it deactivates for 5 minutes and automatically resets. diff --git a/compendium/gm/hazards/krooth-summoning-rune-ec2.md b/compendium/gm/hazards/krooth-summoning-rune-ec2.md index f619196c9..72fe7cd1a 100644 --- a/compendium/gm/hazards/krooth-summoning-rune-ec2.md +++ b/compendium/gm/hazards/krooth-summoning-rune-ec2.md @@ -18,15 +18,16 @@ aliases: ["Krooth Summoning Rune"] The haze conceals a rune that summons a krooth in front of the door to area B10. - **Disable** DC 24 [Acrobatics](compendium/skills.md#Acrobatics) to approach without triggering the trap followed by DC 26 [Thievery](compendium/skills.md#Thievery) (expert) to erase the rune, or dispel magic (4th level; counteract DC 24) to counteract the rune. - + ```ad-embed-ability -title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon +title: **Summon Monster** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), summon) - **Trigger**: A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall **Effect** The trap summons a krooth (Bestiary 215). The krooth rolls initiative and remains for `2d6` rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions. -%% #trait/arcane #trait/conjuration #trait/summon %% +%% + #trait/arcane #trait/conjuration #trait/summon +%% ``` **Reset** The trap resets after 24 hours. diff --git a/compendium/gm/hazards/lava-flume-tube.md b/compendium/gm/hazards/lava-flume-tube.md index 53833efd6..85a0221d9 100644 --- a/compendium/gm/hazards/lava-flume-tube.md +++ b/compendium/gm/hazards/lava-flume-tube.md @@ -18,14 +18,12 @@ Four gated channels carved into stone allow lava to flow into a 15-foot-tall roo - **Disable** [Thievery](compendium/skills.md#Thievery) DC 29 (expert) to block a channel, or [Thievery](compendium/skills.md#Thievery) DC 31 (master) to release the floor latch and escape to the chamber below. -- **AC** 30 , **Fort** +20, **Ref** +16 +- **AC** 30, **Fort** +20, **Ref** +16 - **Channel Hardness** 12, **Channel HP** 48 (BT 24) to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); **Floor Hardness** 18, **Floor HP** 72 (BT 36) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Flume Activation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Flume Activation** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature tries to leave the room. @@ -34,10 +32,9 @@ title: Flume Activation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Ac ```ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action per disabled channel each turn. On each action, a different channel spews lava, dealing `4d6` fire damage to each creature within 10 feet of the channel (DC 27 basic Reflex save), and increasing the depth of the lava in the room by 1 foot (4 feet per round if all the channels are active) +(4 actions) The trap loses 1 action per disabled channel each turn. On each action, a different channel spews lava, dealing `4d6` fire damage to each creature within 10 feet of the channel (DC 27 basic Reflex save), and increasing the depth of the lava in the room by 1 foot (4 feet per round if all the channels are active) A creature that starts its turn in lava takes `8d6` fire damage and is [immobilized](rules/conditions.md#Immobilized) until it [Escapes](rules/actions/escape.md) the hardening lava (DC 27) - The creature might suffocate if covered in lava (page 478). Lava from the previous round hardens fully at the start of the trap's turn, effectively raising the floor of the room. Once the room is full of lava, the trap stops taking actions, but creatures in the room remain stuck until the floor opens and the trap resets. ``` ^routine diff --git a/compendium/gm/hazards/lesser-dragonstorm-aoa6.md b/compendium/gm/hazards/lesser-dragonstorm-aoa6.md index b729f2edd..ecb073acd 100644 --- a/compendium/gm/hazards/lesser-dragonstorm-aoa6.md +++ b/compendium/gm/hazards/lesser-dragonstorm-aoa6.md @@ -18,9 +18,9 @@ aliases: ["Lesser Dragonstorm"] A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. - **Disable** [Religion](compendium/skills.md#Religion) DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to [Apsu](compendium/setting/deities/apsu-logm.md) allow characters who are masters in [Religion](compendium/skills.md#Religion) to attempt the check as if they were legendary instead), [Thievery](compendium/skills.md#Thievery) DC 42 (legendary) to deactivate Vengegate while the manifestation is forcing it open, or a successful [dispel magic](compendium/spells/dispel-magic.md) (10th level; DC 40) to counteract the lesser dragonstorm. - + ```ad-embed-ability -title: Manifest Lesser Dragonstorm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Manifest Lesser Dragonstorm** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature attempts to activate Vengegate @@ -29,6 +29,7 @@ title: Manifest Lesser Dragonstorm [R](rules/core-rulebook/chapter-9-playing-the ```ad-pf2-summary title: Routine + (1 action) On its initiative, the lesser dragonstorm reaches out and blasts all creatures within [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring. Affected creatures take `10d8` damage (DC 46 basic Reflex save), evenly split between acid, cold, fire, electricity, and poison. Creatures that fail their save are pulled 20 feet toward the center of [Alseta](compendium/setting/deities/alseta-logm.md)'s Ring (or are knocked [prone](rules/conditions.md#Prone) and pulled 30 feet on a critical failure). After 10 rounds, the lesser dragonstorm is destroyed, but a much greater dragonstorm manifests in the surrounding region—see The Dragonstorm on page 7. ``` ^routine diff --git a/compendium/gm/hazards/life-magnet-aoe2.md b/compendium/gm/hazards/life-magnet-aoe2.md index 157bbf9a0..b8cc2bba9 100644 --- a/compendium/gm/hazards/life-magnet-aoe2.md +++ b/compendium/gm/hazards/life-magnet-aoe2.md @@ -18,14 +18,12 @@ A magical magnet [hidden](rules/conditions.md#Hidden) behind a panel in the corn - **Disable** DC 29 [Thievery](compendium/skills.md#Thievery) (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic. -- **AC** 28 , **Fort** +20, **Ref** +18 +- **AC** 28, **Fort** +20, **Ref** +18 - **Bar Hardness** 15, **Bar HP** 40 (BT 20); **Magnet Hardness** 14, **Magnet HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Magnetize the Living [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Magnetize the Living** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature touches any of the iron bars in this area or touches a creature already affected by the trap @@ -34,8 +32,8 @@ title: Magnetize the Living [R](rules/core-rulebook/chapter-9-playing-the-game.m ```ad-pf2-summary title: Routine -(1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes `2d10+10` bludgeoning damage with a DC 25 basic Fortitude save and is [restrained](rules/conditions.md#Restrained) on a failure ([Escape](rules/actions/escape.md) DC 23) +(1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes `2d10+10` bludgeoning damage with a DC 25 basic Fortitude save and is [restrained](rules/conditions.md#Restrained) on a failure ([Escape](rules/actions/escape.md) DC 23) If an iron bar has been [broken](rules/conditions.md#Broken), the creature takes `1d10+5` bludgeoning damage instead, and if two consecutive bars have been [broken](rules/conditions.md#Broken) the creature takes no damage (but might still be [restrained](rules/conditions.md#Restrained) on a failed save). ``` ^routine diff --git a/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md b/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md index d4dc13420..6e3bcb751 100644 --- a/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md +++ b/compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md @@ -17,14 +17,13 @@ Sharp, bloodthirsty crystals make walking through this chamber treacherous. - **Disable** [Religion](compendium/skills.md#Religion) DC 30 (expert) to utter prayers that quell the crystals' necromantic compulsion to drink blood -- **AC** 31 , **Fort** +24, **Ref** +12 +- **AC** 31, **Fort** +24, **Ref** +12 - **Hardness** 20, **HP** 80 (BT 40) - **Immunities** critical hits (except bludgeoning or sonic); object immunities; precision damage -- **Resistances** - **Weaknesses** sonic 10 - + ```ad-embed-ability -title: Slice Legs [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Slice Legs** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature with blood moves through a patch of lifeleech crystals. diff --git a/compendium/gm/hazards/living-paints-aoe6.md b/compendium/gm/hazards/living-paints-aoe6.md index 9ca400f39..b073ba620 100644 --- a/compendium/gm/hazards/living-paints-aoe6.md +++ b/compendium/gm/hazards/living-paints-aoe6.md @@ -17,15 +17,16 @@ aliases: ["Living Paints"] A mass of brushes use magical paint to convert creatures into art. - **Disable** DC 41 [Crafting](compendium/skills.md#Crafting) (master) to mix the paints into bland, useless colors, DC 46 [Thievery](compendium/skills.md#Thievery) (legendary) to dismantle the animated brushes, or dispel magic (8th level; counteract DC 41) to counteract the magic within the paint. - + ```ad-embed-ability -title: Capture Subject [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Capture Subject** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature steps into the same space as the paints (the square marked with a "T" on the map on page 26) **Effect** The brushes animate and attempt to paint all creatures within 30 feet. The creatures must succeed at a DC 41 Reflex save to avoid the brushes and splashes from paint cans or be converted into living artwork for 1 hour. A creature that becomes living artwork is immediately bound to the nearest flat surface of its size or larger within 30 feet. The creature can move only along flat surfaces such as floors and walls. This allows it to end its movement wrapped around corners when on a continuous surface. While bound to a surface, the creature can attack from its space as normal, including against other creatures bound to the same surface. If the surface it's on is destroyed (such as a portrait hit by a [fireball](compendium/spells/fireball.md) spell or a wall being demolished), the creature takes `10d6` damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the creature is destroyed. -%% #trait/arcane #trait/transmutation %% +%% + #trait/arcane #trait/transmutation +%% ``` *Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 32* \ No newline at end of file diff --git a/compendium/gm/hazards/locking-door-botd.md b/compendium/gm/hazards/locking-door-botd.md index 0513ce221..d1f898e07 100644 --- a/compendium/gm/hazards/locking-door-botd.md +++ b/compendium/gm/hazards/locking-door-botd.md @@ -15,9 +15,9 @@ aliases: ["Locking Door"] A door (or other portal) slams shut and locks. - **Disable** DC 14 [Athletics](compendium/skills.md#Athletics) to push back against the door, DC 14 [Crafting](compendium/skills.md#Crafting) to wedge the door open, or DC 20 [Thievery](compendium/skills.md#Thievery) (trained) to jam the lock or open the lock afterward - + ```ad-embed-ability -title: Shut In [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shut In** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature ends their move after passing through the doorway diff --git a/compendium/gm/hazards/lonely-machine-spirit-ooa1.md b/compendium/gm/hazards/lonely-machine-spirit-ooa1.md index 04aa2e532..5f6938ed1 100644 --- a/compendium/gm/hazards/lonely-machine-spirit-ooa1.md +++ b/compendium/gm/hazards/lonely-machine-spirit-ooa1.md @@ -17,25 +17,23 @@ Ghostly smoke rising from an alchemical engine belches forth; the screeching sou - **Disable** DC 22 [Religion](compendium/skills.md#Religion) (trained) or DC 20 [Engineering Lore](compendium/skills.md#Lore) (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship's name, Harpy's Kiss, as part of their skill check, or a +4 circumstance bonus if they utter the name "Phera Wyndslow. " The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet. -- **AC** 20 , **Fort** +14, **Ref** +8 +- **AC** 20, **Fort** +14, **Ref** +8 - **Hardness** 11, **HP** 44 (BT 22) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** electricity 5; orichalcum 5; positive 5 - + ```ad-embed-ability -title: Painful Whistle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Painful Whistle** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([sonic](rules/traits/sonic.md)) - **Trigger**: A living creature approaches within 10 feet of the engine (marked with a "T" on the map) **Effect** A loud whistle blows and all creatures within 30 feet take `2d6` sonic damage and become [stunned](rules/conditions.md#Stunned) (DC 20 basic Fortitude save; creatures aren't [stunned](rules/conditions.md#Stunned) on a success). The lonely machine spirit then rolls initiative. -%% #trait/sonic %% +%% + #trait/sonic +%% ``` ```ad-embed-ability -title: Belch - -Smoke[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (air, fire) The airship's engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save. +title: **Belch** Smoke[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (air, fire) The airship's engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save. > [!success-degree] > - **Critical Success** The creature is unaffected. @@ -46,6 +44,7 @@ Smoke[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action" ```ad-pf2-summary title: Routine + (2 actions) The lonely machine spirit Belches Smoke or makes two red hot gear Strikes against two creatures within 30 feet. ``` ^routine diff --git a/compendium/gm/hazards/luminous-ward-aoa5.md b/compendium/gm/hazards/luminous-ward-aoa5.md index 6c9a69688..0ce73f42c 100644 --- a/compendium/gm/hazards/luminous-ward-aoa5.md +++ b/compendium/gm/hazards/luminous-ward-aoa5.md @@ -16,15 +16,16 @@ aliases: ["Luminous Ward"] A burst of radiance explodes from the door. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 40 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward - + ```ad-embed-ability -title: Radiant Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") +title: **Radiant Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([fire](rules/traits/fire.md), [light](rules/traits/light.md)) - **Trigger**: A creature touches the door **Effect** All creatures within 20 feet of the door are scorched with brilliant light, taking `20d6` fire damage (DC 40 basic Reflex save). A creature that fails this save is [blinded](rules/conditions.md#Blinded) for 1 hour (or permanently on a critical failure). -%% #trait/fire #trait/light %% +%% + #trait/fire #trait/light +%% ``` **Reset** The trap resets after 1 hour. diff --git a/compendium/gm/hazards/lyzerium-bottles-ooa1.md b/compendium/gm/hazards/lyzerium-bottles-ooa1.md index 04fb7bd2d..3c4066bfe 100644 --- a/compendium/gm/hazards/lyzerium-bottles-ooa1.md +++ b/compendium/gm/hazards/lyzerium-bottles-ooa1.md @@ -19,14 +19,12 @@ Each bottle explodes when its glass is [broken](rules/conditions.md#Broken). - **Disable** [Interact](rules/actions/interact.md) action to pick up one of the five bottles (see Lyzerium sidebar on page 63) -- **AC** 13 , **Fort** +4, **Ref** +6 -- **Bottle Hardness** 1, **Bottle HP** 4 (BT 2) +- **AC** 13, **Fort** +4, **Ref** +6 +- **Bottle Hardness** 1, **Bottle HP** 4 (BT 2) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Explode [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explode** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps on the bottle or the bottle becomes [broken](rules/conditions.md#Broken) diff --git a/compendium/gm/hazards/magic-starknives-trap-tio.md b/compendium/gm/hazards/magic-starknives-trap-tio.md index b3e800d70..556a196ab 100644 --- a/compendium/gm/hazards/magic-starknives-trap-tio.md +++ b/compendium/gm/hazards/magic-starknives-trap-tio.md @@ -18,30 +18,28 @@ Starknife symbols on the six pillars glow and shoot across the room. - **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) (expert) or [dispel magic](compendium/spells/dispel-magic.md) on any four of the six pillars disables the entire trap (the trap is a 2nd-level spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap. -- **AC** 22 , **Fort** +15, **Ref** +9 +- **AC** 22, **Fort** +15, **Ref** +9 - **Pillar Hardness** 12, **Pillar HP** 14 (BT 7) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Starknife Attack [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Starknife Attack** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) + If a creature passes the middle pair of pillars, both doors leading out of the room slam shut and lock; while the trap is active, the doors must be battered open with a successful DC 23 [Athletics](compendium/skills.md#Athletics) check or sufficient damage (Hardness 12; HP 48 [BT 24]). One of the starknife carvings glows with light, detaches from the pillar, and then flies outward, making a magical starknife Ranged [Strike](rules/actions/strike.md) against a random creature within range. The trap then rolls initiative with its [Stealth](compendium/skills.md#Stealth) modifier of +12. -%% #trait/arcane #trait/evocation %% +%% + #trait/arcane #trait/evocation +%% ``` ````ad-pf2-summary title: Routine -(3 actions) For each of its actions on its turn, a carving on a different pillar glows and makes a magical starknife Ranged Strike against a random creature within range. Creatures might have cover from this Strike, such as from one of the pillars in the room. +(3 actions) For each of its actions on its turn, a carving on a different pillar glows and makes a magical starknife Ranged Strike against a random creature within range. Creatures might have cover from this Strike, such as from one of the pillars in the room. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Magical Starknife (15) ([agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly <1d6>](rules/traits/deadly-1d6.md "Deadly Weapon Trait"), [magical](rules/traits/magical.md "Magical Item Trait"), range <40 feet>) **Damage** `1d4+3` force - **Effects** - %% #trait/agile #trait/deadly-1d6 #trait/magical #trait/range-40-feet %% ``` ```` diff --git a/compendium/gm/hazards/malevolant-mannequins-g-g.md b/compendium/gm/hazards/malevolant-mannequins-g-g.md index 770bdf384..7f5751150 100644 --- a/compendium/gm/hazards/malevolant-mannequins-g-g.md +++ b/compendium/gm/hazards/malevolant-mannequins-g-g.md @@ -20,14 +20,13 @@ A host of violent spirits possess three clockwork mannequins, and each lashes ou - **Disable** DC 37 [Thievery](compendium/skills.md#Thievery) (master) to jam a mannequin's clockwork mechanisms or [Religion](compendium/skills.md#Religion) DC 35 (expert) twice to exorcise a spirit from a mannequin. -- **AC** 35 , **Fort** +26, **Ref** +28 +- **AC** 35, **Fort** +26, **Ref** +28 - **Hardness** 10, **HP** 70 (BT 35) per mannequin - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** electricity 20 - + ```ad-embed-ability -title: Awaken [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Awaken** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature comes within 30 feet of a mannequin @@ -36,12 +35,11 @@ title: Awaken [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Rea ````ad-pf2-summary title: Routine -(9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to [Stride](rules/actions/stride.md) up to 50 feet and its remaining two actions to make clockwork fist [Strikes](rules/actions/strike.md). Each has its own separate multiple attack penalty. +(9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to [Stride](rules/actions/stride.md) up to 50 feet and its remaining two actions to make clockwork fist [Strikes](rules/actions/strike.md). Each has its own separate multiple attack penalty. ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Clockwork First (29) **Damage** `2d10+18` bludgeoning - **Effects** ``` ```` diff --git a/compendium/gm/hazards/mana-whorl-loil.md b/compendium/gm/hazards/mana-whorl-loil.md index 09d43784a..314f6b6a7 100644 --- a/compendium/gm/hazards/mana-whorl-loil.md +++ b/compendium/gm/hazards/mana-whorl-loil.md @@ -17,11 +17,10 @@ aliases: ["Mana Whorl"] This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby. - **Disable** DC 26 [Arcana](compendium/skills.md#Arcana) (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently. - Spellcasters and magic items fed to the whorl are devoured whole. - + ```ad-embed-ability -title: Submerge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Submerge** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature who can cast spells, or who is wielding a magic item, walks into the mana whorl @@ -30,8 +29,8 @@ title: Submerge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-pf2-summary title: Routine -(1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation (Core Rulebook 478). If a creature has no spells or magic items, the mana whorl is merely difficult terrain. +(1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation (Core Rulebook 478). If a creature has no spells or magic items, the mana whorl is merely difficult terrain. A creature caught in a mana whorl can attempt a DC 23 [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is [prone](rules/conditions.md#Prone) in a space adjacent to the whorl. Other creatures can [Aid](rules/actions/aid.md) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 23 [Athletics](compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain. ``` ^routine diff --git a/compendium/gm/hazards/masks-of-arodens-guises-ec2.md b/compendium/gm/hazards/masks-of-arodens-guises-ec2.md index 3e0a01014..fa4d6a1b4 100644 --- a/compendium/gm/hazards/masks-of-arodens-guises-ec2.md +++ b/compendium/gm/hazards/masks-of-arodens-guises-ec2.md @@ -18,29 +18,27 @@ aliases: ["Masks Of Aroden's Guises"] Ten masks adorn twelve stone statues. - **Disable** DC 29 [Religion](compendium/skills.md#Religion) (expert) or [Occultism](compendium/skills.md#Occultism) or DC 31 Thievery (expert) to dismiss the magic on a single statue. - Replacing the two missing masks (a mask made of or incorporating coins on the merchant statue and a mask made of any valuable fabric on the tailor statue) and succeeding at a DC 27 [Religion](compendium/skills.md#Religion) check disarms the trap. - AC 30; Fort +20, Ref +16 Statue Hardness 18; Statue HP 48 (BT 24); Immunities critical hits, object immunities, precision damage. -- **AC** 30 , null +- **AC** 30 - **Hardness** 18, **HP** 48 (BT 24) per statue - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Unmasked Statues [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Unmasked Statues** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([occult](rules/traits/occult.md)) - **Trigger**: A creature removes the mask from a statue **Effect** The trap casts phantasmal killer (DC 27) against the creature, creating an image of the statue lunging forth. The trap then rolls initiative. -%% #trait/occult %% +%% + #trait/occult +%% ``` ```ad-pf2-summary title: Routine + [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") An unmasked statue casts phantasmal killer (DC 27) against a target in the room for each of the trap's actions, creating an image of the statue lunging forth. It doesn't affect the same creature more than once; if there are fewer targets than it has actions, the trap doesn't use its remaining actions. Unmasking an additional statue increases the hazard's actions by 1, and replacing a mask reduces its actions by 1. ``` ^routine diff --git a/compendium/gm/hazards/maze-of-mirrors-ec2.md b/compendium/gm/hazards/maze-of-mirrors-ec2.md index 64286e959..ef60d3ef9 100644 --- a/compendium/gm/hazards/maze-of-mirrors-ec2.md +++ b/compendium/gm/hazards/maze-of-mirrors-ec2.md @@ -19,30 +19,28 @@ aliases: ["Maze Of Mirrors"] [Invisible](rules/conditions.md#Invisible) runes in the maze disorient those within it and cause its mirrored walls to shift about. - **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert) or dispel magic (5th level; counteract DC 28) to stop the mirrors' shuffling; DC 28. - + ```ad-embed-ability -title: Occultism or Religion -expert +title: **Occultism or Religion** (expert) + to dispel the minotaur AC 28; Fort +29, Ref +14 Hardness 18; HP 64 (BT 32); Immunities critical hits, object immunities, precision damage. -%% #trait/expert %% +%% + #trait/expert +%% ``` ```ad-embed-ability -title: The Maze Awakens [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **The Maze Awakens** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature enters the maze **Effect** Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the. ``` ```ad-embed-ability -title: Maze. - -The trap rolls initiative. +title: **Maze.** The trap rolls initiative. ``` ```ad-embed-ability -title: Trapped in the Maze - -Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can [Aid](rules/actions/aid.md) this check. +title: **Trapped in the Maze** Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can [Aid](rules/actions/aid.md) this check. The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success better than the result of its roll when attempting this check (failure to success, for example). @@ -55,14 +53,12 @@ The possible outcomes follow. A target attempting to leave the maze the same way ````ad-pf2-summary title: Routine -[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a DC 26 Will save are [stupefied](rules/conditions.md#Stupefied) until they leave the maze. +[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a DC 26 Will save are [stupefied](rules/conditions.md#Stupefied) until they leave the maze. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of [stupefied](rules/conditions.md#Stupefied)). For its second action, the trap's ghostly minotaur attacks a random creature in the maze with its spectral gore. For its third action, the trap makes another spectral gore attack against a random creature. - ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Gore (21) **Damage** `2d8+8` mental - **Effects** ``` ```` diff --git a/compendium/gm/hazards/mental-scream-trap-aoa5.md b/compendium/gm/hazards/mental-scream-trap-aoa5.md index 98771d859..d887ee3c4 100644 --- a/compendium/gm/hazards/mental-scream-trap-aoa5.md +++ b/compendium/gm/hazards/mental-scream-trap-aoa5.md @@ -16,10 +16,9 @@ aliases: ["Mental Scream Trap"] A psychic scream disorients creatures in the area. - **Disable** [Arcana](compendium/skills.md#Arcana) (DC 41) to suppress the magic or [Thievery](compendium/skills.md#Thievery) (DC 41) to scratch out the ward - + ```ad-embed-ability -title: Psychic Screech [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Psychic Screech** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md)) - **Trigger**: A creature enters the marked area @@ -30,7 +29,9 @@ title: Psychic Screech [R](rules/core-rulebook/chapter-9-playing-the-game.md#Act > - **Success** The target is [stunned](rules/conditions.md#Stunned). > - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 round, then [stunned](rules/conditions.md#Stunned) when the paralysis ends. > - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. -%% #trait/arcane #trait/enchantment #trait/incapacitation #trait/mental %% +%% + #trait/arcane #trait/enchantment #trait/incapacitation #trait/mental +%% ``` *Source: Age of Ashes #5: Against the Scarlet Triad p. 56* \ No newline at end of file diff --git a/compendium/gm/hazards/mermaid-fountain-bb.md b/compendium/gm/hazards/mermaid-fountain-bb.md index 0e0a19e71..18d0000bb 100644 --- a/compendium/gm/hazards/mermaid-fountain-bb.md +++ b/compendium/gm/hazards/mermaid-fountain-bb.md @@ -14,38 +14,24 @@ aliases: ["Mermaid Fountain"] - **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) on each corner mechanism (must disable all three working corners to disable the trap) -- **AC** 18 , **Fort** +7, **Ref** +5 +- **AC** 18, **Fort** +7, **Ref** +5 - **Corner Mechanism Hardness** 8, **Corner Mechanism HP** 15 -- **Immunities** -- **Resistances** -- **Weaknesses** ````ad-pf2-summary title: Routine -Each turn, the fountain uses 1 action. Roll a `1d10` and look up the result on the following list to determine which action it uses that round. +Each turn, the fountain uses 1 action. Roll a `1d10` and look up the result on the following list to determine which action it uses that round. ```ad-embed-ability -title: 1–4 Single Target - -The statue spins about and sprays water at a single random target in the room. Roll a `1d4` and count to the number you rolled, starting with the player on your left, to determine which hero gets attacked. The spray is a ranged [Strike](rules/actions/strike.md) with +10 to hit. On a hit, it deals `2d6` bludgeoning damage (doubled on a critical hit as normal). +title: **1–4 Single Target** The statue spins about and sprays water at a single random target in the room. Roll a `1d4` and count to the number you rolled, starting with the player on your left, to determine which hero gets attacked. The spray is a ranged [Strike](rules/actions/strike.md) with +10 to hit. On a hit, it deals `2d6` bludgeoning damage (doubled on a critical hit as normal). ``` - ```ad-embed-ability -title: 5–7 Corner Spray - -The statue spins about, firing a spray of water at each corner of the room that still has a functioning corner mechanism. This hits any creature adjacent to the corner mechanism, dealing `2d6` bludgeoning damage. Each hero must attempt a DC 15 basic Reflex save, taking no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure. +title: **5–7 Corner Spray** The statue spins about, firing a spray of water at each corner of the room that still has a functioning corner mechanism. This hits any creature adjacent to the corner mechanism, dealing `2d6` bludgeoning damage. Each hero must attempt a DC 15 basic Reflex save, taking no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure. ``` - ```ad-embed-ability -title: 8–9 Half Room - -The statue spins about, spraying half of the room with water. Roll any die. If the result is even, it sprays the west half; otherwise, it sprays the east half. This deals `2d6` bludgeoning damage to each creature in that half of the room, and each hero must attempt a DC 15 basic Reflex save. +title: **8–9 Half Room** The statue spins about, spraying half of the room with water. Roll any die. If the result is even, it sprays the west half; otherwise, it sprays the east half. This deals `2d6` bludgeoning damage to each creature in that half of the room, and each hero must attempt a DC 15 basic Reflex save. ``` - ```ad-embed-ability -title: 10 Full Room - -This works just like the half-room attack, but it targets everyone in the room. +title: **10 Full Room** This works just like the half-room attack, but it targets everyone in the room. ``` ```` ^routine diff --git a/compendium/gm/hazards/methane-flue-qff3.md b/compendium/gm/hazards/methane-flue-qff3.md index 12268149d..01557ca17 100644 --- a/compendium/gm/hazards/methane-flue-qff3.md +++ b/compendium/gm/hazards/methane-flue-qff3.md @@ -15,9 +15,9 @@ aliases: ["Methane Flue"] [Invisible](rules/conditions.md#Invisible) but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it. - **Disable** [Survival](compendium/skills.md#Survival) DC 28 to dig around the vent in a way that diffuses the fumes - + ```ad-embed-ability -title: Flame Spurt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Flame Spurt** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves within 5 feet of the flue diff --git a/compendium/gm/hazards/mindhammer-mushrooms-gw1.md b/compendium/gm/hazards/mindhammer-mushrooms-gw1.md new file mode 100644 index 000000000..ede191f90 --- /dev/null +++ b/compendium/gm/hazards/mindhammer-mushrooms-gw1.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/environmental +- trait/fungus +aliases: ["Mindhammer Mushrooms"] +--- +# Mindhammer Mushrooms *Hazard 3* +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") + +- **Complexity** Simple +- **Stealth** DC 20 trained to notice small animal skeletons among the mushrooms + +The mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions. + +- **Disable** DC 20 [Survival](compendium/skills.md#Survival) (trained) to navigate a safe path without triggering the mushrooms + +- **AC** 16, **Fort** +10, **Ref** +8 +- **HP** 20 +- **Immunities** critical hits; object immunities; precision damage +- **Weaknesses** fire 10 + +```ad-embed-ability +title: **Psychic Blast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks through the mushrooms + +**Effect** The mushrooms release a loud hum of psychic energy. The triggering creature takes `2d8+8` mental damage (DC 23 basic Will save). On a critical failure, the creature is [fatigued](rules/conditions.md#Fatigued). +``` + +**Reset** The mushrooms must rest for 24 hours before they can emit another Psychic Blast. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/mirror-door-da.md b/compendium/gm/hazards/mirror-door-da.md index a820ada93..3a3c3bd1a 100644 --- a/compendium/gm/hazards/mirror-door-da.md +++ b/compendium/gm/hazards/mirror-door-da.md @@ -17,15 +17,16 @@ aliases: ["Mirror Door"] The reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection. - **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) to open the door while viewing the reflection - + ```ad-embed-ability -title: Appear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") +title: **Appear** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [illusion](rules/traits/illusion.md)) - **Trigger**: A creature views the wall through a mirror's reflection **Effect** A door appears in the mirror's reflection of the wall. The triggering creature can open and manipulate this door only as long as they view it through the mirror and only by succeeding at a DC 18 [Thievery](compendium/skills.md#Thievery) check to disable the trap. -%% #trait/arcane #trait/illusion %% +%% + #trait/arcane #trait/illusion +%% ``` **Reset** automatic diff --git a/compendium/gm/hazards/mogarus-breath-frp2.md b/compendium/gm/hazards/mogarus-breath-frp2.md index ae0992fd1..9bb700da0 100644 --- a/compendium/gm/hazards/mogarus-breath-frp2.md +++ b/compendium/gm/hazards/mogarus-breath-frp2.md @@ -19,14 +19,12 @@ aliases: ["Mogaru's Breath"] Mogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area. - **Disable** DC 50 [Performance](compendium/skills.md#Performance) (legendary) - -```ad-embed-ability -title: or DC -53 [Deception](compendium/skills.md#Deception) (legendary) to momentarily divert Mogaru's attention. +```ad-embed-ability +title: **or DC** 53 [Deception](compendium/skills.md#Deception) (legendary) to momentarily divert Mogaru's attention. ``` ```ad-embed-ability -title: Volcanic Breath [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Volcanic Breath** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature takes a [hostile](rules/conditions.md#Hostile) action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru diff --git a/compendium/gm/hazards/mukradi-summoning-runes-ec4.md b/compendium/gm/hazards/mukradi-summoning-runes-ec4.md index 8700a865b..c5d114aaa 100644 --- a/compendium/gm/hazards/mukradi-summoning-runes-ec4.md +++ b/compendium/gm/hazards/mukradi-summoning-runes-ec4.md @@ -18,15 +18,16 @@ aliases: ["Mukradi Summoning Runes"] Barely visible runes are etched into the stone floor in a 20-foot diameter circle. - **Disable** DC 36 [Acrobatics](compendium/skills.md#Acrobatics) to approach without triggering the trap followed by DC 34 [Occultism](compendium/skills.md#Occultism) (expert) or DC 38 Thievery(master) to erase the rune, or dispel magic (8th level; counteract DC 34) to counteract the rune.. - + ```ad-embed-ability -title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") summon +title: **Summon Monster** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [occult](rules/traits/occult.md), summon) - **Trigger**: A creature enters the circle without uttering the passphrase, "Praise to the Water Lizard" **Effect** The trap summons a mukradi (Bestiary 239). The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/conjuration #trait/occult #trait/summon %% +%% + #trait/conjuration #trait/occult #trait/summon +%% ``` **Reset** The trap resets at the first high tide of each day. diff --git a/compendium/gm/hazards/needling-stairs-aoe3.md b/compendium/gm/hazards/needling-stairs-aoe3.md index 446be5f14..819630bfa 100644 --- a/compendium/gm/hazards/needling-stairs-aoe3.md +++ b/compendium/gm/hazards/needling-stairs-aoe3.md @@ -18,14 +18,11 @@ This staircase has springs in each step, which send poisoned needles shooting up - **Disable** DC 33 [Thievery](compendium/skills.md#Thievery) (master) on each stair to disable its spring, or deactivate the switch in area C8 to deactivate the whole trap. Cutting the wire on the topmost stair (DC 35 to the Device) that connects the staircase to the control switch prevents the control switch from turning the trap on or off. -- **AC** 28 , **Fort** +22, **Ref** +19 +- **AC** 28, **Fort** +22, **Ref** +19 - **Hardness** 8, **HP** 25 (BT 12) to break the spring under the step and make that step safe to stand on -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: First Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **First Step** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature ends its movement on one of the stairs @@ -34,20 +31,16 @@ title: First Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ````ad-pf2-summary title: Routine -(1 action) The trap makes a separate poisoned needle [Strike](rules/actions/strike.md) against each creature currently on an active step as 1 action. Because it is constantly jabbing needles up through any weight-bearing steps, the trap can also use its Bloody Feet free action (see below) to jab at a creature on one of the steps during that creature's turn. +(1 action) The trap makes a separate poisoned needle [Strike](rules/actions/strike.md) against each creature currently on an active step as 1 action. Because it is constantly jabbing needles up through any weight-bearing steps, the trap can also use its Bloody Feet free action (see below) to jab at a creature on one of the steps during that creature's turn. ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Poisoned Needle (24) **Damage** `2d6+8` piercing plus `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage) and `4d6` [persistent poison](rules/conditions.md#Persistent%20Damage) - **Effects** ``` - ```ad-embed-ability -title: Bloody Feet [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - +title: **Bloody Feet** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: A creature moves onto an active step - **Effect** The trap makes a poisoned needle [Strike](rules/actions/strike.md) against the triggering creature. ``` ```` diff --git a/compendium/gm/hazards/nightmare-terrain-tio.md b/compendium/gm/hazards/nightmare-terrain-tio.md index 4ac1b1f3d..3c3736d07 100644 --- a/compendium/gm/hazards/nightmare-terrain-tio.md +++ b/compendium/gm/hazards/nightmare-terrain-tio.md @@ -17,19 +17,21 @@ aliases: ["Nightmare Terrain"] What seems like an innocent stretch of land assaults trespassers with terrible illusions. - **Disable** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) DC 22 (by a hero with expert proficiency in that skill) three times to temporarily disrupt the magic, or [dispel magic](compendium/spells/dispel-magic.md) (3rd-level spell, DC 25) - + ```ad-embed-ability -title: Step into Nightmares [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Step into Nightmares** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) + If a creature that can see moves 10 feet into the affected area, the hazard rolls [Stealth](compendium/skills.md#Stealth) (+16) for its initiative. -%% #trait/illusion #trait/mental #trait/occult %% +%% + #trait/illusion #trait/mental #trait/occult +%% ``` ```ad-pf2-summary title: Routine -(1 action) Terrible visions assail the minds of all creatures who can see within the affected area. Each creature must attempt a DC 24 Will saving throw. +(1 action) Terrible visions assail the minds of all creatures who can see within the affected area. Each creature must attempt a DC 24 Will saving throw. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature is [frightened](rules/conditions.md#Frightened). diff --git a/compendium/gm/hazards/oil-explosion-qff2.md b/compendium/gm/hazards/oil-explosion-qff2.md index 7a2dd6bca..bdc7be43b 100644 --- a/compendium/gm/hazards/oil-explosion-qff2.md +++ b/compendium/gm/hazards/oil-explosion-qff2.md @@ -17,14 +17,12 @@ The flammable oil catches flame and explodes, burning up in a ball of fire. - **Disable** DC 25 [Survival](compendium/skills.md#Survival) (trained) or DC 23 [Crafting](compendium/skills.md#Crafting) to neutralize the oil without setting it alight -- **AC** 21 , **Fort** +14, **Ref** +14 +- **AC** 21, **Fort** +14, **Ref** +14 - - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Explode [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explode** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: An open flame is brought into area A4 diff --git a/compendium/gm/hazards/painful-suggestion-trap-av2.md b/compendium/gm/hazards/painful-suggestion-trap-av2.md index 70c59d3e6..34962c481 100644 --- a/compendium/gm/hazards/painful-suggestion-trap-av2.md +++ b/compendium/gm/hazards/painful-suggestion-trap-av2.md @@ -16,15 +16,16 @@ aliases: ["Painful Suggestion Trap"] A [hidden](rules/conditions.md#Hidden) rune on the floor under the filth, just past the threshold, triggers an ersatz ghost. - **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to remove the rune without triggering it, or dispel magic (4th level; counteract DC 26) to dispel the rune. - + ```ad-embed-ability -title: Counterfeit Haunting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Counterfeit Haunting** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([auditory](rules/traits/auditory.md), [enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [linguistic](rules/traits/linguistic.md), [mental](rules/traits/mental.md)) - **Trigger**: A living creature moves over the rune **Effect** A frightful moan echoes through the room, and a hoarse telepathic voice shouts, "Get out!" This shout deals `6d12` mental damage to creatures in the room (DC 26 basic Will save). Creatures who fail this saving throw must immediately leave the room and can't willingly reenter it for 1 minute (1 hour on a critical failure). -%% #trait/auditory #trait/enchantment #trait/incapacitation #trait/linguistic #trait/mental %% +%% + #trait/auditory #trait/enchantment #trait/incapacitation #trait/linguistic #trait/mental +%% ``` **Reset** The trap automatically resets after 1 hour. diff --git a/compendium/gm/hazards/paralyzing-light-trap-av2.md b/compendium/gm/hazards/paralyzing-light-trap-av2.md index bd86db333..16d887fd9 100644 --- a/compendium/gm/hazards/paralyzing-light-trap-av2.md +++ b/compendium/gm/hazards/paralyzing-light-trap-av2.md @@ -17,10 +17,9 @@ aliases: ["Paralyzing Light Trap"] When any creature other than a devil enters the light, the magic interwoven in the light holds the creature in place and rings an alarm. - **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (master) to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or dispel magic (4th level; counteract DC 26) to dispel the light, leaving the room in darkness. - + ```ad-embed-ability -title: Stasis Field [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Stasis Field** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([enchantment](rules/traits/enchantment.md), [incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A non-devil creature moves into the light @@ -31,11 +30,14 @@ title: Stasis Field [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action > - **Success** The target is [stunned](rules/conditions.md#Stunned). > - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 round. > - **Critical Failure** The target is [stupefied](rules/conditions.md#Stupefied) for `1d4` rounds and [paralyzed](rules/conditions.md#Paralyzed) for 1 round. -%% #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% +%% + #trait/enchantment #trait/incapacitation #trait/mental #trait/occult +%% ``` ```ad-pf2-summary title: Routine + (1 action) All [stunned](rules/conditions.md#Stunned) and [paralyzed](rules/conditions.md#Paralyzed) creatures in the room take `1d10` mental damage (DC 26 basic Will save). Creatures who fail also become [paralyzed](rules/conditions.md#Paralyzed) for 1 round but can use a reaction to mentally fight off this stasis; creatures who do so take `5d10` mental damage but are no longer [paralyzed](rules/conditions.md#Paralyzed). ``` ^routine diff --git a/compendium/gm/hazards/perilous-flash-flood-gmg.md b/compendium/gm/hazards/perilous-flash-flood-gmg.md index 88610366d..2637ff25d 100644 --- a/compendium/gm/hazards/perilous-flash-flood-gmg.md +++ b/compendium/gm/hazards/perilous-flash-flood-gmg.md @@ -16,9 +16,9 @@ aliases: ["Perilous Flash Flood"] Whether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its container, this relentless flood batters everything in its path. - **Disable** three DC 35 [Athletics](compendium/skills.md#Athletics), [Crafting](compendium/skills.md#Crafting), or [Survival](compendium/skills.md#Survival) checks to move or construct barricades strong enough to create a shelter from the flood. While this creates a safe place to stand, creatures outside of the barricaded area may still be in danger depending on the nature and the source of the flood. - + ```ad-embed-ability -title: Burst Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Burst Free** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature or effect breaks the flood's containment @@ -27,20 +27,17 @@ title: Burst Free [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine -(1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a DC 30 Fortitude save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a DC 20 [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) in order to move, and those who do not succeed at a check to [Swim](rules/actions/swim.md) each round may drown. +(1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a DC 30 Fortitude save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a DC 20 [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) in order to move, and those who do not succeed at a check to [Swim](rules/actions/swim.md) each round may drown. > [!success-degree] > - **Critical Success** The creature takes no damage. > - **Success** The creature takes half damage. > - **Failure** The creature takes full damage and is moved 10 feet along with the water. > - **Critical Failure** The creature takes double damage and is moved 20 feet along with the water. - - Acidic Runoff This caustic flood dissolves flesh as it moves, dealing `1d12` bludgeoning damage and `1d12+8` acid damage. Additionally, it deals `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage) to creatures who critically fail their Fortitude saves. - Battering Waves This flood of rushing water deals `2d12+10` bludgeoning damage. - Repulsive Refuse This flood has picked up tainted or disease-ridden objects like sewer runoff or rotting food. - It deals `2d12+8` bludgeoning damage. Each creature exposed to the flood must attempt a DC 29 Fortitude save, becoming [sickened](rules/conditions.md#Sickened) on a failure or [sickened](rules/conditions.md#Sickened) on a critical failure. Additionally, creatures who come into contact with the flood waters are exposed to filth fever (DC 20 Fortitude, Bestiary 258). - - Sharp Debris The waters have picked up various objects, some of which are particularly sharp. The flood deals `1d12` bludgeoning damage and `1d12+12` piercing damage. - Sticky Goo The substance is particularly sticky. It deals `2d12+6` bludgeoning damage. Additionally, each creature in the flood must attempt a DC 29 Reflex save at the beginning of their turn each round. On a failed saving throw, they take a –10-foot circumstance penalty to all their Speeds for 1 round. On a critical failure, they are instead [immobilized](rules/conditions.md#Immobilized) for 1 round. ``` diff --git a/compendium/gm/hazards/phantom-bells-aoa3.md b/compendium/gm/hazards/phantom-bells-aoa3.md index ddd167fdd..4061c9516 100644 --- a/compendium/gm/hazards/phantom-bells-aoa3.md +++ b/compendium/gm/hazards/phantom-bells-aoa3.md @@ -19,19 +19,21 @@ aliases: ["Phantom Bells"] The echo of diabolic bells reverberates with a bone-shaking clamor. - **Disable** [Religion](compendium/skills.md#Religion) DC 27 (expert) to break the curse with recitations against the power of Hell (2 actions), or [Performance](compendium/skills.md#Performance) DC 22 (expert) to [Perform](rules/actions/perform.md) an opposing composition. - + ```ad-embed-ability -title: Distant Ringing [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Distant Ringing** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([auditory](rules/traits/auditory.md), [sonic](rules/traits/sonic.md)) - **Trigger**: A living creature approaches within 30 feet. **Effect** Sounds of creaking metal fill the area as the phantom bells begin to swing and the haunt rolls initiative. -%% #trait/auditory #trait/sonic %% +%% + #trait/auditory #trait/sonic +%% ``` ```ad-pf2-summary title: Routine + (1 action) The bells toll, dealing `4d6` sonic damage to each living creature within 30 feet (DC 24 basic Fortitude save). ``` ^routine diff --git a/compendium/gm/hazards/phantom-footsteps-botd.md b/compendium/gm/hazards/phantom-footsteps-botd.md index c9c14a77c..5f4062eae 100644 --- a/compendium/gm/hazards/phantom-footsteps-botd.md +++ b/compendium/gm/hazards/phantom-footsteps-botd.md @@ -15,10 +15,9 @@ aliases: ["Phantom Footsteps"] Audible footsteps approach from behind, but their source is not apparent. - **Disable** DC 17 [Religion](compendium/skills.md#Religion) (trained) to ritually ward off lesser spirits or DC 18 [Occultism](compendium/skills.md#Occultism) to exorcise the spirit - + ```ad-embed-ability -title: Stalk [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Stalk** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([auditory](rules/traits/auditory.md), [emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature passes by the footsteps' path @@ -29,7 +28,9 @@ title: Stalk [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reac > - **Success** The creature is [frightened](rules/conditions.md#Frightened). > - **Failure** The creature is [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). -%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% +%% + #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult +%% ``` **Reset** 1 hour diff --git a/compendium/gm/hazards/phantom-jailer-botd.md b/compendium/gm/hazards/phantom-jailer-botd.md index eec1db0d2..54342f9b6 100644 --- a/compendium/gm/hazards/phantom-jailer-botd.md +++ b/compendium/gm/hazards/phantom-jailer-botd.md @@ -15,9 +15,9 @@ aliases: ["Phantom Jailer"] A spirit appears and arrests the creature by clamping manacles around their wrists. - **Disable** DC 18 [Athletics](compendium/skills.md#Athletics) to seize the manacles from the spirit, DC 19 [Intimidation](compendium/skills.md#Intimidation) (trained) to order the spirit to stand down, or DC 20 [Occultism](compendium/skills.md#Occultism) to exorcise the spirit - + ```ad-embed-ability -title: Capture [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Capture** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature touches the manacles diff --git a/compendium/gm/hazards/pharaohs-ward.md b/compendium/gm/hazards/pharaohs-ward.md index dd2541544..65f314a86 100644 --- a/compendium/gm/hazards/pharaohs-ward.md +++ b/compendium/gm/hazards/pharaohs-ward.md @@ -16,15 +16,16 @@ aliases: ["Pharaoh's Ward"] A curse is imbued on an entryway's threshold. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (master) to painstakingly remove the lintel without triggering the magic, or dispel magic (4th level; counteract DC 25) to counteract the rune. - + ```ad-embed-ability -title: Curse the Intruders [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Curse the Intruders** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([curse](rules/traits/curse.md), [divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: The seal on the tomb is [broken](rules/conditions.md#Broken) from the outside. **Effect** Each living creature within 60 feet must succeed at a DC 23 Will save or be subjected to the pharaoh's curse. A cursed creature takes a –2 status penalty to Fortitude saves, and any natural or magical healing it receives is halved. The curse remains until removed by [remove curse](compendium/spells/remove-curse.md) or similar magic. -%% #trait/curse #trait/divine #trait/necromancy %% +%% + #trait/curse #trait/divine #trait/necromancy +%% ``` **Reset** The trap resets when the door is shut. diff --git a/compendium/gm/hazards/planar-rift.md b/compendium/gm/hazards/planar-rift.md index b64c459d7..ce002b53a 100644 --- a/compendium/gm/hazards/planar-rift.md +++ b/compendium/gm/hazards/planar-rift.md @@ -16,15 +16,16 @@ aliases: ["Planar Rift"] A rift attempts to draw creatures into another plane (the GM chooses the specific plane). - **Disable** [Thievery](compendium/skills.md#Thievery) DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift. - + ```ad-embed-ability -title: Into the Great Beyond [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Into the Great Beyond** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [occult](rules/traits/occult.md), [teleportation](rules/traits/teleportation.md)) - **Trigger**: A creature moves within 10 feet of the rift. **Effect** The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate. -%% #trait/conjuration #trait/occult #trait/teleportation %% +%% + #trait/conjuration #trait/occult #trait/teleportation +%% ``` *Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/planar-tear-lomm.md b/compendium/gm/hazards/planar-tear-lomm.md index 3344e787d..1df23d903 100644 --- a/compendium/gm/hazards/planar-tear-lomm.md +++ b/compendium/gm/hazards/planar-tear-lomm.md @@ -21,9 +21,9 @@ aliases: ["Planar Tear"] Ebeshra opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane in the multiverse, though Ebeshra can have the rift pull creatures into a plane of Ebeshra's choosing. Additionally, Ebeshra can choose any number of creatures to be immune to the effects of the planar rift, usually due to the kaiju recognizing the innocence of the creatures. - **Disable** DC 47 [Lore](compendium/skills.md#Lore) (master) related to the specific plane beyond the rift to disrupt the planar frequency and close the rift, DC 52 [Arcana](compendium/skills.md#Arcana) (legendary) or [Occultism](compendium/skills.md#Occultism) (legendary) to undo the magical manifestation of the rift, DC 55 [Performance](compendium/skills.md#Performance) (legendary) to play a tone that counteracts the rift's harmonic frequency, or DC 55 [Diplomacy](compendium/skills.md#Diplomacy) (legendary) or [Religion](compendium/skills.md#Religion) (legendary) to plead with Ebeshra to close the rift - + ```ad-embed-ability -title: Tear Reality [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Tear Reality** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Ebeshra recognizes a nearby threat as needing an indisputable resolution, or a deity tasks Ebeshra with creating a planar rift @@ -32,14 +32,13 @@ title: Tear Reality [R](rules/core-rulebook/chapter-9-playing-the-game.md#Action ```ad-pf2-summary title: Routine -(1 action) The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a DC 45 Fortitude or Reflex save (the creature's choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled. +(1 action) The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a DC 45 Fortitude or Reflex save (the creature's choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled. > [!success-degree] > - **Critical Success** The creature resists the pull and doesn't move towards the rift. > - **Success** The creature is moved 25 feet toward the rift. > - **Failure** The creature is moved 50 feet toward the rift. > - **Critical Failure** The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take `10d6` bludgeoning damage. - If a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a DC 50 Fortitude or Reflex save (the creature's choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side. ``` ^routine diff --git a/compendium/gm/hazards/plummeting-doom-gmg.md b/compendium/gm/hazards/plummeting-doom-gmg.md index bf257d923..afdf9fd81 100644 --- a/compendium/gm/hazards/plummeting-doom-gmg.md +++ b/compendium/gm/hazards/plummeting-doom-gmg.md @@ -15,17 +15,18 @@ aliases: ["Plummeting Doom"] Four vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff. - **Disable** DC 40 [Athletics](compendium/skills.md#Athletics) (trained) to push back so forcefully that the spirits fear being thrown off the cliff, or DC 40 [Religion](compendium/skills.md#Religion) (expert) to temporarily seal the spirits away - + ```ad-embed-ability -title: Call of the Ground [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") +title: **Call of the Ground** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([abjuration](rules/traits/abjuration.md), [divine](rules/traits/divine.md)) - **Trigger**: A creature approaches within 15 feet of the edge of the cliff **Effect** Each spirit attempts to throw a creature within 60 feet of the cliff's edge off the cliff by attempting a check with a +26 modifier against the target's Fortitude DC. If the haunt succeeds, the target is thrown over the edge of the cliff, where it then falls 120 feet to the ground. Until the haunt is defeated, each creature within 60 feet of the cliff's edge must attempt a DC 40 Will save each time they would spend an action or reaction to [Arrest a Fall](rules/actions/arrest-a-fall.md), [Fly](rules/actions/fly.md), [Grab an Edge](rules/actions/grab-an-edge.md), or otherwise avoid falling; if they fail the save, the action is disrupted. The haunt automatically attempts to counteract spells that would slow a fall or mitigate the effects of falling, such as feather fall, with a counteract modifier of +32. -%% #trait/abjuration #trait/divine %% +%% + #trait/abjuration #trait/divine +%% ``` **Reset** 1 hour diff --git a/compendium/gm/hazards/plunger-chute-aoe1.md b/compendium/gm/hazards/plunger-chute-aoe1.md index a5eae7995..2b3b05e40 100644 --- a/compendium/gm/hazards/plunger-chute-aoe1.md +++ b/compendium/gm/hazards/plunger-chute-aoe1.md @@ -17,14 +17,11 @@ A trapdoor in the floor conceals a [hidden](rules/conditions.md#Hidden) chute, a - **Disable** DC 23 [Thievery](compendium/skills.md#Thievery) (expert) to jam the trapdoor shut or activate a [hidden](rules/conditions.md#Hidden) bypass switch by twisting a fitting on the gas lamp. -- **AC** 22 , **Fort** +14, **Ref** +8 +- **AC** 22, **Fort** +14, **Ref** +8 - **Trapdoor Hardness** 10, **Trapdoor HP** 40 (BT 20) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Pitfall and Plunger [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Pitfall and Plunger** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks onto the trapdoor diff --git a/compendium/gm/hazards/poisoned-dart-gallery.md b/compendium/gm/hazards/poisoned-dart-gallery.md index 162ed4cb1..33299e084 100644 --- a/compendium/gm/hazards/poisoned-dart-gallery.md +++ b/compendium/gm/hazards/poisoned-dart-gallery.md @@ -18,51 +18,40 @@ Countless holes to launch poison darts from line a long hallway with a hidden co - **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (expert) on the control panel deactivates the trap. -- **AC** 27 , **Fort** +13, **Ref** +17 +- **AC** 27, **Fort** +13, **Ref** +17 - **Hardness** 14, **HP** 56 (BT 28) to destroy the control panel and disable the trap - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Dart Volley [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Dart Volley** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature enters the hallway or ends its turn in the hallway. **Effect** The trap makes a poisoned dart [Strike](rules/actions/strike.md) against the triggering creature, then rolls initiative. -%% #trait/attack %% +%% + #trait/attack +%% ``` ````ad-pf2-summary title: Routine -(1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creature's turn. +(1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creature's turn. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Poisoned Dart (21) **Damage** `3d4` piercing plus flesset poison - **Effects** flesset poison ``` - The trap makes a poisoned dart [Strike](rules/actions/strike.md) against the triggering creature. - ```ad-inline-affliction title: Flesset Poison - [poison](rules/traits/poison.md "Poison Effect Trait") - **Saving Throws**: DC 22 Fortitude - **Maximum Duration**: 6 rounds - ## Stages - **Stage 1** `1d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) - **Stage 2** `2d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) - **Stage 3** `3d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) - - %% #trait/poison %% ``` ```` diff --git a/compendium/gm/hazards/poisoned-dart-statues-aoe4.md b/compendium/gm/hazards/poisoned-dart-statues-aoe4.md index c6b372c62..4d99558b6 100644 --- a/compendium/gm/hazards/poisoned-dart-statues-aoe4.md +++ b/compendium/gm/hazards/poisoned-dart-statues-aoe4.md @@ -18,19 +18,14 @@ Countless poison darts fire from holes in the statues and walls of this hall. - **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (master) on the control panel deactivates the trap. -- **AC** 34 , **Fort** +20, **Ref** +25 +- **AC** 34, **Fort** +20, **Ref** +25 - -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Control Panel Hardness -24; Control Panel HP 96 (BT 48); Immunities critical hits, object immunities, precision damage. +```ad-embed-ability +title: **Control Panel Hardness** 24; Control Panel HP 96 (BT 48); Immunities critical hits, object immunities, precision damage. ``` ```ad-embed-ability -title: Dart Volley [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Dart Volley** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature makes noise in the hall, which can be avoided with a successful DC 28 @@ -39,41 +34,30 @@ title: Dart Volley [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ````ad-pf2-summary title: Routine -(1 action) The trap launches one dart against every creature in the hall as 1 action. Because it launches darts continuously, the trap can also use the. +(1 action) The trap launches one dart against every creature in the hall as 1 action. Because it launches darts continuously, the trap can also use the. ```ad-embed-ability -title: Continuous - -Barrage free action (see below) to launch darts at each creature during that creature's turn. The trap doesn't take a multiple attack penalty. +title: **Continuous** Barrage free action (see below) to launch darts at each creature during that creature's turn. The trap doesn't take a multiple attack penalty. ``` - ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Poisoned Dart (28) **Damage** `4d4` piercing plus terinav root poison - **Effects** terinav root poison ``` - ```ad-embed-ability -title: Continuous Barrage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - +title: **Continuous Barrage** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: A creature within the hallway finishes an action while the trap is active - **Effect** The trap makes a poisoned dart [Strike](rules/actions/strike.md) against the triggering creature. ``` - ```ad-embed-ability -title: Terinav Root Poison -[poison](rules/traits/poison.md "Poison Effect Trait") - +title: **Terinav Root Poison** ([poison](rules/traits/poison.md)) Saving Throw DC 28. -%% #trait/poison %% +%% + #trait/poison +%% ``` - ```ad-embed-ability -title: Fortitude; Maximum Duration - -6 rounds; Stage 1 `4d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round); Stage 2 `5d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and –5-foot status penalty to all Speeds (1 round); Stage 3 `7d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and –10-foot status penalty to all Speeds (1 round) +title: **Fortitude; Maximum Duration** 6 rounds; Stage 1 `4d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round); Stage 2 `5d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and –5-foot status penalty to all Speeds (1 round); Stage 3 `7d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and –10-foot status penalty to all Speeds (1 round) ``` ```` ^routine diff --git a/compendium/gm/hazards/poisoned-lock-fop.md b/compendium/gm/hazards/poisoned-lock-fop.md index df61ebc7b..3f72cdbb0 100644 --- a/compendium/gm/hazards/poisoned-lock-fop.md +++ b/compendium/gm/hazards/poisoned-lock-fop.md @@ -17,27 +17,28 @@ A spring-loaded, poisoned spine is [hidden](rules/conditions.md#Hidden) near the - **Disable** [Thievery](compendium/skills.md#Thievery) DC 17 (trained) on the spring mechanism. -- **AC** 15 , **Fort** +8, **Ref** +4 +- **AC** 15, **Fort** +8, **Ref** +4 - - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spring Dart [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spring Dart** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature attempts to unlock or [pick the lock](rules/actions/pick-a-lock.md). **Effect** A spine springs out and attacks the triggering creature. -%% #trait/attack %% +%% + #trait/attack +%% ``` ```ad-embed-ability -title: Cladis Poison -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **Cladis Poison** ([poison](rules/traits/poison.md)) + -%% #trait/poison %% +%% + #trait/poison +%% ``` *Source: The Fall of Plaguestone p. 19* \ No newline at end of file diff --git a/compendium/gm/hazards/poisoned-lock.md b/compendium/gm/hazards/poisoned-lock.md index 2acd396d3..f839912c4 100644 --- a/compendium/gm/hazards/poisoned-lock.md +++ b/compendium/gm/hazards/poisoned-lock.md @@ -17,27 +17,28 @@ A spring-loaded, poisoned spine is [hidden](rules/conditions.md#Hidden) near the - **Disable** [Thievery](compendium/skills.md#Thievery) DC 17 (trained) on the spring mechanism. -- **AC** 15 , **Fort** +8, **Ref** +4 +- **AC** 15, **Fort** +8, **Ref** +4 - **Hardness** 6, **HP** 24 (BT 12) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spring** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature tries to unlock or [Pick the Lock](rules/actions/pick-a-lock.md) **Effect** A spine extends to attack the triggering creature. -%% #trait/attack %% +%% + #trait/attack +%% ``` ```ad-embed-ability -title: Cladis Poison -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **Cladis Poison** ([poison](rules/traits/poison.md)) + -%% #trait/poison %% +%% + #trait/poison +%% ``` *Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md b/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md index 91ba44e84..9e2988e96 100644 --- a/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md +++ b/compendium/gm/hazards/poisoned-secret-door-trap-ec4.md @@ -17,32 +17,31 @@ aliases: ["Poisoned Secret Door Trap"] Multiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out. - **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (expert) to break the mechanism, - -```ad-embed-ability -title: or DC -39 [Perception](compendium/skills.md#Perception) (master) to identify the three stones that, when pressed, prevent the trap from triggering AC 36; Fort +28, Ref +19 Hardness 23; HP 92 (BT 46); Immunities critical hits, object immunities, precision damage. +```ad-embed-ability +title: **or DC** 39 [Perception](compendium/skills.md#Perception) (master) to identify the three stones that, when pressed, prevent the trap from triggering AC 36; Fort +28, Ref +19 Hardness 23; HP 92 (BT 46); Immunities critical hits, object immunities, precision damage. ``` ```ad-embed-ability -title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spring** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface **Effect** Needles pop out of the door at the triggering creature. -%% #trait/attack %% +%% + #trait/attack +%% ``` ```ad-embed-ability -title: Purple Worm Venom -[poison](rules/traits/poison.md "Poison Effect Trait") +title: **Purple Worm Venom** ([poison](rules/traits/poison.md)) + Saving Throw DC 34. -%% #trait/poison %% +%% + #trait/poison +%% ``` ```ad-embed-ability -title: Fortitude; Maximum Duration - -6 rounds; Stage 1 `5d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round); Stage 2 `6d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round); Stage 3 `8d6` poison and [enfeebled](rules/conditions.md#Enfeebled) (1 round) +title: **Fortitude; Maximum Duration** 6 rounds; Stage 1 `5d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round); Stage 2 `6d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round); Stage 3 `8d6` poison and [enfeebled](rules/conditions.md#Enfeebled) (1 round) ``` **Reset** If disabled, the trap resets after 1 minute. diff --git a/compendium/gm/hazards/poisonous-atmosphere-gw1.md b/compendium/gm/hazards/poisonous-atmosphere-gw1.md new file mode 100644 index 000000000..462e72045 --- /dev/null +++ b/compendium/gm/hazards/poisonous-atmosphere-gw1.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/complex +- trait/environmental +- trait/magical +- trait/mental +- trait/poison +aliases: ["Poisonous Atmosphere"] +--- +# Poisonous Atmosphere *Hazard 1* +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") [magical](rules/traits/magical.md "Magical Item Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") + +- **Complexity** Complex +- **Stealth** +5 expert to identify the source of sudden nausea + +Aucturn's poisonous, magical atmosphere has strange effects on the planet's creatures. + +- **Disable** DC 20 [Survival](compendium/skills.md#Survival) (trained) or [Occultism](compendium/skills.md#Occultism) (trained) to breathe pockets of safe air trapped in bags and clothing + +```ad-embed-ability +title: **Poisonous Atmosphere** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) + +- **Trigger**: A non-native creature breathes the atmosphere + +**Effect** The triggering creature must attempt a DC 17 Fortitude save. The hazard then rolls initiative. + +> [!success-degree] +> - **Critical Success** The creature is invigorated by the atmosphere and is [quickened](rules/conditions.md#Quickened) for 1 round. +> - **Success** The creature is unaffected. +> - **Failure** The creature is [clumsy](rules/conditions.md#Clumsy). +> - **Critical Failure** The creature is [confused](rules/conditions.md#Confused) for 1 round. +%% + #trait/illusion #trait/mental #trait/occult +%% +``` + +```ad-pf2-summary +title: Routine + +(1 action; illusion, mental, occult) The atmosphere continues to affect all creatures in the area, requiring a new Fortitude save each round against its Poisonous Atmosphere (above). A creature holding its breath gains a +2 circumstance bonus to the save. +``` +^routine + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/polymorph-trap.md b/compendium/gm/hazards/polymorph-trap.md index 4ab95903e..bd56a5ddb 100644 --- a/compendium/gm/hazards/polymorph-trap.md +++ b/compendium/gm/hazards/polymorph-trap.md @@ -16,15 +16,16 @@ aliases: ["Polymorph Trap"] A Druidic glyph tries to transforms a trespasser into an animal. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 32 (master) to drain the glyph's power harmlessly, or dispel magic (6th level; counteract DC 30) to counteract the glyph. - + ```ad-embed-ability -title: Baleful Polymorph [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Baleful Polymorph** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([primal](rules/traits/primal.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. **Effect** The creature is targeted by baleful polymorph (DC 32 Will save). -%% #trait/primal #trait/transmutation %% +%% + #trait/primal #trait/transmutation +%% ``` *Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md b/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md index f011e5023..ab48036c7 100644 --- a/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md +++ b/compendium/gm/hazards/pouncing-tiger-haunt-qff1.md @@ -16,14 +16,13 @@ A cave painting of a great cat roars to life and leaps off the wall to attack. - **Disable** DC 18 [Nature](compendium/skills.md#Nature) (trained) or [Religion](compendium/skills.md#Religion) (trained) to quell the spirit -- **AC** 18 , **Fort** +11, **Ref** +5 +- **AC** 18, **Fort** +11, **Ref** +5 - **Hardness** 8, **HP** 30 (BT 15) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** acid 5 - + ```ad-embed-ability -title: Tiger Slash [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Tiger Slash** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A living creature approaches within 5 feet of the cave painting diff --git a/compendium/gm/hazards/precarious-pile-ltiba.md b/compendium/gm/hazards/precarious-pile-ltiba.md index f5d1f337c..e0ed188f4 100644 --- a/compendium/gm/hazards/precarious-pile-ltiba.md +++ b/compendium/gm/hazards/precarious-pile-ltiba.md @@ -16,14 +16,12 @@ This dangerously unsteady pile of miscellaneous goods stands 7 feet high and 10 - **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) to carefully excavate a path through the wall without upsetting its balance, or DC 17 [Athletics](compendium/skills.md#Athletics) to hold up any unstable portions -- **AC** 16 , **Fort** +10, **Ref** +2 +- **AC** 16, **Fort** +10, **Ref** +2 - **Hardness** 5, **HP** 25 (BT 12) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Collapse** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature attempts to climb or remove an object from the wall or the wall suffers a forceful impact diff --git a/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md b/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md index d9d01969e..3315fafb6 100644 --- a/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md +++ b/compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md @@ -17,20 +17,19 @@ A tripwire fastened to the gate snaps when the gate is opened, releasing a moder - **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) (trained) to remove the thunderstone or DC 18 Reflex save to catch the falling thunderstone -- **AC** 12 , **Fort** +7, **Ref** +3 -- **Wire Hardness** 3, **Wire HP** 10 (BT 5) +- **AC** 12, **Fort** +7, **Ref** +3 +- **Wire Hardness** 3, **Wire HP** 10 (BT 5) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Thunderstone [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Thunderstone** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([sonic](rules/traits/sonic.md)) - **Trigger**: The front gate is opened **Effect** A moderate thunderstone falls on the flagstones and activates, dealing 2 sonic splash damage to each creature within 10 feet of the gate. Creatures in the area must succeed at a DC 17 Fortitude saving throw or be [deafened](rules/conditions.md#Deafened) for 1 round. Adjacent creatures can attempt to catch the falling thunderstone (see Disable, above). -%% #trait/sonic %% +%% + #trait/sonic +%% ``` *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 33* \ No newline at end of file diff --git a/compendium/gm/hazards/punishing-altar-qff2.md b/compendium/gm/hazards/punishing-altar-qff2.md index 792e82117..199b22f90 100644 --- a/compendium/gm/hazards/punishing-altar-qff2.md +++ b/compendium/gm/hazards/punishing-altar-qff2.md @@ -20,14 +20,12 @@ The bowl releases a wave of negative energy when a living creature approaches wi - **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (expert) to remove the bowl without triggering the magic, or dispel magic (2nd level, counteract DC 20) to counteract the runes -- **AC** 21 , **Fort** +14, **Ref** +14 +- **AC** 21, **Fort** +14, **Ref** +14 - **Hardness** 12, **HP** 46 (BT 23) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Necromantic Wave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Necromantic Wave** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A living creature approaches within 10 feet of the bowl without displaying a religious symbol of Venexus diff --git a/compendium/gm/hazards/purple-dye-trap-ooa1.md b/compendium/gm/hazards/purple-dye-trap-ooa1.md index 7b857de1c..befbfe550 100644 --- a/compendium/gm/hazards/purple-dye-trap-ooa1.md +++ b/compendium/gm/hazards/purple-dye-trap-ooa1.md @@ -17,14 +17,12 @@ A spring-loaded glass jar containing purple dye and a thunderstone pops from the - **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) (trained) to remove the jar and thunderstone carefully or DC 20 [Athletics](compendium/skills.md#Athletics) to reinforce the flagstone pressure sensor with an improvised wedge -- **AC** 15 , **Fort** +10, **Ref** +4 -- **Flagstone Hardness** 7, **Flagstone HP** 44 (BT 22) +- **AC** 15, **Fort** +10, **Ref** +4 +- **Flagstone Hardness** 7, **Flagstone HP** 44 (BT 22) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Exploding Jar [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Exploding Jar** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature or object weighing at least 50 pounds is placed on one of the flagstones running north to south on the west side of the yard (marked "T" on the map on page 32) diff --git a/compendium/gm/hazards/quaking-footfalls-frp2.md b/compendium/gm/hazards/quaking-footfalls-frp2.md index 90a974e4a..ef7259636 100644 --- a/compendium/gm/hazards/quaking-footfalls-frp2.md +++ b/compendium/gm/hazards/quaking-footfalls-frp2.md @@ -15,9 +15,9 @@ aliases: ["Quaking Footfalls"] Mogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake. - **Disable** three DC 39 [Athletics](compendium/skills.md#Athletics) (trained), [Crafting](compendium/skills.md#Crafting) (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area; DC 41 [Performance](compendium/skills.md#Performance) (legendary) to calm Mogaru momentarily. - + ```ad-embed-ability -title: Quake [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Quake** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Mogaru moves at least 60 feet diff --git a/compendium/gm/hazards/quaking-slither-lomm.md b/compendium/gm/hazards/quaking-slither-lomm.md index 40f146a45..3954c55b0 100644 --- a/compendium/gm/hazards/quaking-slither-lomm.md +++ b/compendium/gm/hazards/quaking-slither-lomm.md @@ -18,9 +18,9 @@ aliases: ["Quaking Slither"] Ebeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake. - **Disable** three DC 38 [Athletics](compendium/skills.md#Athletics) (trained), [Crafting](compendium/skills.md#Crafting) (trained), or [Engineering Lore](compendium/skills.md#Lore) (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area, or a single DC 41 [Diplomacy](compendium/skills.md#Diplomacy) (master) check to entreat Ebeshra to stand down - + ```ad-embed-ability -title: Quake [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Quake** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Ebeshra moves at least 60 feet on land diff --git a/compendium/gm/hazards/quarry-sluiceway-aoa3.md b/compendium/gm/hazards/quarry-sluiceway-aoa3.md index c1c4f6af9..264186bb9 100644 --- a/compendium/gm/hazards/quarry-sluiceway-aoa3.md +++ b/compendium/gm/hazards/quarry-sluiceway-aoa3.md @@ -18,14 +18,11 @@ Six sluice gates open to allow thousands of gallons of water to begin flooding t - **Disable** [Thievery](compendium/skills.md#Thievery) DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately) -- null, null - **Sluiceway Hardness** 17, **Sluiceway HP** 38 (BT 34) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Opened Sluices [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Opened Sluices** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature Interacts to throw either the primary lever or backup lever. @@ -34,8 +31,8 @@ title: Opened Sluices [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ```ad-pf2-summary title: Routine -(6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area **J2**). On the trap's second turn, the water starts filling the four slave pits in area **J2**. Each of the trap's actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren't open, the slaves begin to drown, [dying](rules/conditions.md#Dying) if they aren't freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area **J2** to a depth of 15 feet. +(6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area **J2**). On the trap's second turn, the water starts filling the four slave pits in area **J2**. Each of the trap's actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren't open, the slaves begin to drown, [dying](rules/conditions.md#Dying) if they aren't freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area **J2** to a depth of 15 feet. Other options beyond disabling or destroying the sluices could prevent the flooding of the quarry pit at your discretion. ``` ^routine diff --git a/compendium/gm/hazards/quicksand.md b/compendium/gm/hazards/quicksand.md index 3fca7757b..6f132dbb7 100644 --- a/compendium/gm/hazards/quicksand.md +++ b/compendium/gm/hazards/quicksand.md @@ -16,9 +16,9 @@ aliases: ["Quicksand"] A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it. - **Disable** [Survival](compendium/skills.md#Survival) DC 18 (trained) to disturb the surface. - + ```ad-embed-ability -title: Submerge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Submerge** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: A Huge or smaller creature walks onto the quicksand. @@ -27,8 +27,8 @@ title: Submerge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "F ```ad-pf2-summary title: Routine -(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature. that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation. +(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature. that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation. A creature in the quicksand can attempt a DC 20 [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) to either raise itself by one step if it's submerged to its neck or worse, or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is [prone](rules/conditions.md#Prone) in a space adjacent to the quicksand patch. Other creatures can [Aid](rules/actions/aid.md) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 20 [Athletics](compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. ``` ^routine diff --git a/compendium/gm/hazards/raving-spirit-ec3.md b/compendium/gm/hazards/raving-spirit-ec3.md index be1f9d874..c65962cff 100644 --- a/compendium/gm/hazards/raving-spirit-ec3.md +++ b/compendium/gm/hazards/raving-spirit-ec3.md @@ -16,19 +16,21 @@ aliases: ["Raving Spirit"] The restless spirit of Currew raves against his tormentors when someone enters his room. - **Disable** DC 30 [Intimidation](compendium/skills.md#Intimidation) (expert) to quiet the spirit for 1 round, or DC 32 [Religion](compendium/skills.md#Religion) (master) to exorcise it. - + ```ad-embed-ability -title: Raving Diatribe [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Raving Diatribe** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([death](rules/traits/death.md), [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature remains in area B3 for longer than 1 round **Effect** Each creature in the sealed room is targeted by nightmare (DC 30 Will save). The haunt counts as having met the targets. It then rolls initiative. -%% #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% +%% + #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult +%% ``` ```ad-pf2-summary title: Routine + [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") The haunts casts phantasmal killer (DC 30 Will save) on a random creature who can see Currew's bed (it can even target creatures outside of area B3, so long as the target can see the bed). Everyone affected by the phantasmal killer sees the same image: a sickly old man lies in the bed, screaming and ranting about his guilt, shame, and eventual death. ``` ^routine diff --git a/compendium/gm/hazards/reflected-desires-da.md b/compendium/gm/hazards/reflected-desires-da.md index ed05b6071..a41ffec72 100644 --- a/compendium/gm/hazards/reflected-desires-da.md +++ b/compendium/gm/hazards/reflected-desires-da.md @@ -20,20 +20,19 @@ This mirror reflects the viewer's deepest desires. - **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to shroud the mirror without looking at it, or DC 17 [Occultism](compendium/skills.md#Occultism) (trained) to erect mental barriers -- **AC** 13 , **Fort** +10, **Ref** +4 +- **AC** 13, **Fort** +10, **Ref** +4 - **Hardness** 6, **HP** 24 (BT 12) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Tempt [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [visual](rules/traits/visual.md "Visual Effect Trait") +title: **Tempt** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md), [visual](rules/traits/visual.md)) - **Trigger**: A creature looks into the mirror **Effect** The triggering creature sees themselves enjoying their deepest desires in the mirror's reflection, becoming [fascinated](rules/conditions.md#Fascinated) (Will DC 20 negates). This fascination ends automatically when the mirror is [broken](rules/conditions.md#Broken) or covered up. -%% #trait/enchantment #trait/mental #trait/occult #trait/visual %% +%% + #trait/enchantment #trait/mental #trait/occult #trait/visual +%% ``` **Reset** automatic diff --git a/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md b/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md index f71deae29..05a25af76 100644 --- a/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md +++ b/compendium/gm/hazards/repeater-crossbow-trap-ooa1.md @@ -18,14 +18,12 @@ A pressure plate in the hallway floor releases a latch, causing a ceiling panel - **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (Expert) or [Crafting](compendium/skills.md#Crafting) (Trained) to disengage the reloading mechanism; the trap can also be disabled by the switch in area F2 -- **AC** 22 , **Fort** +15, **Ref** +9 +- **AC** 22, **Fort** +15, **Ref** +9 - **Hardness** 12, **HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Auto-Bolter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Auto-Bolter** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: An object or creature weighing at least 25 pounds steps on the pressure plate at the south end of the hallway @@ -36,6 +34,7 @@ The repeater crossbow trap Strikes a random creature in the hallway. The trap th ```ad-pf2-summary title: Routine + (3 actions) The repeater crossbow trap reloads (2 actions) then Strikes a random creature in the hallway. ``` ^routine diff --git a/compendium/gm/hazards/reservoir-trap-gw1.md b/compendium/gm/hazards/reservoir-trap-gw1.md new file mode 100644 index 000000000..0a13e979b --- /dev/null +++ b/compendium/gm/hazards/reservoir-trap-gw1.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Reservoir Trap"] +--- +# Reservoir Trap *Hazard 2* +[complex](rules/traits/complex.md "Complex Hazard Trait") [mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Complex +- **Stealth** DC 19 expert to notice the water tank bulging under the immense pressure + +Pipes extending from a pressurized water tank spray flesh-cutting jets of water at unwary passersby. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) (trained) to safely puncture a pipe, or DC 16 [Engineering Lore](compendium/skills.md#Lore) (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap + +- **AC** 18, **Fort** +11, **Ref** +3 +- **Pipe Hardness** 7, **Pipe HP** 30 (BT 15); **Tank Hardness** 7, **Tank HP** 50 (BT 25) +- **Immunities** critical hits; object immunities; precision damage + +```ad-embed-ability +title: **Water Jets** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature steps on a floor space in this room + +**Effect** Seals on the water pipes burst, issuing forth high-pressure water jets in random directions. The hazard makes a water jet [Strike](rules/actions/strike.md) against the triggering creature. The hazard rolls initiative. +``` +```ad-embed-ability +title: **Violent Deluge** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The water tank is [broken](rules/conditions.md#Broken) or destroyed + +**Effect** A torrent of water bursts from the shattered tank, dealing `3d8` bludgeoning damage to each creature within 15 feet (basic DC 22 Reflex save). The trap is then disabled. +``` + +```ad-pf2-summary +title: Routine + +(3 actions) For each pipe destroyed or disabled, the trap loses 1 action. On each of the trap's actions, the trap targets a random creature in the room with a water jet [Strike](rules/actions/strike.md). +``` +^routine + +**Reset** The trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is refilled, which takes an average of 5 days. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/rigged-cubby-aoe2.md b/compendium/gm/hazards/rigged-cubby-aoe2.md index fa0634130..2a5567066 100644 --- a/compendium/gm/hazards/rigged-cubby-aoe2.md +++ b/compendium/gm/hazards/rigged-cubby-aoe2.md @@ -17,14 +17,12 @@ A [hidden](rules/conditions.md#Hidden) string connected to precariously stacked - **Disable** [Thievery](compendium/skills.md#Thievery) DC 20 to cut the string without setting off the trap. -- **AC** 25 , **Fort** +0, **Ref** +0 -- **HP** 1; **default Hardness** 0, +- **AC** 25, **Fort** +0, **Ref** +0 +- **HP** 1; **default Hardness** 0 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Collapse** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature touches the sickle in the cubby diff --git a/compendium/gm/hazards/rockfall-ceiling-qff2.md b/compendium/gm/hazards/rockfall-ceiling-qff2.md index 489a17fab..d6d98a61e 100644 --- a/compendium/gm/hazards/rockfall-ceiling-qff2.md +++ b/compendium/gm/hazards/rockfall-ceiling-qff2.md @@ -17,14 +17,12 @@ A load of rocks, held up by a rope pulley, is dropped on the cavern's lower leve - **Disable** DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to pin the pulley in place -- **AC** 22 , **Fort** +15, **Ref** +15 +- **AC** 22, **Fort** +15, **Ref** +15 - **Hardness** 12, **HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Drop Rocks [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Drop Rocks** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature holding the rope pulley pulls it diff --git a/compendium/gm/hazards/rushing-wind-gw1.md b/compendium/gm/hazards/rushing-wind-gw1.md new file mode 100644 index 000000000..1015253d4 --- /dev/null +++ b/compendium/gm/hazards/rushing-wind-gw1.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/complex +- trait/environmental +aliases: ["Rushing Wind"] +--- +# Rushing Wind *Hazard 2* +[complex](rules/traits/complex.md "Complex Hazard Trait") [environmental](rules/traits/environmental.md "Environmental Hazard Trait") + +- **Complexity** Complex +- **Stealth** +7 trained to detect the change in pressure + +A raging wind sucks creatures in the area toward the aiudara. + +- **Disable** DC 20 [Thievery](compendium/skills.md#Thievery) (trained) or [Arcana](compendium/skills.md#Arcana) (trained) to recognize what's happening and craft a patch to block air from escaping through the portal + +```ad-embed-ability +title: **Gale** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The aiudara appears here on Eox + +**Effect** A jet of wind pulls creatures caught between the worlds toward the archway. The hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine + +(1 action) The hazard uses its action to suck each creature (except the cairn wight) toward the aiudara. Each affected creature must attempt a DC 18 Fortitude save. +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is pulled 5 feet toward the aiudara and is [stunned](rules/conditions.md#Stunned). If the creature is already adjacent to the aiudara, it doesn't move but is [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The creature is pulled 10 feet toward the aiudara, falls [prone](rules/conditions.md#Prone), and is [stunned](rules/conditions.md#Stunned). If the creature is already adjacent to the aiudara, it doesn't move but falls [prone](rules/conditions.md#Prone) and is [stunned](rules/conditions.md#Stunned). +``` +^routine + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/rusty-grate-pit-av2.md b/compendium/gm/hazards/rusty-grate-pit-av2.md index a06221437..5b470f087 100644 --- a/compendium/gm/hazards/rusty-grate-pit-av2.md +++ b/compendium/gm/hazards/rusty-grate-pit-av2.md @@ -17,14 +17,12 @@ The rusty grate covers a pit that's 10 feet in diameter and 40 feet deep. - **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) to harmlessly trigger the trap by nudging the gate or the dangling winch, or DC 24 [Thievery](compendium/skills.md#Thievery) to stabilize the grate so it doesn't collapse. -- **AC** 21 , **Fort** +17, **Ref** +11 +- **AC** 21, **Fort** +17, **Ref** +11 - **Hardness** 14, **HP** 56 (BT 28) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Pitfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature walks onto the grate diff --git a/compendium/gm/hazards/sacred-geyser-gw1.md b/compendium/gm/hazards/sacred-geyser-gw1.md new file mode 100644 index 000000000..0d2289677 --- /dev/null +++ b/compendium/gm/hazards/sacred-geyser-gw1.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/environmental +- trait/fire +- trait/water +aliases: ["Sacred Geyser"] +--- +# Sacred Geyser *Hazard 3* +[environmental](rules/traits/environmental.md "Environmental Hazard Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") + +- **Complexity** Simple +- **Stealth** DC 19 trained + +A geyser of boiling water erupts at any character who attempts to take water from the oasis. + +- **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) (trained) to concoct a mechanism for indirectly harvesting the water from a safe distance + +```ad-embed-ability +title: **Boiling Geyser** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature dips a vessel or otherwise attempts to remove water from the oasis + +**Effect** A jet of magical boiling water targets the triggering creature and affects all creatures within 5 feet of the target. Creatures caught in the burst take `2d10+13` fire damage (basic DC 23 Reflex save). +``` + +**Reset** The geyser resets automatically and adapts to previous circumvention, requiring a new check to disable it each time. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/sadistic-conductor-botd.md b/compendium/gm/hazards/sadistic-conductor-botd.md index 25e14db62..3fe1dc95a 100644 --- a/compendium/gm/hazards/sadistic-conductor-botd.md +++ b/compendium/gm/hazards/sadistic-conductor-botd.md @@ -17,15 +17,11 @@ A phantom conductor appears with a flourish, causing spectral instruments with r - **Disable** DC 18 [Performance](compendium/skills.md#Performance) to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 [Thievery](compendium/skills.md#Thievery) (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt -- null, null -- **Hardness** 10, ; **per instrument HP** 22 (BT 11) +- **Hardness** 10; **per instrument HP** 22 (BT 11) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Conjure Instruments [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Conjure Instruments** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature approaches within 15 feet @@ -36,11 +32,14 @@ title: Conjure Instruments [R](rules/core-rulebook/chapter-9-playing-the-game.md > - **Success** A conjured instrument appears in the creature's hands, but it isn't compelled to play it. > - **Failure** A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play. > - **Critical Failure** As failure, but the creature needs a critical success on its [Performance](compendium/skills.md#Performance) in order for the conductor to be satisfied and dismiss its instrument. -%% #trait/conjuration #trait/occult %% +%% + #trait/conjuration #trait/occult +%% ``` ```ad-pf2-summary title: Routine + (1 action; [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait")) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals `1d6+3` slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 [Performance](compendium/skills.md#Performance) check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional `1d6+3` sonic damage. ``` ^routine diff --git a/compendium/gm/hazards/sand-whirlwind-frp1.md b/compendium/gm/hazards/sand-whirlwind-frp1.md index 3816174e9..46226ad58 100644 --- a/compendium/gm/hazards/sand-whirlwind-frp1.md +++ b/compendium/gm/hazards/sand-whirlwind-frp1.md @@ -16,9 +16,9 @@ aliases: ["Sand Whirlwind"] Buffeting winds swirl sharp grains of sand about the room. - **Disable** DC 38 [Religion](compendium/skills.md#Religion) (expert) to state an Iroran koan about being complete only upon recognizing one's incompleteness, or DC 41 [Occultism](compendium/skills.md#Occultism) (master) to create a ward against future hauntings. - + ```ad-embed-ability -title: Sand Vacuum [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Sand Vacuum** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature attempts to leave the chamber @@ -33,6 +33,7 @@ title: Sand Vacuum [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine + (1 action) The haunt's violent winds savagely buffet everyone in the room, dealing `6d10+30` bludgeoning damage to living creatures (DC 34 basic Reflex save). On a critically failed save, a creature is also [blinded](rules/conditions.md#Blinded) for 1 minute. ``` ^routine diff --git a/compendium/gm/hazards/scholars-bane-gw1.md b/compendium/gm/hazards/scholars-bane-gw1.md new file mode 100644 index 000000000..12bf28d73 --- /dev/null +++ b/compendium/gm/hazards/scholars-bane-gw1.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/complex +- trait/illusion +- trait/magical +- trait/trap +aliases: ["Scholar's Bane"] +--- +# Scholar's Bane *Hazard 4* +[complex](rules/traits/complex.md "Complex Hazard Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Complex +- **Stealth** +14 trained to notice magical sensors [hidden](rules/conditions.md#Hidden) within four of the carvings' eyes + +Illusion magic overwhelms the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame they've ever suffered. + +- **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) (trained) to carve out one eye sensor, DC 22 [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (trained) to blank out one's mind (disables trap for self only), or dispel magic (2nd level; counteract DC 20) to counteract one eye sensor + +- **AC** 20, **Fort** +12, **Ref** +8 +- **Eye Hardness** 6, **Eye HP** 20 + +```ad-embed-ability +title: **Reveal Failurs** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature with an Intelligence score of 10 or greater enters the room + +**Effect** The trap fills the triggering creature's mind with shameful memories. The creature must succeed at a DC 22 Will save or take `2d8+2` mental damage. The trap then rolls initiative. +``` + +```ad-pf2-summary +title: Routine + +(4 actions) The trap uses each action to target a creature in the room with an Intelligence score of 10 or greater. A target must succeed at a DC 22 Will save or take `2d8+2` mental damage. On a critical failure, the creature takes a –10-foot status penalty to Speed for 1 minute as they stagger under the weight of their failures. The trap loses 1 action for each eye sensor disabled or destroyed. +``` +^routine + +**Reset** The trap can function for 10 rounds, which don't need to be consecutive, before it must recharge for 24 hours. + +*Source: Gatewalkers #1: The Seventh Arch p. 53* \ No newline at end of file diff --git a/compendium/gm/hazards/scroll-shock-trap-sli.md b/compendium/gm/hazards/scroll-shock-trap-sli.md index cd1e3f32b..c4c80fb00 100644 --- a/compendium/gm/hazards/scroll-shock-trap-sli.md +++ b/compendium/gm/hazards/scroll-shock-trap-sli.md @@ -18,32 +18,30 @@ Five scroll symbols shoot electricity bolts around the room. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 25 (expert) or [dispel magic](compendium/spells/dispel-magic.md) (3rd level; counteract DC 24); [Thievery](compendium/skills.md#Thievery) DC 29 (master) to disable the entire trap from the [hidden](rules/conditions.md#Hidden) control panel beneath the central slab. -- **AC** 28 , **Fort** +21, **Ref** +15 +- **AC** 28, **Fort** +21, **Ref** +15 - **Panel Hardness** 18, **Panel HP** 72 (BT 36); **Symbol Hardness** 16, **Symbol HP** 64 (BT 32) - **Immunities** critical hits; object immunities; precision damage - **Resistances** electricity 15 -- **Weaknesses** - + ```ad-embed-ability -title: Reactive Charge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Reactive Charge** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) - **Trigger**: A creature without an Aspis Consortium badge approaches within 5 feet of a slab **Effect** Both double doors leading out of the room shut and lock. While the trap is active, the doors must be battered open (Hardness 18; Panel HP 72 [BT 36]; [Athletics](compendium/skills.md#Athletics) DC 29 to [Force Open](rules/actions/force-open.md)). The closest symbol to the triggering creature shoots an electricity bolt attack at it. The trap then rolls initiative. -%% #trait/arcane #trait/evocation %% +%% + #trait/arcane #trait/evocation +%% ``` ````ad-pf2-summary title: Routine -(5 actions) Each disabled symbol reduces the trap's number of actions by 1. For each of its actions, a different symbol shoots an electricity bolt at a random creature in the room. The trap doesn't take multiple attack penalties. +(5 actions) Each disabled symbol reduces the trap's number of actions by 1. For each of its actions, a different symbol shoots an electricity bolt at a random creature in the room. The trap doesn't take multiple attack penalties. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Electricity Bolt (21) (range <40 feet>) **Damage** `1d6+2` electricity damage and `1d6` [persistent electricity damage](rules/conditions.md#Persistent%20Damage) - **Effects** - %% #trait/range-40-feet %% ``` ```` diff --git a/compendium/gm/hazards/scythe-blades-bb.md b/compendium/gm/hazards/scythe-blades-bb.md index 5a1bdd19a..f73a4cb19 100644 --- a/compendium/gm/hazards/scythe-blades-bb.md +++ b/compendium/gm/hazards/scythe-blades-bb.md @@ -14,18 +14,18 @@ Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to - **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) to disable each blade -- **AC** 21 , **Fort** +12, **Ref** +8 +- **AC** 21, **Fort** +12, **Ref** +8 - **Hardness** 11, **HP** 44 (BT 22) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Falling Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Falling Scythes** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) + When the trip wire is pulled or severed, both blades swing down, each one attacking all creatures under the ceiling grooves. The trap makes a melee attack with each blade with +17 to each attack roll. There's no multiple attack penalty on these attacks. On a hit, a blade deals `2d12 + 4` slashing damage. On a critical hit, the damage is doubled plus 6 extra damage. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/scythe-blades.md b/compendium/gm/hazards/scythe-blades.md index f2c90e59c..968c7d829 100644 --- a/compendium/gm/hazards/scythe-blades.md +++ b/compendium/gm/hazards/scythe-blades.md @@ -17,20 +17,19 @@ Two blades, each [hidden](rules/conditions.md#Hidden) in a 15-foot-long ceiling - **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (trained) to disable each blade. -- **AC** 21 , **Fort** +12, **Ref** +8 +- **AC** 21, **Fort** +12, **Ref** +8 - **Hardness** 11, **HP** 44 (BT 22) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Falling Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Falling Scythes** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: The trip wire is pulled or severed. **Effect** Both blades swing down, each one attacking all creatures under the ceiling grooves. -%% #trait/attack %% +%% + #trait/attack +%% ``` **Reset** The trap resets after 15 minutes. diff --git a/compendium/gm/hazards/second-chance.md b/compendium/gm/hazards/second-chance.md index eece9c023..50a7088cd 100644 --- a/compendium/gm/hazards/second-chance.md +++ b/compendium/gm/hazards/second-chance.md @@ -16,15 +16,16 @@ aliases: ["Second Chance"] Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory. - + ```ad-embed-ability -title: In the Beginning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **In the Beginning** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A creature tries to steal the object or intrude upon the location. **Effect** If someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators at any distance—even across planes. The triggering creature and up to five coconspirators instantly revert to infants, losing all memories, class abilities, and other skills acquired during their lives (DC 44 Fortitude negates). Reversing this effect is nearly impossible, requiring powerful magic such as wish. -%% #trait/divine #trait/transmutation %% +%% + #trait/divine #trait/transmutation +%% ``` *Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/second-kiss-engine-ooa2.md b/compendium/gm/hazards/second-kiss-engine-ooa2.md index b5feb9326..22e36d2fd 100644 --- a/compendium/gm/hazards/second-kiss-engine-ooa2.md +++ b/compendium/gm/hazards/second-kiss-engine-ooa2.md @@ -17,14 +17,12 @@ Exposed clockwork gears spin at high speeds. - **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to disable the engine, or DC 26 [Engineering Lore](compendium/skills.md#Lore) to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the Second Kiss's propulsion. -- **AC** 27 , **Fort** +15, **Ref** +18 +- **AC** 27, **Fort** +15, **Ref** +18 - **Hardness** 10, **HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spinning Gears [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Spinning Gears** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature [Strides](rules/actions/stride.md) in the engine nacelle diff --git a/compendium/gm/hazards/seismic-spears-trap-aoa5.md b/compendium/gm/hazards/seismic-spears-trap-aoa5.md index 86e092f54..56ef12635 100644 --- a/compendium/gm/hazards/seismic-spears-trap-aoa5.md +++ b/compendium/gm/hazards/seismic-spears-trap-aoa5.md @@ -16,20 +16,19 @@ aliases: ["Seismic Spears Trap"] Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become [petrified](rules/conditions.md#Petrified). - **Disable** [Thievery](compendium/skills.md#Thievery) DC 43 (master) to disable the wards or [dispel magic](compendium/spells/dispel-magic.md) (9th level; counteract DC 38) to counteract the ward. - + ```ad-embed-ability -title: Cataclysmic Rain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") +title: **Cataclysmic Rain** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md)) - **Trigger**: A creature enters the marked area **Effect** Fiery spears make one [Strike](rules/actions/strike.md) against each living creature within 5 feet of the marked area. -%% #trait/arcane #trait/earth #trait/fire %% +%% + #trait/arcane #trait/earth #trait/fire +%% ``` ```ad-embed-ability -title: Personal Quake - -A creature struck by a seismic spear is [clumsy](rules/conditions.md#Clumsy) for 1 round as their body shakes uncontrollably. +title: **Personal Quake** A creature struck by a seismic spear is [clumsy](rules/conditions.md#Clumsy) for 1 round as their body shakes uncontrollably. On a critical hit, a target must succeed at a DC 39 Fortitude save or be [petrified](rules/conditions.md#Petrified) for 1 minute, or permanently on a critical failure. ``` diff --git a/compendium/gm/hazards/serpent-ward-sot2.md b/compendium/gm/hazards/serpent-ward-sot2.md index 29cdcda1a..6c0d5d5a0 100644 --- a/compendium/gm/hazards/serpent-ward-sot2.md +++ b/compendium/gm/hazards/serpent-ward-sot2.md @@ -17,15 +17,16 @@ aliases: ["Serpent Ward"] Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders. - **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert) or DC 24 [Occultism](compendium/skills.md#Occultism) (expert) to deactivate the magical trigger. - + ```ad-embed-ability -title: Curse the Intruders [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md "Curse Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Curse the Intruders** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([curse](rules/traits/curse.md), [illusion](rules/traits/illusion.md), [occult](rules/traits/occult.md)) - **Trigger**: The trapped door is opened other than by a serpentfolk **Effect** Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the curse of potent poison. If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect). -%% #trait/curse #trait/illusion #trait/occult %% +%% + #trait/curse #trait/illusion #trait/occult +%% ``` *Source: Strength of Thousands #2: Spoken on the Song Wind p. 9* \ No newline at end of file diff --git a/compendium/gm/hazards/shadow-guards-gw1.md b/compendium/gm/hazards/shadow-guards-gw1.md new file mode 100644 index 000000000..7c2714312 --- /dev/null +++ b/compendium/gm/hazards/shadow-guards-gw1.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/complex +- trait/evocation +- trait/magical +- trait/shadow +- trait/trap +aliases: ["Shadow Guards"] +--- +# Shadow Guards *Hazard 2* +[complex](rules/traits/complex.md "Complex Hazard Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Complex +- **Stealth** +11 trained to notice the runes [concealed](rules/conditions.md#Concealed) among the drawings + +Shadowy caricatures of elves peel themselves from the floor and attack everyone in the room. + +- **Disable** DC 16 [Acrobatics](compendium/skills.md#Acrobatics) to move through the room without touching any of the runes, followed by DC 18 + +- **AC** 18, **Fort** +11, **Ref** +11 +- **Hardness** 8, **HP** 32 + +```ad-embed-ability +title: **Thievery** (trained) + + +to carve them out of the wood without triggering them; or dispel magic (1st level; counteract DC 16) to counteract the runes +%% + #trait/trained +%% +``` +```ad-embed-ability +title: **Shadow Rush** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature enters the room + +**Effect** After waiting 1 round, the trap animates its shadowy stick figures and makes a painted spear [Strike](rules/actions/strike.md) against each creature in the room. The trap rolls initiative. +``` + +```ad-pf2-summary +title: Routine + +(1 action) The drawings stab at each character in the room with spears drawn from sharp lines. +``` +^routine + +**Reset** The trap deactivates and resets after 1 minute. The drawings cannot pursue characters out of the room. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/shadowshift-field-gw1.md b/compendium/gm/hazards/shadowshift-field-gw1.md new file mode 100644 index 000000000..ab6d42ecb --- /dev/null +++ b/compendium/gm/hazards/shadowshift-field-gw1.md @@ -0,0 +1,47 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/complex +- trait/conjuration +- trait/magical +aliases: ["Shadowshift Field"] +--- +# Shadowshift Field *Hazard 1* +[complex](rules/traits/complex.md "Complex Hazard Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") + +- **Complexity** Complex +- **Stealth** +7 trained to notice the air and plants wavering and shifting + +Cross-planar seepage from the Oaksteward rebels' ritual causes shadowy warping effects to strain and damage living creatures in the forest clearing. + +- **Disable** DC 17 [Arcana](compendium/skills.md#Arcana) (trained) to will the Material Plane's hold on the area back into firmness and disable the effect for 1 hour, or dispel magic (1st level; counteract DC 15) to end the effect permanently + +```ad-embed-ability +title: **Shadowshift** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([conjuration](rules/traits/conjuration.md), [primal](rules/traits/primal.md)) + +- **Trigger**: A character enters the affected area + +**Effect** The hazard rolls initiative as the field of planar warping surges, filling the forest clearing. +%% + #trait/conjuration #trait/primal +%% +``` + +```ad-pf2-summary +title: Routine + +(1 action) Each creature in the clearing must attempt a DC 17 Fortitude save as the planar warping threatens to create microscopic tears inside their body. +Fey, plant creatures, and druids are unaffected. +> [!success-degree] +> - **Critical Success** The creature is unaffected and immune for 24 hours. The land is healed `1d6` points by the primal magic. +> - **Success** The creature is unaffected and immune to the effect for 24 hours. +> - **Failure** The creature takes `1d6+3` force damage. +> - **Critical Failure** The creature takes `2d6+6` force damage. +``` +^routine + +**Reset** This effect continues for 1 day, after which it ends and cannot be triggered again without another ritual. + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/shattered-window-botd.md b/compendium/gm/hazards/shattered-window-botd.md index 28a16dea8..573674e7b 100644 --- a/compendium/gm/hazards/shattered-window-botd.md +++ b/compendium/gm/hazards/shattered-window-botd.md @@ -15,9 +15,9 @@ aliases: ["Shattered Window"] The anger trapped within a structure shatters a window, showering glass in adjacent spaces. - **Disable** DC 19 [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (trained) to suppress the spiritual energy or DC 20 [Diplomacy](compendium/skills.md#Diplomacy) (trained) to soothe the latent anger - + ```ad-embed-ability -title: Shatter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shatter** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves adjacent to the window diff --git a/compendium/gm/hazards/shattering-rune-qff3.md b/compendium/gm/hazards/shattering-rune-qff3.md index e86d5eaec..c3abba3fa 100644 --- a/compendium/gm/hazards/shattering-rune-qff3.md +++ b/compendium/gm/hazards/shattering-rune-qff3.md @@ -18,15 +18,16 @@ aliases: ["Shattering Rune"] A magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an [invisible](rules/conditions.md#Invisible) sensor that detects creatures within a 10-foot-radius sphere. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 30 (master) to erase the rune without triggering the sensor or dispel magic (5th level; counteract DC 28) to dispel the rune - + ```ad-embed-ability -title: Shattering Shockwave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") +title: **Shattering Shockwave** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md), [sonic](rules/traits/sonic.md)) - **Trigger**: A Small or larger creature comes within 10 feet of the rune **Effect** The rune unleashes a deafening peal of thunder that deals `10d8` sonic damage in a 20-foot burst (DC 30 basic Reflex save). -%% #trait/arcane #trait/evocation #trait/sonic %% +%% + #trait/arcane #trait/evocation #trait/sonic +%% ``` *Source: Quest for the Frozen Flame #3: Burning Tundra p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/shrieker-gmg.md b/compendium/gm/hazards/shrieker-gmg.md index 22f315dc4..9a5fdedfa 100644 --- a/compendium/gm/hazards/shrieker-gmg.md +++ b/compendium/gm/hazards/shrieker-gmg.md @@ -17,14 +17,12 @@ This human-sized purple mushroom emits a piercing shriek when disturbed. - **Disable** DC 18 [Survival](compendium/skills.md#Survival) to carefully approach and cut the mushroom's air sac without triggering the shrieker -- **AC** 12 , **Fort** +8, **Ref** +2 +- **AC** 12, **Fort** +8, **Ref** +2 - **HP** 9 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Shriek [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shriek** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature or light source approaches within 10 feet of the shrieker or the shrieker takes damage diff --git a/compendium/gm/hazards/shrinking-hall-da.md b/compendium/gm/hazards/shrinking-hall-da.md index 988f688a9..19c438968 100644 --- a/compendium/gm/hazards/shrinking-hall-da.md +++ b/compendium/gm/hazards/shrinking-hall-da.md @@ -16,9 +16,9 @@ aliases: ["Shrinking Hall"] This hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible. - **Disable** DC 21 [Thievery](compendium/skills.md#Thievery) (trained) to jam the scales built into the floor - + ```ad-embed-ability -title: Shrink [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shrink** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: 100 pounds of weight or more is placed on the hallway's floor diff --git a/compendium/gm/hazards/shrouded-assailant-da.md b/compendium/gm/hazards/shrouded-assailant-da.md index aa8240c9a..983670e25 100644 --- a/compendium/gm/hazards/shrouded-assailant-da.md +++ b/compendium/gm/hazards/shrouded-assailant-da.md @@ -17,24 +17,23 @@ A spirit steps out of a covered mirror, pulling off and becoming shrouded in the - **Disable** DC 43 [Thievery](compendium/skills.md#Thievery) (master) to steal the cloth before the spirit manifests, or DC 47 [Athletics](compendium/skills.md#Athletics) to pull the cloth off the spirit after it manifests -- **AC** 40 , **Fort** +26, **Ref** +32, **Will** +35 +- **AC** 40, **Fort** +26, **Ref** +32, **Will** +35 - **Spirit HP** 230 Resistance all damage 20 (except force, [ghost touch](compendium/equipment/items/ghost-touch.md), or positive; double resistance to non-magical) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Don Shroud [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Don Shroud** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([occult](rules/traits/occult.md)) - **Trigger**: A creature enters the area **Effect** The spirit steps out of the mirror, wearing the cloth as a shroud and revealing the mirror. The triggering creature is [frightened](rules/conditions.md#Frightened) unless they succeed at a DC 38 Will save. The haunt then rolls initiative. -%% #trait/occult %% +%% + #trait/occult +%% ``` ```ad-pf2-summary title: Routine + (3 actions) The spirit uses 3 actions to [Step](rules/actions/step.md), fly 60 feet, or [Strike](rules/actions/strike.md), in any order. On a successful [Strike](rules/actions/strike.md) the spirit's target is [frightened](rules/conditions.md#Frightened), and on a critical success, the target is [frightened](rules/conditions.md#Frightened). ``` ^routine diff --git a/compendium/gm/hazards/shuffling-hall-da.md b/compendium/gm/hazards/shuffling-hall-da.md index 1163b79b6..f81335ee6 100644 --- a/compendium/gm/hazards/shuffling-hall-da.md +++ b/compendium/gm/hazards/shuffling-hall-da.md @@ -17,14 +17,12 @@ Four pressure plates along this mirrored hall rotate vertically when stepped on, - **Disable** DC 12 [Thievery](compendium/skills.md#Thievery) to deactivate one pressure plate -- **AC** 18 , **Fort** +2, **Ref** +5 +- **AC** 18, **Fort** +2, **Ref** +5 - **Hardness** 4, **HP** 12 (BT 6) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Flip [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Flip** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps on a pressure plate diff --git a/compendium/gm/hazards/shuffling-scythe-blades-av2.md b/compendium/gm/hazards/shuffling-scythe-blades-av2.md index 5c90690d6..f57f9da57 100644 --- a/compendium/gm/hazards/shuffling-scythe-blades-av2.md +++ b/compendium/gm/hazards/shuffling-scythe-blades-av2.md @@ -19,26 +19,22 @@ Six long blades, [hidden](rules/conditions.md#Hidden) in grooves in the walls an - **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (expert) to disable each blade, or utter the magical passphrase (which only Chafkhem knows) to deactivate the trap for 10 minutes. -- **AC** 27 , **Fort** +19, **Ref** +13 +- **AC** 27, **Fort** +19, **Ref** +13 - -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Scythe Blade Hardness -16, Scythe Blade HP 30 (BT 15); Immunities critical hits, object immunities, precision damage. +```ad-embed-ability +title: **Scythe Blade Hardness** 16, Scythe Blade HP 30 (BT 15); Immunities critical hits, object immunities, precision damage. ``` ```ad-embed-ability -title: Dicing Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Dicing Scythes** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps in the 15-footby- 25-foot area where the branching hallways connect **Effect** The trap uses Scythe Shuffle; each blade makes a scythe [Strike](rules/actions/strike.md) against each creature in its region, then it uses Scythe Shuffle again. The trap then rolls for initiative. ``` ```ad-embed-ability -title: Scythe Shuffle [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Scythe Shuffle** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + The blades travel erratically throughout the hallway's branches, out of sight under the floors or behind the walls. For each blade, roll `1d4` to determine the region in which it next makes scythe [Strikes](rules/actions/strike.md). A creature can [Seek](rules/actions/seek.md) (DC 22) to learn clues about blades in the region they're currently occupying. On a success, the creature knows how many blades are currently in its region. @@ -47,20 +43,15 @@ The blades travel erratically throughout the hallway's branches, out of sight un ````ad-pf2-summary title: Routine -(7 actions) The trap spends 1 action for each of its blades; a blade makes a scythe [Strike](rules/actions/strike.md) against each creature in its region. With its final action, the trap uses. +(7 actions) The trap spends 1 action for each of its blades; a blade makes a scythe [Strike](rules/actions/strike.md) against each creature in its region. With its final action, the trap uses. ```ad-embed-ability -title: Scythe Shuffle. - -Reduce the number of actions the trap can take by 1 for each destroyed blade. +title: **Scythe Shuffle.** Reduce the number of actions the trap can take by 1 for each destroyed blade. ``` - ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Scythe (20) ([deadly <1d12>](rules/traits/deadly-1d12.md "Deadly Weapon Trait")) **Damage** `1d12+8` slashing - **Effects** - %% #trait/deadly-1d12 %% ``` ```` diff --git a/compendium/gm/hazards/sigil-of-deepest-fears-da.md b/compendium/gm/hazards/sigil-of-deepest-fears-da.md index 1396d9dbb..13234a475 100644 --- a/compendium/gm/hazards/sigil-of-deepest-fears-da.md +++ b/compendium/gm/hazards/sigil-of-deepest-fears-da.md @@ -16,15 +16,16 @@ aliases: ["Sigil of Deepest Fears"] An arcane sigil forces creatures to confront their greatest fear. - **Disable** DC 43 [Thievery](compendium/skills.md#Thievery) (master) to drain the sigil's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the sigil - + ```ad-embed-ability -title: Face Your Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Face Your Fear** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [death](rules/traits/death.md), [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md)) - **Trigger**: A creature moves within 10 feet of the sigil **Effect** All creatures within 120 feet of the sigil are affected by a [weird](compendium/spells/weird.md) spell (DC 40 Will save). -%% #trait/arcane #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental %% +%% + #trait/arcane #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/siphoning-spirit-botd.md b/compendium/gm/hazards/siphoning-spirit-botd.md index 1a66d73b7..6295d5202 100644 --- a/compendium/gm/hazards/siphoning-spirit-botd.md +++ b/compendium/gm/hazards/siphoning-spirit-botd.md @@ -16,21 +16,22 @@ aliases: ["Siphoning Spirit"] A formless spirit drains life from the living, becoming progressively visible as its victims weaken. - **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (expert) to weaken the spirit; four total successes are required to disable the haunt - + ```ad-embed-ability -title: Sudden Siphon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") +title: **Sudden Siphon** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) - **Trigger**: A living creature passes within 15 feet of the spirit **Effect** The [invisible](rules/conditions.md#Invisible) spirit latches onto the life essence of the living, dealing `4d10+20` negative damage to all living creatures within 60 feet (DC 41 basic Fortitude save). The haunt then rolls initiative -%% #trait/divine #trait/necromancy #trait/negative %% +%% + #trait/divine #trait/necromancy #trait/negative +%% ``` ```ad-pf2-summary title: Routine -(1 action; [death](rules/traits/death.md "Death Effect Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait")) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes `4d10+20` negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales. +(1 action; [death](rules/traits/death.md "Death Effect Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [negative](rules/traits/negative.md "Negative Energy & Element Trait")) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes `4d10+20` negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales. > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes half damage. diff --git a/compendium/gm/hazards/slamming-door-bb.md b/compendium/gm/hazards/slamming-door-bb.md index df5c480af..e063e13cf 100644 --- a/compendium/gm/hazards/slamming-door-bb.md +++ b/compendium/gm/hazards/slamming-door-bb.md @@ -14,20 +14,20 @@ Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallw - **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) on the floor panels before the slab falls -- **AC** 16 , **Fort** +10, **Ref** +2 +- **AC** 16, **Fort** +10, **Ref** +2 - **Hardness** 5, **HP** 20 (BT 10) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Slam Shut** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) + When pressure is placed on any floor tile, the door falls, closing off the hallway. The stone slab deals `3d8` bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they roll out of the way and can choose which direction. Lifting the fallen slab requires a successful DC 25 [Athletics](compendium/skills.md#Athletics) check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24). -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/slamming-door.md b/compendium/gm/hazards/slamming-door.md index 36db49935..b5bc25f5c 100644 --- a/compendium/gm/hazards/slamming-door.md +++ b/compendium/gm/hazards/slamming-door.md @@ -17,14 +17,12 @@ Pressure-sensitive panels in the floor connect to a stone slab [hidden](rules/co - **Disable** [Thievery](compendium/skills.md#Thievery) DC 15 (trained) on the floor panels before the slab falls. -- **AC** 16 , **Fort** +10, **Ref** +2 +- **AC** 16, **Fort** +10, **Ref** +2 - **Hardness** 5, **HP** 20 (BT 10) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Slam Shut** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Pressure is placed on any floor tile. diff --git a/compendium/gm/hazards/snowfall-gmg.md b/compendium/gm/hazards/snowfall-gmg.md index 693c376c9..0dd879c29 100644 --- a/compendium/gm/hazards/snowfall-gmg.md +++ b/compendium/gm/hazards/snowfall-gmg.md @@ -16,14 +16,12 @@ Loose snow and ice have built up on a high surface, such as a tree branch or a r - **Disable** DC 19 [Survival](compendium/skills.md#Survival) (trained) to safely dislodge the snow, or deal any amount of fire damage to destroy the hazard without triggering it -- **AC** 16 , **Fort** +10, **Ref** +8 +- **AC** 16, **Fort** +10, **Ref** +8 - **HP** 8 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Snowdrop [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Snowdrop** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves beneath where the snowfall is resting diff --git a/compendium/gm/hazards/soporific-lecture-gw3.md b/compendium/gm/hazards/soporific-lecture-gw3.md index df755ce06..18932f708 100644 --- a/compendium/gm/hazards/soporific-lecture-gw3.md +++ b/compendium/gm/hazards/soporific-lecture-gw3.md @@ -17,10 +17,9 @@ aliases: ["Soporific Lecture"] Several [hidden](rules/conditions.md#Hidden) nozzles spray colorless sleeping gas into the seating area. - **Disable** DC 28 [Thievery](compendium/skills.md#Thievery) (expert) to crimp shut the primary feeding tube for the gas, or DC 31 [Perception](compendium/skills.md#Perception) (expert) to discover the [hidden](rules/conditions.md#Hidden) bypass switch next to the door to area A3 that shuts the trap off - + ```ad-embed-ability -title: Gas Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") +title: **Gas Spray** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([incapacitation](rules/traits/incapacitation.md), [mental](rules/traits/mental.md), [poison](rules/traits/poison.md), [sleep](rules/traits/sleep.md)) - **Trigger**: Pressure is applied to any of the steps in the middle of the seating area, or applied to the manual trigger on the stage. This manual trigger can activate the trap even if its [hidden](rules/conditions.md#Hidden) bypass switch is engaged @@ -33,7 +32,9 @@ The gas persists in the area for 3 rounds before becoming inert. Any creature wh > - **Success** The creature is unaffected but doesn't notice the gas. > - **Failure** The creature feels a bit drowsy and lethargic, and becomes [fatigued](rules/conditions.md#Fatigued) for 1 minute. If the creature is already [fatigued](rules/conditions.md#Fatigued), it instead falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 minute, it wakes up automatically. > - **Critical Failure** The creature falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 hour, it wakes up automatically. -%% #trait/incapacitation #trait/mental #trait/poison #trait/sleep %% +%% + #trait/incapacitation #trait/mental #trait/poison #trait/sleep +%% ``` *Source: Gatewalkers #3: Dreamers of the Nameless Spires p. 13* \ No newline at end of file diff --git a/compendium/gm/hazards/soul-draining-cage-qff2.md b/compendium/gm/hazards/soul-draining-cage-qff2.md index ef9c20c76..92c2d17a1 100644 --- a/compendium/gm/hazards/soul-draining-cage-qff2.md +++ b/compendium/gm/hazards/soul-draining-cage-qff2.md @@ -18,15 +18,16 @@ aliases: ["Soul Draining Cage"] Necromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 25 (expert) to drain the runes' power harmlessly or dispel magic (3rd level; counteract DC 22) to counteract the rune - + ```ad-embed-ability -title: Soul Drain [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") +title: **Soul Drain** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md)) - **Trigger**: A creature touches the cage bars, door, or lock directly or with a tool **Effect** The trap deals `4d8+18` negative damage to the triggering creature, creatures inside the cage, and all creatures adjacent to the cage (DC 27 basic Fortitude save). On a failed save, a creature is also [drained](rules/conditions.md#Drained). -%% #trait/arcane #trait/necromancy #trait/negative %% +%% + #trait/arcane #trait/necromancy #trait/negative +%% ``` *Source: Quest for the Frozen Flame #2: Lost Mammoth Valley p. 38* \ No newline at end of file diff --git a/compendium/gm/hazards/spear-launcher-bb.md b/compendium/gm/hazards/spear-launcher-bb.md index e3ec7469e..988191d20 100644 --- a/compendium/gm/hazards/spear-launcher-bb.md +++ b/compendium/gm/hazards/spear-launcher-bb.md @@ -14,18 +14,18 @@ A wall socket loaded with a spear connects to a floor tile in one 5-foot square. - **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) on the floor tile or wall socket -- **AC** 18 , **Fort** +11, **Ref** +3 +- **AC** 18, **Fort** +11, **Ref** +3 - **Hardness** 8, **HP** 32 (BT 16) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spear** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) + When pressure is applied to the floor tile, the trap shoots a spear, making an attack against the creature or object on the floor tile. The trap makes a ranged attack, rolling a `1d20` and adding 14. On a hit, it deals `2d6 + 6` piercing damage (doubled on a critical hit as normal). -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Beginner Box p. 49* \ No newline at end of file diff --git a/compendium/gm/hazards/spear-launcher-fop.md b/compendium/gm/hazards/spear-launcher-fop.md index 62e59ed2d..ca887c0ca 100644 --- a/compendium/gm/hazards/spear-launcher-fop.md +++ b/compendium/gm/hazards/spear-launcher-fop.md @@ -17,20 +17,18 @@ An old heavy crossbow is [hidden](rules/conditions.md#Hidden) in a pile of trash - **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) on the rope allows a PC to tie the rope off and open the door without setting off the trap. -- **AC** 18 , **Fort** +11, **Ref** +3 +- **AC** 18, **Fort** +11, **Ref** +3 - **Hardness** 8, **HP** 32 (BT 16) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spear** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: The rope is cut or otherwise untied from the door. **Effect** The trap makes an attack against the creature that manipulated the rope. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: The Fall of Plaguestone p. 17* \ No newline at end of file diff --git a/compendium/gm/hazards/spear-launcher.md b/compendium/gm/hazards/spear-launcher.md index 73ea8e39d..81595410b 100644 --- a/compendium/gm/hazards/spear-launcher.md +++ b/compendium/gm/hazards/spear-launcher.md @@ -17,20 +17,19 @@ A wall socket loaded with a spear connects to a floor tile in one 5-foot square. - **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) on the floor tile or wall socket. -- **AC** 18 , **Fort** +11, **Ref** +3 +- **AC** 18, **Fort** +11, **Ref** +3 - **Hardness** 8, **HP** 32 (BT 16) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spear** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: Pressure is applied to the floor tile. **Effect** The trap shoots a spear, making an attack against the creature or object on the floor tile. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/spectral-archers-qff3.md b/compendium/gm/hazards/spectral-archers-qff3.md index a6ed58c7a..044ca24f9 100644 --- a/compendium/gm/hazards/spectral-archers-qff3.md +++ b/compendium/gm/hazards/spectral-archers-qff3.md @@ -16,16 +16,16 @@ aliases: ["Spectral Archers"] Ghostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders. - **Disable** DC 31 [Intimidation](compendium/skills.md#Intimidation) (expert) to cow the archers into [fleeing](rules/conditions.md#Fleeing) or DC 28 [Religion](compendium/skills.md#Religion) (expert) to temporarily banish the spirits - + ```ad-embed-ability -title: Rain of Bolts [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Rain of Bolts** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature attacks the graveknights in area G1 or enters the castle **Effect** The haunt makes a spectral bolt [Strike](rules/actions/strike.md) against the triggering creature, then rolls initiative. ``` ```ad-embed-ability -title: Continuous Barrage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: **Continuous Barrage** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: A creature in front of the gate finishes an action @@ -34,6 +34,7 @@ title: Continuous Barrage [F](rules/core-rulebook/chapter-9-playing-the-game.md# ```ad-pf2-summary title: Routine + (1 action) The hazard fires one bolt at every creature in a 30-foot-by-30-foot area in front of the gate as 1 action. Because the spectral archers fire bolts continuously, the haunt can also use the Continuous Barrage free action (below) to fire bolts at each creature during that creature's turn. ``` ^routine diff --git a/compendium/gm/hazards/spectral-reflection-gmg.md b/compendium/gm/hazards/spectral-reflection-gmg.md index cd4da1937..2f1cf9ea6 100644 --- a/compendium/gm/hazards/spectral-reflection-gmg.md +++ b/compendium/gm/hazards/spectral-reflection-gmg.md @@ -16,30 +16,25 @@ The reflection in the mirror subtly twists and distorts, its expression taking o - **Disable** DC 23 [Religion](compendium/skills.md#Religion) (trained) to exorcise the spirit, or DC 23 -- **AC** 19 , **Fort** +15, **Ref** +10 +- **AC** 19, **Fort** +15, **Ref** +10 - **Hardness** 13, **HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Thievery [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +title: **Thievery** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies (trained) to quickly cover the mirror ``` ```ad-embed-ability -title: Spectral Impale [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Spectral Impale** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A living creature approaches within 15 feet of the mirror, and the mirror is lit with dim or brighter light **Effect** Shadowy barbs impale the body of the reflected creature as the haunt makes a shadow barbs [Strike](rules/actions/strike.md). ``` ```ad-embed-ability -title: Sap Vitality - -A creature hit by the reflection's shadow barbs must attempt a DC 22 Fortitude save as the haunt tries to draw a portion of its vital essence into the mirror. The target is [drained](rules/conditions.md#Drained) on a failed saving throw, or [drained](rules/conditions.md#Drained) on a critical failure. +title: **Sap Vitality** A creature hit by the reflection's shadow barbs must attempt a DC 22 Fortitude save as the haunt tries to draw a portion of its vital essence into the mirror. The target is [drained](rules/conditions.md#Drained) on a failed saving throw, or [drained](rules/conditions.md#Drained) on a critical failure. ``` **Reset** The haunt re-forms after 1 minute, manifesting in any mirror within its infused area (see Special below). Special Spectral reflections often infuse entire buildings, manifesting in any sufficiently large mirror. The example Hit Points and Hardness given represent a typical mirror reinforced by the haunt; at your discretion, the haunt might appear in reflective surfaces that are harder to destroy. - Defeating a manifestation through damage destroys the surface, preventing the haunt from using it again. If this haunt appears in an area with many mirrors, consider giving PCs double or even triple the XP for a typical simple hazard. *Source: Gamemastery Guide p. 78* \ No newline at end of file diff --git a/compendium/gm/hazards/spell-pitchers-loil.md b/compendium/gm/hazards/spell-pitchers-loil.md index d89b92857..1e22214f4 100644 --- a/compendium/gm/hazards/spell-pitchers-loil.md +++ b/compendium/gm/hazards/spell-pitchers-loil.md @@ -16,14 +16,13 @@ A large pitcher plant occupying a 5-foot space sits seemingly dormant with its d - **Disable** DC 15 [Arcana](compendium/skills.md#Arcana) (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 [Nature](compendium/skills.md#Nature) (trained) to carefully coax the pitcher into quiescence -- **AC** 16 , **Fort** +11, **Ref** +5 +- **AC** 16, **Fort** +11, **Ref** +5 - **HP** 40 (BT 20) - **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") -- **Resistances** - **Weaknesses** slashing 10 - + ```ad-embed-ability -title: Devour Magic [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Devour Magic** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A spell's direct line of effect passes within a 5-foot-radius of the plant diff --git a/compendium/gm/hazards/spike-launcher-av1.md b/compendium/gm/hazards/spike-launcher-av1.md index bc39f9ac3..e4c7a327d 100644 --- a/compendium/gm/hazards/spike-launcher-av1.md +++ b/compendium/gm/hazards/spike-launcher-av1.md @@ -16,14 +16,12 @@ aliases: ["Spike Launcher"] A jagged spike of metal shoots from a [hidden](rules/conditions.md#Hidden) launcher. - **Disable** DC 16 [Thievery](compendium/skills.md#Thievery) to disable one of the four launchers. - -```ad-embed-ability -title: or DC -12 [Acrobatics](compendium/skills.md#Acrobatics) to step over a trip line (this doesn't disarm the trap, but avoids triggering it) AC 16; Fort +9, Ref +3 Hardness 3; HP 16 (BT 8); Immunities critical hits, object immunities, precision damage. +```ad-embed-ability +title: **or DC** 12 [Acrobatics](compendium/skills.md#Acrobatics) to step over a trip line (this doesn't disarm the trap, but avoids triggering it) AC 16; Fort +9, Ref +3 Hardness 3; HP 16 (BT 8); Immunities critical hits, object immunities, precision damage. ``` ```ad-embed-ability -title: Spike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Spike** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature crosses one of the trip lines diff --git a/compendium/gm/hazards/spiked-barricade-trap-ec4.md b/compendium/gm/hazards/spiked-barricade-trap-ec4.md index 106888f21..f41fb8315 100644 --- a/compendium/gm/hazards/spiked-barricade-trap-ec4.md +++ b/compendium/gm/hazards/spiked-barricade-trap-ec4.md @@ -17,20 +17,20 @@ Spring-loaded wedges of sharpened stone pop out of the wooden barricade. - **Disable** DC 33 [Thievery](compendium/skills.md#Thievery) (expert) to suppress the spring mechanism for one 5-foot segment of the barricade. -- **AC** 34 , **Fort** +26, **Ref** +18 +- **AC** 34, **Fort** +26, **Ref** +18 - **Hardness** 22, **HP** 88 (BT 44) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** fire 10 - + ```ad-embed-ability -title: Spike Jab [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spike Jab** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature enters the area adjacent to a barrier **Effect** Wedges of sharpened stone extend from the barricade in all directions and attack all creatures within 10 feet. -%% #trait/attack %% +%% + #trait/attack +%% ``` **Reset** The trap must be manually reset by pushing the wedges back into place. diff --git a/compendium/gm/hazards/spiked-doorframe-aoa1.md b/compendium/gm/hazards/spiked-doorframe-aoa1.md index c7ee1e446..81ba0d060 100644 --- a/compendium/gm/hazards/spiked-doorframe-aoa1.md +++ b/compendium/gm/hazards/spiked-doorframe-aoa1.md @@ -17,20 +17,19 @@ Spikes lance out of the doorframe to skewer anyone who attempts to open the door - **Disable** [Thievery](compendium/skills.md#Thievery) DC 20 (trained) to deactivate a trigger built into the door's handle -- **AC** 21 , **Fort** +12, **Ref** +8 +- **AC** 21, **Fort** +12, **Ref** +8 - **Hardness** 11, **HP** 44 (BT 22) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spikes [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Spikes** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([attack](rules/traits/attack.md)) - **Trigger**: The door is opened. **Effect** The trap makes an attack against the creature that opened the door. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Age of Ashes #1: Hellknight Hill p. 46* \ No newline at end of file diff --git a/compendium/gm/hazards/spinning-blade-pillar.md b/compendium/gm/hazards/spinning-blade-pillar.md index 883600148..7c17e7441 100644 --- a/compendium/gm/hazards/spinning-blade-pillar.md +++ b/compendium/gm/hazards/spinning-blade-pillar.md @@ -18,24 +18,24 @@ A metal pole with three razor-sharp spinning blades is [hidden](rules/conditions - **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (trained) twice on the pillar, or [Thievery](compendium/skills.md#Thievery) DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below). -- **AC** 21 , **Fort** +10, **Ref** +12 +- **AC** 21, **Fort** +10, **Ref** +12 - **Panel Hardness** 5, **Panel HP** 20 (BT 10); **Pillar Hardness** 12, **Pillar HP** 48 (BT 24) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Rising Pillar [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Rising Pillar** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature steps on one of the trapped floor tiles. **Effect** The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative. -%% #trait/attack %% +%% + #trait/attack +%% ``` ```ad-pf2-summary title: Routine + (3 actions) The trap uses its first action to make a spinning blade [Strike](rules/actions/strike.md) against each adjacent creature, its second action to move straight in a random direction (roll `1d4` to determine the direction), and its third action to make a spinning blade [Strike](rules/actions/strike.md) against each adjacent creature. This trap doesn't take a multiple attack penalty. ``` ^routine diff --git a/compendium/gm/hazards/spirit-cyclone-botd.md b/compendium/gm/hazards/spirit-cyclone-botd.md index 52ab32773..957e0e383 100644 --- a/compendium/gm/hazards/spirit-cyclone-botd.md +++ b/compendium/gm/hazards/spirit-cyclone-botd.md @@ -16,9 +16,9 @@ aliases: ["Spirit Cyclone"] DC 30 [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt - **Disable** DC 22 [Religion](compendium/skills.md#Religion) (trained) to ritually pray for the dead or DC 24 [Occultism](compendium/skills.md#Occultism) (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt - + ```ad-embed-ability -title: Gather Spirits [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Gather Spirits** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Two or more creatures enter the area @@ -27,6 +27,7 @@ title: Gather Spirits [R](rules/core-rulebook/chapter-9-playing-the-game.md#Acti ```ad-pf2-summary title: Routine + (3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing `2d10+13` negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming [grabbed](rules/conditions.md#Grabbed) ([Escape](rules/actions/escape.md) DC 32). A creature [grabbed](rules/conditions.md#Grabbed) by the cyclone moves along with the cyclone and takes `1d10+6` additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of 1d12 × 5 feet. ``` ^routine diff --git a/compendium/gm/hazards/spirit-window-da.md b/compendium/gm/hazards/spirit-window-da.md index 7c0adeb50..abeaaa8a0 100644 --- a/compendium/gm/hazards/spirit-window-da.md +++ b/compendium/gm/hazards/spirit-window-da.md @@ -16,20 +16,19 @@ Spirits trapped inside a haunted window harm those who touch the window. - **Disable** DC 48 [Occultism](compendium/skills.md#Occultism) (legendary) to free the spirits from the mirror, or DC 48 [Religion](compendium/skills.md#Religion) (legendary) to banish the spirits -- **AC** 45 , **Fort** +36, **Ref** +30 +- **AC** 45, **Fort** +36, **Ref** +30 - **Window Hardness** 35, **Window HP** 132 (BT 66) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Siphon Soul [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Siphon Soul** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([evil](rules/traits/evil.md), [necromancy](rules/traits/necromancy.md), [negative](rules/traits/negative.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature touches the window **Effect** The triggering creature takes `8d10+44` negative damage (DC 42 basic Will save) as the window attempts to steal their soul. If this damage would kill the target, its soul is trapped inside the window with the effects of bind soul. -%% #trait/evil #trait/necromancy #trait/negative #trait/occult %% +%% + #trait/evil #trait/necromancy #trait/negative #trait/occult +%% ``` **Reset** 1 round diff --git a/compendium/gm/hazards/stabbing-sentinel-ec5.md b/compendium/gm/hazards/stabbing-sentinel-ec5.md index bea6809c5..a15da47a6 100644 --- a/compendium/gm/hazards/stabbing-sentinel-ec5.md +++ b/compendium/gm/hazards/stabbing-sentinel-ec5.md @@ -18,25 +18,22 @@ A [petrified](rules/conditions.md#Petrified) creature momentarily animates to at - **Disable** DC 40 [Thievery](compendium/skills.md#Thievery) (master) to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract DC 38) to counteract the animating magic. -- **AC** 41 , **Fort** +36, **Ref** +27 +- **AC** 41, **Fort** +36, **Ref** +27 - **Hardness** 30, **HP** 120 (BT 60) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Animated Attack [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +title: **Animated Attack** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md), [necromancy](rules/traits/necromancy.md), [transmutation](rules/traits/transmutation.md)) - **Trigger**: A living or undead creature moves within 5 feet of the stabbing sentinel **Effect** The stabbing sentinel animates, making one [Strike](rules/actions/strike.md) against the triggering creature. -%% #trait/attack #trait/necromancy #trait/transmutation %% +%% + #trait/attack #trait/necromancy #trait/transmutation +%% ``` ```ad-embed-ability -title: Petrification Overcharge - -On a critical hit, the target is [petrified](rules/conditions.md#Petrified) for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets. If no other stabbing sentinels have been triggered, then another random statue in the room becomes infused with animating magic and becomes another stabbing sentinel hazard (to a maximum of four at a time). +title: **Petrification Overcharge** On a critical hit, the target is [petrified](rules/conditions.md#Petrified) for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets. If no other stabbing sentinels have been triggered, then another random statue in the room becomes infused with animating magic and becomes another stabbing sentinel hazard (to a maximum of four at a time). ``` **Reset** The magical energy that animates the statue builds up again over 24 hours and the trap resets. diff --git a/compendium/gm/hazards/stalker-summoning-rune-sli.md b/compendium/gm/hazards/stalker-summoning-rune-sli.md index f82577427..10c4523f0 100644 --- a/compendium/gm/hazards/stalker-summoning-rune-sli.md +++ b/compendium/gm/hazards/stalker-summoning-rune-sli.md @@ -18,15 +18,16 @@ aliases: ["Stalker Summoning Rune"] The sand conceals a rune that summons an [invisible](rules/conditions.md#Invisible) stalker into this yard. - **Disable** [Acrobatics](compendium/skills.md#Acrobatics) DC 25 to approach without triggering the trap followed by [Arcana](compendium/skills.md#Arcana) DC 25 (expert) or [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to erase the rune, or dispel magic (4th level; counteract DC 25) to counteract the rune. - + ```ad-embed-ability -title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon +title: **Summon Monster** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), summon) - **Trigger**: A creature that isn't openly bearing an Aspis Consortium badge crosses the center of the yard. **Effect** The trap summons an invisible stalker. The invisible stalker rolls initiative and remains for `2d6` rounds, after which the spell ends and the [invisible](rules/conditions.md#Invisible) stalker disappears. The [invisible](rules/conditions.md#Invisible) stalker also disappears if someone disables the trap before the duration expires. The [invisible](rules/conditions.md#Invisible) stalker can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/arcane #trait/conjuration #trait/summon %% +%% + #trait/arcane #trait/conjuration #trait/summon +%% ``` **Reset** The trap resets after 24 hours. diff --git a/compendium/gm/hazards/steam-vents-g-g.md b/compendium/gm/hazards/steam-vents-g-g.md index 9524d6f8e..11f2e014e 100644 --- a/compendium/gm/hazards/steam-vents-g-g.md +++ b/compendium/gm/hazards/steam-vents-g-g.md @@ -19,14 +19,12 @@ Large pressurized pipes connected to a trip wire are rigged to release a blast o - **Disable** [Thievery](compendium/skills.md#Thievery) DC 22 (trained) to disconnect the trip wire or [Crafting](compendium/skills.md#Crafting) DC 24 (expert) to carefully reduce the pressure and prevent the blast -- **AC** 20 , **Fort** +12, **Ref** +12 +- **AC** 20, **Fort** +12, **Ref** +12 - **Hardness** 12, **HP** 48 (BT 24) - **Immunities** object immunities -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Steam Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Steam Blast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The trip wire is pulled or severed, typically because a creature walked through the square with the trip wire diff --git a/compendium/gm/hazards/stink-sap-trap-ooa1.md b/compendium/gm/hazards/stink-sap-trap-ooa1.md index bf84e829f..5cb56ef9e 100644 --- a/compendium/gm/hazards/stink-sap-trap-ooa1.md +++ b/compendium/gm/hazards/stink-sap-trap-ooa1.md @@ -17,39 +17,41 @@ A nozzle attached to a pressure sensor under the flagstone path sprays thick wad - **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) (trained) to clog the nozzle or DC 14 -- **AC** 13 , **Fort** +8, **Ref** +5 -- **Nozzle Hardness** 10, **Nozzle HP** 30 (BT 15) +- **AC** 13, **Fort** +8, **Ref** +5 +- **Nozzle Hardness** 10, **Nozzle HP** 30 (BT 15) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Athletics -trained +title: **Athletics** (trained) + to redirect the stream away from the path; the [Athletics](compendium/skills.md#Athletics) check can be made at a distance with a thrown object, but a critical failure triggers the trap's -%% #trait/trained %% +%% + #trait/trained +%% ``` ```ad-embed-ability -title: Sudden Spray. +title: **Sudden Spray.** ``` ```ad-embed-ability -title: Sudden Spray [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Sudden Spray** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature or object weighing at least 50 pounds is placed on one of the flagstones north of the gate (marked "T" on the map on page 32) **Effect** Pressurized sap sprays from the nozzle, coating everything in a 15-foot cone. Creatures in the area that fail a DC 20 Reflex save become affected by stink sap. ``` ```ad-embed-ability -title: Stink Sap -[aura](rules/traits/aura.md "Aura Combat Trait") [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") +title: **Stink Sap** ([aura](rules/traits/aura.md), [olfactory](rules/traits/olfactory-b1.md)) + 5 feet. Creatures and their equipment coated in the sap smell horrible. Creatures in the aura must attempt a DC 16 Fortitude save. On a failure, the creature is [sickened](rules/conditions.md#Sickened), and on a critical failure, the creature is also [stunned](rules/conditions.md#Stunned). While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the [sickened](rules/conditions.md#Sickened) condition. A creature that succeeds at its save is immune to stink sap for 1 minute. Creatures don't save against this effect in exploration mode and don't become temporarily immune, but creatures with stink sap on them must roll against their own aura when they roll initiative in encounter mode. The sap dissipates after 10 hours; spending 10 minutes scrubbing the sap off with soap and water reduces the duration by 1 hour. -%% #trait/aura #trait/olfactory %% +%% + #trait/aura #trait/olfactory +%% ``` **Reset** 1 minute. The trap resets automatically twice before the supply of stink sap is exhausted. diff --git a/compendium/gm/hazards/stonescale-spirits-av1.md b/compendium/gm/hazards/stonescale-spirits-av1.md index 5a06527f0..e06417d89 100644 --- a/compendium/gm/hazards/stonescale-spirits-av1.md +++ b/compendium/gm/hazards/stonescale-spirits-av1.md @@ -16,10 +16,9 @@ aliases: ["Stonescale Spirits"] A half-dozen ghostly kobolds rise from the rubble in a howling vortex. - **Disable** DC 18 [Intimidation](compendium/skills.md#Intimidation) (trained) to frighten the spirits with a threatening display, or DC 21 [Religion](compendium/skills.md#Religion) (trained) to exorcise the spirits. - + ```ad-embed-ability -title: Confusing Confrontation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Confusing Confrontation** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [fear](rules/traits/fear.md), [mental](rules/traits/mental.md)) - **Trigger**: A creature enters a square either fully or partially filled with rubble in the middle of the room @@ -30,11 +29,14 @@ title: Confusing Confrontation [R](rules/core-rulebook/chapter-9-playing-the-gam > - **Success** The creature is [frightened](rules/conditions.md#Frightened). > - **Failure** The creature is [confused](rules/conditions.md#Confused) for 1 round and is [frightened](rules/conditions.md#Frightened). > - **Critical Failure** The creature is [confused](rules/conditions.md#Confused) for 2 rounds and is [frightened](rules/conditions.md#Frightened) -%% #trait/emotion #trait/enchantment #trait/fear #trait/mental %% +%% + #trait/emotion #trait/enchantment #trait/fear #trait/mental +%% ``` ```ad-pf2-summary title: Routine + (1 action) The spirits swoop together toward one creature in area A7 who's [frightened](rules/conditions.md#Frightened), instilling feelings of betrayal and confusion. The target takes `1d10+4` mental damage (DC 18 basic Will save). ``` ^routine diff --git a/compendium/gm/hazards/storm-discharge-lomm.md b/compendium/gm/hazards/storm-discharge-lomm.md index 74a6ed851..b335495aa 100644 --- a/compendium/gm/hazards/storm-discharge-lomm.md +++ b/compendium/gm/hazards/storm-discharge-lomm.md @@ -20,9 +20,9 @@ aliases: ["Storm Discharge"] Ebeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy. - **Disable** DC 45 [Nature](compendium/skills.md#Nature) (master) to balance the electrical charges in the area or DC 48 [Deception](compendium/skills.md#Deception) (expert) to momentarily divert Ebeshra's attention - + ```ad-embed-ability -title: Lightning Blast [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Lightning Blast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature takes a hostile action against Ebeshra, produces a visible area effect, or flies within 120 feet of Ebeshra; diff --git a/compendium/gm/hazards/subduing-gas-chamber-ooa1.md b/compendium/gm/hazards/subduing-gas-chamber-ooa1.md index 3e17f4898..1512e9581 100644 --- a/compendium/gm/hazards/subduing-gas-chamber-ooa1.md +++ b/compendium/gm/hazards/subduing-gas-chamber-ooa1.md @@ -18,38 +18,40 @@ A mechanical sensor in the desk drawer releases a counterweight in the wall, whi - **Disable** DC 26 [Thievery](compendium/skills.md#Thievery) (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20 -- **AC** 10 , **Fort** +15, **Ref** +9 +- **AC** 10, **Fort** +15, **Ref** +9 - **Hardness** 10, **HP** 40 (BT 20) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Crafting -Alchemical Crafting +title: **Crafting** (Alchemical Crafting) + to create a counteragent to the sleeping gas -%% #trait/alchemical-crafting %% +%% + #trait/alchemical-crafting +%% ``` ```ad-embed-ability -title: Slam Door [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Slam Door** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature opens the desk drawer without holding the release button under the desk **Effect** The wooden door to the room slams shut and locks, and the trap rolls initiative. ``` ```ad-embed-ability -title: Sleeping Gas -[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Sleeping Gas** ([inhaled](rules/traits/inhaled.md), [poison](rules/traits/poison.md)) + -%% #trait/inhaled #trait/poison %% +%% + #trait/inhaled #trait/poison +%% ``` ```ad-pf2-summary title: Routine -(1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin. +(1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin. If a creature acts before the trap on the first round, it has the option of holding its breath to postpone breathing in the poison—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. The trap functions for 1 minute before all the gas is expended, after which it rapidly decays over the next minute. Opening the door to an adjacent room cuts the remaining time it takes for the gas to decay in half but exposes creatures in that room as well. ``` ^routine diff --git a/compendium/gm/hazards/suffering-xulgaths-ec6.md b/compendium/gm/hazards/suffering-xulgaths-ec6.md index 458223612..03232ecb2 100644 --- a/compendium/gm/hazards/suffering-xulgaths-ec6.md +++ b/compendium/gm/hazards/suffering-xulgaths-ec6.md @@ -18,14 +18,13 @@ The shadows of four xulgaths endlessly relive their deaths at the hands of the w - **Disable** DC 42 [Religion](compendium/skills.md#Religion) (master) or DC 42 [Occultism](compendium/skills.md#Occultism) (master) to calm each of the four spirits. On a character's first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest. -- **AC** 39 , **Fort** +27, **Ref** +31 +- **AC** 39, **Fort** +27, **Ref** +31 - **HP** 24 per spirit - **Immunities** death effects; [disease](rules/traits/disease.md "Disease Effect Trait"); paralyzed; [poison](rules/traits/poison.md "Poison Effect Trait"); precision; unconscious - **Resistances** all damage 20except fire, force, [ghost touch](compendium/equipment/items/ghost-touch.md), or positive -- **Weaknesses** - + ```ad-embed-ability -title: Wendigo Remnants [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Wendigo Remnants** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A living creature other than a wendigo gains the [frightened](rules/conditions.md#Frightened) condition while within 100 feet of the way station @@ -34,14 +33,12 @@ title: Wendigo Remnants [R](rules/core-rulebook/chapter-9-playing-the-game.md#Ac ````ad-pf2-summary title: Routine -(4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1. +(4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1. ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Bite (32) ([magical](rules/traits/magical.md "Magical Item Trait")) **Damage** `3d6+5` negative - **Effects** - %% #trait/magical %% ``` ```` diff --git a/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md b/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md index 98db1ac66..fb6a9eda7 100644 --- a/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md +++ b/compendium/gm/hazards/summoning-rune-barbazu-devil-aoe1.md @@ -17,15 +17,16 @@ aliases: ["Summoning Rune (Barbazu Devil)"] A summoning circle inlaid into the room's floor detects living creatures and summons a violent devil. - **Disable** DC 18 [Perception](compendium/skills.md#Perception) to notice the trap's magic and avoid stepping on the floor outside the circle, followed by DC 21 [Thievery](compendium/skills.md#Thievery) (trained) to break the circle or dispel magic (3rd level; counteract DC 23) to counteract the rune. - + ```ad-embed-ability -title: Summon Devil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon +title: **Summon Devil** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), summon) - **Trigger**: A living creature steps on any part of the floor not enclosed by the summoning circle **Effect** One round after a creature touches the triggering area, the door to the room slams shut and locks (two DC 20 [Thievery](compendium/skills.md#Thievery) checks to pick) and a barbazu devil appears in the summoning circle. The devil rolls initiative and remains for `3d6` rounds, after which the spell ends and the devil disappears. The devil also disappears if someone disables the trap before the duration expires. The summoned devil can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/arcane #trait/conjuration #trait/summon %% +%% + #trait/arcane #trait/conjuration #trait/summon +%% ``` **Reset** The trap resets each day at dawn. diff --git a/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md b/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md index 11646262b..91c77e2ce 100644 --- a/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md +++ b/compendium/gm/hazards/summoning-rune-fire-elementals-aoe1.md @@ -17,15 +17,16 @@ aliases: ["Summoning Rune (Fire Elementals)"] An invisible cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures. - **Disable** DC 22 [Acrobatics](compendium/skills.md#Acrobatics) (trained) to approach without triggering the trap, followed by DC 22 [Thievery](compendium/skills.md#Thievery) (trained) to erase the rune or dispel magic (3rd level; counteract DC 20) to counteract the rune. - + ```ad-embed-ability -title: Summon Elementals [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon +title: **Summon Elementals** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), summon) - **Trigger**: A living creature enters the room **Effect** Two rounds after a creature enters the room, the room's door slams shut and locks (two DC 20 [Thievery](compendium/skills.md#Thievery) checks to pick), and two cinder rat fire elementals emerge from the floor. The elementals roll initiative and remain for `3d6` rounds, after which the spell ends and the creatures disappear. The elementals also disappear if someone disables the trap before the duration expires. The summoned elementals can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/arcane #trait/conjuration #trait/summon %% +%% + #trait/arcane #trait/conjuration #trait/summon +%% ``` **Reset** The trap resets each day at dawn. diff --git a/compendium/gm/hazards/summoning-rune.md b/compendium/gm/hazards/summoning-rune.md index 52d7e802f..98ae15ba4 100644 --- a/compendium/gm/hazards/summoning-rune.md +++ b/compendium/gm/hazards/summoning-rune.md @@ -17,15 +17,16 @@ aliases: ["Summoning Rune"] A cloud of [invisible](rules/conditions.md#Invisible) magical sensors in a 10-foot radius surrounds an [invisible](rules/conditions.md#Invisible) wall or floor rune the size of the creature to be summoned. - **Disable** [Acrobatics](compendium/skills.md#Acrobatics) DC 15 to approach without triggering the trap followed by [Thievery](compendium/skills.md#Thievery) DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune. - + ```ad-embed-ability -title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") summon +title: **Summon Monster** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [conjuration](rules/traits/conjuration.md), summon) - **Trigger**: A creature enters the cloud of magical sensors. **Effect** This trap summons a specific level 1 creature, determined when the trap is created. The creature rolls initiative and remains for `2d6` rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/arcane #trait/conjuration #trait/summon %% +%% + #trait/arcane #trait/conjuration #trait/summon +%% ``` **Reset** The trap resets each day at dawn. diff --git a/compendium/gm/hazards/supplicant-statues-aoe4.md b/compendium/gm/hazards/supplicant-statues-aoe4.md index 7fad7a22f..6ae4dd78f 100644 --- a/compendium/gm/hazards/supplicant-statues-aoe4.md +++ b/compendium/gm/hazards/supplicant-statues-aoe4.md @@ -19,35 +19,33 @@ Six statues rapidly slide around the room on rollers, slowing down intruders and - **Disable** DC 34 [Thievery](compendium/skills.md#Thievery) (master) to disable a specific statue's rollers, or DC 39 [Thievery](compendium/skills.md#Thievery) (master) on the control panel in A4 deactivates the whole trap. For each statue disabled, the trap loses 1 action from its routine and the DC for its predictive impediment ability decreases by 4. Dispel magic (7th level, counteract DC 32) doesn't harm the statues but removes the predictive impediment ability. Breaking the control panel prevents the trap from resetting. -- **AC** 34 , **Fort** +20, **Ref** +28 +- **AC** 34, **Fort** +20, **Ref** +28 - **HP** 20 (BT 10); **Statue Hardness** 22, **Statue HP** 96 (BT 48) -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Animated Statues [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Animated Statues** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature enters a square adjacent to a statue **Effect** The trap makes a statue shortsword [Strike](rules/actions/strike.md) against the triggering creature, activates its predictive impediment ability, and then rolls initiative. ``` ```ad-embed-ability -title: Predictive Impediment -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divination](rules/traits/divination.md "Divination School Trait") +title: **Predictive Impediment** ([arcane](rules/traits/arcane.md), [divination](rules/traits/divination.md)) + The statues continually slide around to bump into creatures and block their passage through the room. The first time on its turn that a creature attempts to move within the room, it must succeed at a DC 36 Reflex save or treat the entire room as difficult terrain for 1 round. On a critical failure, the creature is also knocked [prone](rules/conditions.md#Prone). -%% #trait/arcane #trait/divination %% +%% + #trait/arcane #trait/divination +%% ``` ````ad-pf2-summary title: Routine -(6 actions) On the trap's initiative, each functioning statue slides up to 40 feet around the room and makes a statue shortsword [Strike](rules/actions/strike.md) against an adjacent creature. The trap doesn't take a multiple attack penalty, and the statues' movements don't trigger reactions. +(6 actions) On the trap's initiative, each functioning statue slides up to 40 feet around the room and makes a statue shortsword [Strike](rules/actions/strike.md) against an adjacent creature. The trap doesn't take a multiple attack penalty, and the statues' movements don't trigger reactions. ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Statue Shortsword (28) **Damage** `2d10+10` slashing - **Effects** ``` ```` diff --git a/compendium/gm/hazards/swatting-tail-frp2.md b/compendium/gm/hazards/swatting-tail-frp2.md index 27c77d9fc..354f28218 100644 --- a/compendium/gm/hazards/swatting-tail-frp2.md +++ b/compendium/gm/hazards/swatting-tail-frp2.md @@ -16,9 +16,9 @@ aliases: ["Swatting Tail"] Mogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone. - **Disable** DC 45 [Performance](compendium/skills.md#Performance) (legendary) or DC 48 [Deception](compendium/skills.md#Deception) (legendary) to momentarily divert Mogaru's attention. - + ```ad-embed-ability -title: Tail Swat [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Tail Swat** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature takes a [hostile](rules/conditions.md#Hostile) action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru diff --git a/compendium/gm/hazards/tar-pit-qff3.md b/compendium/gm/hazards/tar-pit-qff3.md index 011b1ca5c..1339c3c22 100644 --- a/compendium/gm/hazards/tar-pit-qff3.md +++ b/compendium/gm/hazards/tar-pit-qff3.md @@ -16,9 +16,9 @@ aliases: ["Tar Pit"] A 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it. - **Disable** [Survival](compendium/skills.md#Survival) DC 25 (expert) to disturb the surface and reveal the tar pit - + ```ad-embed-ability -title: Capture [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Capture** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A Huge or smaller creature walks onto the tar pit @@ -27,8 +27,8 @@ title: Capture [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Re ```ad-pf2-summary title: Routine -(1 action) On its initiative, the tar pit pulls down each creature within it, thick tar adhering to the creature's body. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation. +(1 action) On its initiative, the tar pit pulls down each creature within it, thick tar adhering to the creature's body. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation. A creature in the tar pit can attempt a DC 33 [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md) to either raise itself by one step (if it's submerged to its neck or full submerged) or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. Other creatures can [Aid](rules/actions/aid.md) the creature, typically by using a rope or similar aid or by attempting to pull the creature out with their own DC 33 [Athletics](compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. In addition to the usual results, a character adjacent to the tar pit who critically fails while Aiding moves into the tar pit. A creature that Climbs out of the tar pit escapes the hazard and lands [prone](rules/conditions.md#Prone) in an adjacent space. ``` ^routine diff --git a/compendium/gm/hazards/telekinetic-swarm-trap.md b/compendium/gm/hazards/telekinetic-swarm-trap.md index 0259f3bda..dab98d108 100644 --- a/compendium/gm/hazards/telekinetic-swarm-trap.md +++ b/compendium/gm/hazards/telekinetic-swarm-trap.md @@ -19,32 +19,28 @@ Three innocuous decorations instilled with telekinetic magic pull objects and pi - **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to take apart a telekinetic cloud, [Thievery](compendium/skills.md#Thievery) DC 32 (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract DC 30) to counteract each telekinetic decoration. -- **AC** 33 , **Fort** +24, **Ref** +19 +- **AC** 33, **Fort** +24, **Ref** +19 - **Hardness** 22, **HP** 88 (BT 44) per telekinetic cloud -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Agitate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +title: **Agitate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) - **Trigger**: A creature stays in the room for at least 6 seconds. **Effect** Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the trap's targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target. -%% #trait/arcane #trait/evocation %% +%% + #trait/arcane #trait/evocation +%% ``` ````ad-pf2-summary title: Routine -(9 actions) Each decoration uses 3 of the trap's actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects [Strike](rules/actions/strike.md), and its third action to add more objects to the cloud, increasing its damage by `1d12` (to a maximum of `4d12+10`). If a decoration's cloud is already at maximum damage, it does nothing with its third action. +(9 actions) Each decoration uses 3 of the trap's actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects [Strike](rules/actions/strike.md), and its third action to add more objects to the cloud, increasing its damage by `1d12` (to a maximum of `4d12+10`). If a decoration's cloud is already at maximum damage, it does nothing with its third action. If a decoration's cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack. - ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Objects (24) **Damage** `2d12+10` bludgeoning - **Effects** ``` ```` diff --git a/compendium/gm/hazards/thalassophobic-pool-da.md b/compendium/gm/hazards/thalassophobic-pool-da.md index f0f406194..170de20f1 100644 --- a/compendium/gm/hazards/thalassophobic-pool-da.md +++ b/compendium/gm/hazards/thalassophobic-pool-da.md @@ -17,9 +17,9 @@ aliases: ["Thalassophobic Pool"] The pool sucks in creatures that fall into it, making them sink into its endless depths. - **Disable** DC 32 (master) [Diplomacy](compendium/skills.md#Diplomacy) or [Deception](compendium/skills.md#Deception) to quell the fear and calm the pool or DC 35 [Intimidation](compendium/skills.md#Intimidation) to give the pool something worse to fear; three successes required. - + ```ad-embed-ability -title: Downpour [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Downpour** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature falls into the pool @@ -28,6 +28,7 @@ title: Downpour [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ```ad-pf2-summary title: Routine + (3 actions) Water from the chalice increases the depth of the water by 10 feet for each action. Each time this happens, creatures in the pool are pushed 10 feet down and take `1d6` bludgeoning damage. As the pool has no bottom, creatures in it can fall down indefinitely; they must [Swim](rules/actions/swim.md) up to avoid drowning, but the water is especially choppy, so the [Athletics](compendium/skills.md#Athletics) DC is 25. The pool never overflows. Each successful check to Disable reduces the pool's actions by 1, and once the pool is completely Disabled, the water becomes still and the [Athletics](compendium/skills.md#Athletics) DC to [Swim](rules/actions/swim.md) becomes 10. ``` ^routine diff --git a/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md b/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md index c5bd0c0c3..5e252df8f 100644 --- a/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md +++ b/compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md @@ -16,15 +16,16 @@ aliases: ["The Laughing Fiend's Greeting"] Subtle but deadly magical runes link this mural to Kharnas's master. Good- or neutral-aligned creatures who examine the mural witness the castle's drawbridge silently descend, revealing an endless darkness. - **Disable** DC 44 [Thievery](compendium/skills.md#Thievery) (legendary) to obscure or mar the magical runes set into the mural, or dispel magic (9th level; counteract DC 42) to counteract the mural. - + ```ad-embed-ability -title: Tegresin's Greeting [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](rules/traits/illusion.md "Illusion School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Tegresin's Greeting** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([illusion](rules/traits/illusion.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature capable of casting divine magic examines the mural **Effect** The mural casts weird (DC 43 Will save) on all creatures in the gallery. A snarl fills the creatures' minds. -%% #trait/illusion #trait/occult %% +%% + #trait/illusion #trait/occult +%% ``` **Reset** 1 week. diff --git a/compendium/gm/hazards/the-winder-aoe5.md b/compendium/gm/hazards/the-winder-aoe5.md index ad2fda0fd..5567f7df6 100644 --- a/compendium/gm/hazards/the-winder-aoe5.md +++ b/compendium/gm/hazards/the-winder-aoe5.md @@ -18,14 +18,12 @@ A large metallic arm, 20 feet long, is set into the floor. It rotates around the - **Disable** DC 50 [Thievery](compendium/skills.md#Thievery) (master) to deactivate the system, or DC 40 [Athletics](compendium/skills.md#Athletics) (legendary) to jam the gears for 1 round. -- **AC** 43 , **Fort** +32, **Ref** +35 +- **AC** 43, **Fort** +32, **Ref** +35 - **Hardness** 15, **HP** 250 (BT 125) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Wind Up [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Wind Up** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature other than the Rumormonger enters the room, or the Rumormonger commands the device to activate @@ -34,13 +32,11 @@ title: Wind Up [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Re ````ad-pf2-summary title: Routine -(1, 2, or 4 actions, depending on the encounter's threat level) The Winder uses each of its actions to Wind clockwork assassins in the room, starting with inactive ones. +(1, 2, or 4 actions, depending on the encounter's threat level) The Winder uses each of its actions to Wind clockwork assassins in the room, starting with inactive ones. ```ad-embed-ability -title: Wind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - +title: **Wind** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") The Winder winds a clockwork creature in the room. If the creature is currently inactive, this activates the creature, allowing it to act normally for `1d4` rounds. - If already active, this instead increases the number of rounds the clockwork creature remains active by `1d4`. ``` ```` diff --git a/compendium/gm/hazards/thiefs-trap-ec6.md b/compendium/gm/hazards/thiefs-trap-ec6.md index 22057b137..1b794b99a 100644 --- a/compendium/gm/hazards/thiefs-trap-ec6.md +++ b/compendium/gm/hazards/thiefs-trap-ec6.md @@ -16,9 +16,9 @@ aliases: ["Thief's Trap"] Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid. - **Disable** DC 45 [Thievery](compendium/skills.md#Thievery) (master) or dispel magic (10th level, counteract DC 50) to counteract the runes. - + ```ad-embed-ability -title: Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature crosses a rune diff --git a/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md b/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md index 817385a9a..205889fbd 100644 --- a/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md +++ b/compendium/gm/hazards/thunderstone-cascade-trap-ec2.md @@ -18,14 +18,12 @@ A trip wire halfway up the stairs releases half a dozen spherical thunderstones - **Disable** DC 27 [Thievery](compendium/skills.md#Thievery) (expert) to safely cut the trip wire. -- **AC** 26 , **Fort** +15, **Ref** +13 -- **HP** 54; **default Hardness** 0, +- **AC** 26, **Fort** +15, **Ref** +13 +- **HP** 54; **default Hardness** 0 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Thunderstone Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Thunderstone Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The trip wire is disturbed diff --git a/compendium/gm/hazards/titanic-flytrap-gmg.md b/compendium/gm/hazards/titanic-flytrap-gmg.md index d49cef8a7..66261c4f5 100644 --- a/compendium/gm/hazards/titanic-flytrap-gmg.md +++ b/compendium/gm/hazards/titanic-flytrap-gmg.md @@ -16,23 +16,20 @@ On the surface, a titanic flytrap appears to be a patch of the more common flytr - **Disable** DC 22 [Survival](compendium/skills.md#Survival) (trained) to mislead the flytrap's sense of weight and pressure -- **AC** 21 , **Fort** +15, **Ref** +8 +- **AC** 21, **Fort** +15, **Ref** +8 - **HP** 56 (BT 28) - **Immunities** [mental](rules/traits/mental.md "Mental Effect Trait") - **Resistances** acid 20; fire 10 -- **Weaknesses** - + ```ad-embed-ability -title: Snap Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Snap Shut** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A Small or Medium creature moves into a square that is within reach of the flytrap's [hidden](rules/conditions.md#Hidden) jaws **Effect** The flytrap's jaws snap shut, making a jaws [Strike](rules/actions/strike.md) against the triggering creature. ``` ````ad-embed-ability -title: Devour - -The target is trapped by the flytrap's jaws, gaining the [grabbed](rules/conditions.md#Grabbed) condition until it Escapes (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytrap's jaws [Strike](rules/actions/strike.md) was a critical success, the target takes a –2 circumstance penalty to its saving throws against this poison. At the end of each of target's turns that it remains [grabbed](rules/conditions.md#Grabbed), the target takes `3d6` acid damage. +title: **Devour** The target is trapped by the flytrap's jaws, gaining the [grabbed](rules/conditions.md#Grabbed) condition until it Escapes (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytrap's jaws [Strike](rules/actions/strike.md) was a critical success, the target takes a –2 circumstance penalty to its saving throws against this poison. At the end of each of target's turns that it remains [grabbed](rules/conditions.md#Grabbed), the target takes `3d6` acid damage. ```ad-inline-affliction title: Titanic Flytrap Toxin diff --git a/compendium/gm/hazards/tongues-of-flame-tio.md b/compendium/gm/hazards/tongues-of-flame-tio.md index d41da0fb4..df88d4d6b 100644 --- a/compendium/gm/hazards/tongues-of-flame-tio.md +++ b/compendium/gm/hazards/tongues-of-flame-tio.md @@ -18,20 +18,20 @@ Nozzles [hidden](rules/conditions.md#Hidden) in the ceiling of the four corridor - **Disable** DC 22 [Thievery](compendium/skills.md#Thievery) to disable a single nozzle, DC 21 [Thievery](compendium/skills.md#Thievery) twice to unlock a door, or DC 25 [Thievery](compendium/skills.md#Thievery) to deactivate the trap from the control panel. A hero who isn't trained in [Thievery](compendium/skills.md#Thievery) automatically fails these checks. -- **AC** 25 , **Fort** +15, **Ref** +8 +- **AC** 25, **Fort** +15, **Ref** +8 - **Door Hardness** 6, **Door HP** 22 (BT 11) to break open a door and escape the hallway; **Nozzle Hardness** 12, **Nozzle HP** 50 (BT 25) to destroy a single nozzle - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Seal the Doors [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Seal the Doors** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + If a creature enters the corridor intersection, the four doors exiting this intersection close and lock, and the trap rolls [Stealth](compendium/skills.md#Stealth) (+13) for its initiative. ``` ```ad-pf2-summary title: Routine + (4 actions) The trap loses 1 action each turn for each disabled nozzle. On each action, a different nozzle fires a jet of flame down a different corridor, dealing `3d6` fire damage to each creature in the first 10 feet of the corridor past the intersection (DC 22 basic Reflex save). A creature standing in the corridor intersection can be hit by only one flame jet per round even if they're in the area of multiple flame jets. The creature attempts only one saving throw per round, but it takes a –2 circumstance penalty to its saving throw. ``` ^routine diff --git a/compendium/gm/hazards/toppling-furniture-botd.md b/compendium/gm/hazards/toppling-furniture-botd.md index ffc8d4fbf..3d9c50dad 100644 --- a/compendium/gm/hazards/toppling-furniture-botd.md +++ b/compendium/gm/hazards/toppling-furniture-botd.md @@ -15,9 +15,9 @@ aliases: ["Toppling Furniture"] A mischievous spirit pushes a bookshelf over onto a creature. - **Disable** DC 16 [Athletics](compendium/skills.md#Athletics) to hold the furniture upright or DC 18 [Occultism](compendium/skills.md#Occultism) (trained) to foil the spirit's efforts to influence matter - + ```ad-embed-ability -title: Topple Furniture [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Topple Furniture** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves adjacent to the furniture diff --git a/compendium/gm/hazards/town-hall-fire-aoa1.md b/compendium/gm/hazards/town-hall-fire-aoa1.md index 36b6a2f53..074ac79ba 100644 --- a/compendium/gm/hazards/town-hall-fire-aoa1.md +++ b/compendium/gm/hazards/town-hall-fire-aoa1.md @@ -17,25 +17,18 @@ aliases: ["Town Hall Fire"] A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns. - **Disable** Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from [create water](compendium/spells/create-water.md) or [hydraulic push](compendium/spells/hydraulic-push.md)). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an [Interact](rules/actions/interact.md) action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a [frost vial](compendium/equipment/items/frost-vial.md) typically puts out 1 square of fire, and [ray of frost](compendium/spells/ray-of-frost.md) is ineffective. - Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation. - If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an [Interact](rules/actions/interact.md) action. - Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire. ```ad-pf2-summary title: Routine -On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into—typically those with the most flammable materials. Any creature that ends its turn next to the flames takes `1d6` fire damage, and any creature within the flames takes `4d6` fire damage. Both of these have a DC 17 basic Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health) +On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into—typically those with the most flammable materials. Any creature that ends its turn next to the flames takes `1d6` fire damage, and any creature within the flames takes `4d6` fire damage. Both of these have a DC 17 basic Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health) The fire has an additional effect on each of its turns after the first. - **Turn 2** The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose. - **Turn 4+** Creatures in the room take `1d6` damage from smoke inhalation at the ends of their turns. Anyone who uses an [Interact](rules/actions/interact.md) action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage. - **Turn 5** Spectators still inside the room fall [unconscious](rules/conditions.md#Unconscious) from burns and smoke inhalation. - **Turn 7** Spectators still in the room die. ``` ^routine diff --git a/compendium/gm/hazards/trapped-lathe-aoa3.md b/compendium/gm/hazards/trapped-lathe-aoa3.md index df2b15a8e..922dbc78b 100644 --- a/compendium/gm/hazards/trapped-lathe-aoa3.md +++ b/compendium/gm/hazards/trapped-lathe-aoa3.md @@ -18,14 +18,12 @@ The powered lathe's springs have been critically overwound so that when jostled - **Disable** [Thievery](compendium/skills.md#Thievery) DC 31 (expert) on the lathe releases the tension on its springs without unleashing its blades and gears. -- **AC** 30 , **Fort** +22, **Ref** +14 +- **AC** 30, **Fort** +22, **Ref** +14 - **Hardness** 18, **HP** 72 (BT 36) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Unleash Fragments [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Unleash Fragments** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The lathe is jostled or damaged, or its trigger is remotely pulled. @@ -34,12 +32,11 @@ title: Unleash Fragments [R](rules/core-rulebook/chapter-9-playing-the-game.md#A ````ad-pf2-summary title: Routine -(4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area **A1**. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions. +(4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area **A1**. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions. ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Sharpened Fragment (26) **Damage** `2d8+12` slashing plus `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a critical hit - **Effects** ``` ```` diff --git a/compendium/gm/hazards/treacherous-scree-gmg.md b/compendium/gm/hazards/treacherous-scree-gmg.md index 5247b1bb0..6316efd94 100644 --- a/compendium/gm/hazards/treacherous-scree-gmg.md +++ b/compendium/gm/hazards/treacherous-scree-gmg.md @@ -15,9 +15,9 @@ aliases: ["Treacherous Scree"] The footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and [prone](rules/conditions.md#Prone) to slipping. - **Disable** DC 20 [Survival](compendium/skills.md#Survival) (trained) to navigate a safe path - + ```ad-embed-ability -title: Rockslide [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Rockslide** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps on the unstable ground diff --git a/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md b/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md index d7fa49db8..e4a2eb47a 100644 --- a/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md +++ b/compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md @@ -19,41 +19,33 @@ The statue of the willow tree animates, its branches lashing out to try to grab - **Disable** [Athletics](compendium/skills.md#Athletics) or [Thievery](compendium/skills.md#Thievery) DC 25 (trained) to force or lever open a single branch, disabling that branch and freeing any creature trapped within. [Thievery](compendium/skills.md#Thievery) DC 29 (expert) to disrupt the tree's magical animation, shut it down, and free all trapped creatures. Placing a [dreamstone](compendium/equipment/items/dreamstone-aoa3.md) in the tree's trunk takes 2 [Interact](rules/actions/interact.md) actions and causes the trap to shut down, freeing all trapped creatures. Placing the [cursed dreamstone](compendium/equipment/items/dreamstone-cursed-aoa3.md) from area **B4** in the trunk instead increases the tree's actions per turn to 4 and gives it a +2 item bonus to all saving throws and attack rolls. -- **AC** 30 , **Fort** +22, **Ref** +14 +- **AC** 30, **Fort** +22, **Ref** +14 - **Branch Hardness** 10, **Branch HP** 40 (BT 20) to break each branch - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Attack of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Attack of Opportunity** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + The tree of dreadful dreams can attempt up to six Attacks of Opportunity each round. ``` ````ad-pf2-summary title: Routine -(3 actions) The statue uses each action to attempt a branch [Strike](rules/actions/strike.md) against a random creature in the room that it hasn't [grabbed](rules/conditions.md#Grabbed). If there are no creatures for it to attack and it has at least one creature [grabbed](rules/conditions.md#Grabbed), it instead Constricts. The trap can have up to six creatures [grabbed](rules/conditions.md#Grabbed). +(3 actions) The statue uses each action to attempt a branch [Strike](rules/actions/strike.md) against a random creature in the room that it hasn't [grabbed](rules/conditions.md#Grabbed). If there are no creatures for it to attack and it has at least one creature [grabbed](rules/conditions.md#Grabbed), it instead Constricts. The trap can have up to six creatures [grabbed](rules/conditions.md#Grabbed). ```ad-inline-attack title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Branch (26) ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")) **Damage** `2d10+12` bludgeoning plus the target is [grabbed](rules/conditions.md#Grabbed) by the tree - **Effects** the target is [grabbed](rules/conditions.md#Grabbed) by the tree - %% #trait/reach-20-feet %% ``` - ```ad-embed-ability -title: Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - +title: **Constrict** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") `1d10+12` bludgeoning, DC 27. ``` - ```ad-embed-ability -title: Terrifying Visions - -A creature that begins its turn [grabbed](rules/conditions.md#Grabbed) by the trap experiences vivid, warped visions of true events and must succeed at a DC 31 Will save or take `4d8` mental damage. On a critical failure, the creature also becomes [doomed](rules/conditions.md#Doomed). A creature that succeeds at its save is temporarily immune for 24 hours. +title: **Terrifying Visions** A creature that begins its turn [grabbed](rules/conditions.md#Grabbed) by the trap experiences vivid, warped visions of true events and must succeed at a DC 31 Will save or take `4d8` mental damage. On a critical failure, the creature also becomes [doomed](rules/conditions.md#Doomed). A creature that succeeds at its save is temporarily immune for 24 hours. ``` ```` ^routine diff --git a/compendium/gm/hazards/vengeful-furnace-av1.md b/compendium/gm/hazards/vengeful-furnace-av1.md index 70d3d155e..0f000414b 100644 --- a/compendium/gm/hazards/vengeful-furnace-av1.md +++ b/compendium/gm/hazards/vengeful-furnace-av1.md @@ -17,24 +17,24 @@ The hatch atop the haunted furnace flips open and disgorges a pair of shrieking, - **Disable** DC 22 [Intimidation](compendium/skills.md#Intimidation) (trained) to cow one of the vengeful spirits or DC 25 [Religion](compendium/skills.md#Religion) (trained) to exorcise the spirit. The haunt remains active until both spirits are cowed or exorcised, or until the furnace is destroyed. -- **AC** 21 , **Fort** +15, **Ref** +8 +- **AC** 21, **Fort** +15, **Ref** +8 - **Hardness** 13, **HP** 60 (BT 30) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** cold 8; positive 5 - + ```ad-embed-ability -title: Ghostly Assault [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Ghostly Assault** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([divine](rules/traits/divine.md), [enchantment](rules/traits/enchantment.md), [fire](rules/traits/fire.md), [mental](rules/traits/mental.md)) - **Trigger**: A living creature with an Intelligence score of 15 or higher enters the room, or any creature touches the furnace **Effect** Burning ghosts burst from the furnace, exposing the triggering creature to the haunt's burn knowledge effect. The haunt rolls initiative. -%% #trait/divine #trait/enchantment #trait/fire #trait/mental %% +%% + #trait/divine #trait/enchantment #trait/fire #trait/mental +%% ``` ```ad-embed-ability -title: Burn Knowledge -[divine](rules/traits/divine.md "Divine Tradition Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Burn Knowledge** ([divine](rules/traits/divine.md), [enchantment](rules/traits/enchantment.md), [fire](rules/traits/fire.md), [mental](rules/traits/mental.md)) + The target of the haunt's initial Ghostly Assault, as well as any creature later hit by a burning lash [Strike](rules/actions/strike.md), loses random memories, as if these thoughts were incinerated like pages in a burning book. The creature must attempt a DC 23 Will save. @@ -43,19 +43,19 @@ The target of the haunt's initial Ghostly Assault, as well as any creature later > - **Success** The creature becomes [stupefied](rules/conditions.md#Stupefied) for 1 minute while they forget random memories, as if these thoughts were incinerated like pages in a burning book. > - **Failure** As success, but the [stupefied](rules/conditions.md#Stupefied) condition persists for 24 hours. > - **Critical Failure** As failure, but [stupefied](rules/conditions.md#Stupefied). -%% #trait/divine #trait/enchantment #trait/fire #trait/mental %% +%% + #trait/divine #trait/enchantment #trait/fire #trait/mental +%% ``` ````ad-pf2-summary title: Routine -(3 actions) The burning ghosts lash at a random [stupefied](rules/conditions.md#Stupefied) creature in the room (or any random creature, if no creatures in the room are [stupefied](rules/conditions.md#Stupefied)). +(3 actions) The burning ghosts lash at a random [stupefied](rules/conditions.md#Stupefied) creature in the room (or any random creature, if no creatures in the room are [stupefied](rules/conditions.md#Stupefied)). ```ad-inline-attack title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Burning Lash (14) ([fire](rules/traits/fire.md "Fire Energy & Element Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), range <10 feet>) **Damage** `2d6` fire plus `2d6` mental and burn knowledge - **Effects** burn knowledge - %% #trait/fire #trait/mental #trait/range-10-feet %% ``` ```` diff --git a/compendium/gm/hazards/violent-shove-botd.md b/compendium/gm/hazards/violent-shove-botd.md index 2a45eedb1..d542c059e 100644 --- a/compendium/gm/hazards/violent-shove-botd.md +++ b/compendium/gm/hazards/violent-shove-botd.md @@ -15,9 +15,9 @@ aliases: ["Violent Shove"] An invisible force bats creatures aside, hurling them into a nearby wall. - **Disable** DC 19 [Occultism](compendium/skills.md#Occultism) (trained) to disperse the force or DC 20 [Religion](compendium/skills.md#Religion) (trained) to ward yourself from harm - + ```ad-embed-ability -title: Shove [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Shove** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves adjacent to the haunted wall diff --git a/compendium/gm/hazards/violet-mister-gw1.md b/compendium/gm/hazards/violet-mister-gw1.md new file mode 100644 index 000000000..48d13e7fa --- /dev/null +++ b/compendium/gm/hazards/violet-mister-gw1.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/gw1 +- trait/mechanical +- trait/trap +aliases: ["Violet Mister"] +--- +# Violet Mister *Hazard 2* +[mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") [trap](rules/traits/trap.md "Trap Hazard Trait") + +- **Complexity** Simple +- **Stealth** DC 20 trained to notice the trap's trigger-thread attached to the door + +Opening the door pulls a thread, which causes a plant mister to spray a cloud of poison into the triggering creature's face. + +- **Disable** DC 18 [Thievery](compendium/skills.md#Thievery) to safely cut the thread + +- **AC** 16, **Fort** +10, **Ref** +10 +- **Hardness** 7, **HP** 25 + +````ad-embed-ability +title: **Poisoned Welcome** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature attempts to open the door + +**Effect** Every creature within 10 feet of the door is exposed to violet venom poison. + +```ad-inline-affliction +title: Violet Venom + +[contact](rules/traits/contact.md "Contact Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +- **Saving Throws**: DC 17 Fortitude +- **Onset**: 1 minute +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d6` poison plus [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `1d6` poison plus [drained](rules/conditions.md#Drained) (1 round) + +**Stage 3** `2d6` poison plus [enfeebled](rules/conditions.md#Enfeebled) (1 round) + + +%% #trait/contact #trait/poison %% +``` +```` + +*Source: Gatewalkers #1: The Seventh Arch p. 0* \ No newline at end of file diff --git a/compendium/gm/hazards/viper-urn-tio.md b/compendium/gm/hazards/viper-urn-tio.md index baa5f85be..f94275ffb 100644 --- a/compendium/gm/hazards/viper-urn-tio.md +++ b/compendium/gm/hazards/viper-urn-tio.md @@ -18,18 +18,18 @@ A ceramic urn containing a coiled viper tips and shatters when a tripwire is pul - **Disable** DC 15 [Thievery](compendium/skills.md#Thievery) (trained) to stabilize the urn, or DC 15 [Athletics](compendium/skills.md#Athletics) to carefully lower the heavy urn -- **AC** 15 , **Fort** +8, **Ref** +5 +- **AC** 15, **Fort** +8, **Ref** +5 - **Hardness** 6, **HP** 4 (BT 2) - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Topple [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Topple** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) + When someone pulls the trip wire, the urn smashes against a creature in the doorway, making a shattering urn [Strike](rules/actions/strike.md) against that creature, then releases a viper into the square that contained the trap. The viper attacks any non-plant creature it detects. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Troubles in Otari p. 31* \ No newline at end of file diff --git a/compendium/gm/hazards/vision-of-dahak-aoa2.md b/compendium/gm/hazards/vision-of-dahak-aoa2.md index 4260eefea..0e75f0cb1 100644 --- a/compendium/gm/hazards/vision-of-dahak-aoa2.md +++ b/compendium/gm/hazards/vision-of-dahak-aoa2.md @@ -20,14 +20,13 @@ Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burni - **Disable** [Religion](compendium/skills.md#Religion) DC 26 (expert) to utter prayers to a nonevil deity to counteract [Dahak](compendium/setting/deities/dahak-logm.md)'s presence (prayers to [Apsu](compendium/setting/deities/apsu-logm.md) allow this check to be made if the character is merely trained in [Religion](compendium/skills.md#Religion)), [Thievery](compendium/skills.md#Thievery) DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26). -- **AC** 27 , **Fort** +17, **Ref** +13 +- **AC** 27, **Fort** +17, **Ref** +13 - **HP** 130 - **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage -- **Resistances** - **Weaknesses** cold 10 - + ```ad-embed-ability -title: Manifest [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Manifest** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature is within the way station. @@ -36,14 +35,14 @@ title: Manifest [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "R ````ad-pf2-summary title: Routine -(2 actions) The vision of [Dahak](compendium/setting/deities/dahak-logm.md) manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area. +(2 actions) The vision of [Dahak](compendium/setting/deities/dahak-logm.md) manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area. ```ad-embed-ability -title: Breath Weapon [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") - +title: **Breath Weapon** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([divine](rules/traits/divine.md), [evocation](rules/traits/evocation.md), [fire](rules/traits/fire.md)) The vision of [Dahak](compendium/setting/deities/dahak-logm.md) unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals `6d6` fire damage to all creatures within (DC 26 basic Reflex save). -%% #trait/divine #trait/evocation #trait/fire %% +%% + #trait/divine #trait/evocation #trait/fire +%% ``` ```` ^routine diff --git a/compendium/gm/hazards/volatile-reagents-ooa1.md b/compendium/gm/hazards/volatile-reagents-ooa1.md index e9670adcb..9448d8d7e 100644 --- a/compendium/gm/hazards/volatile-reagents-ooa1.md +++ b/compendium/gm/hazards/volatile-reagents-ooa1.md @@ -18,14 +18,12 @@ Potion bottles, alembics, and potent ingredients violently explode when jostled - **Disable** three DC 20 [Acrobatics](compendium/skills.md#Acrobatics) or [Crafting](compendium/skills.md#Crafting) checks to sort and separate the bottles of volatile ingredients into groups -- **AC** 18 , **Fort** +10, **Ref** +8 +- **AC** 18, **Fort** +10, **Ref** +8 - **HP** 10 (BT 5) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Explosive Catalyst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Explosive Catalyst** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: Slick drinks Gattlebee's growth serum (page 36) @@ -34,12 +32,12 @@ title: Explosive Catalyst [R](rules/core-rulebook/chapter-9-playing-the-game.md# ```ad-pf2-summary title: Routine + (1 action) A random 10-foot square in Gattlebee's laboratory explodes, dealing `2d6` damage to creatures and objects in the area (DC 18 basic Reflex save). The damage type is randomly determined each round: acid, cold, electricity, fire, slashing, or sonic. ``` ^routine **Reset** The lab contains enough ingredients for this hazard to last 1 minute before all materials are expended. - Alternatively, the hazard resets once Slick shrinks to regular size (see below). *Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/vorpal-executioner.md b/compendium/gm/hazards/vorpal-executioner.md index 45025a476..c251205c9 100644 --- a/compendium/gm/hazards/vorpal-executioner.md +++ b/compendium/gm/hazards/vorpal-executioner.md @@ -17,25 +17,22 @@ A wickedly sharp saw blade descends and travels along grooves in a complex path - **Disable** [Thievery](compendium/skills.md#Thievery) DC 41 (expert) at four different junctions to jam all the saw blade's possible paths, preventing it from traveling through the room. -- **AC** 43 , **Fort** +32, **Ref** +32 +- **AC** 43, **Fort** +32, **Ref** +32 - **Hardness** 30, **HP** 120 (BT 60) per junction - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Total Decapitation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") [death](rules/traits/death.md "Death Effect Trait") +title: **Total Decapitation** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md), [death](rules/traits/death.md)) - **Trigger**: A creature attempts to exit the room. **Effect** The saw blade travels along its path, making one [Strike](rules/actions/strike.md) against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets. -%% #trait/attack #trait/death %% +%% + #trait/attack #trait/death +%% ``` ```ad-embed-ability -title: Decapitation - -On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, [dying](rules/conditions.md#Dying) instantly unless it can survive without a head. +title: **Decapitation** On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, [dying](rules/conditions.md#Dying) instantly unless it can survive without a head. ``` **Reset** The trap resets over the course of the round and can be triggered again 1 round later. diff --git a/compendium/gm/hazards/wailing-crystals-aoa4.md b/compendium/gm/hazards/wailing-crystals-aoa4.md index b2c641790..eed9b8583 100644 --- a/compendium/gm/hazards/wailing-crystals-aoa4.md +++ b/compendium/gm/hazards/wailing-crystals-aoa4.md @@ -18,32 +18,31 @@ Three clusters of gleaming, colorful crystals are corrupted with necromantic ene - **Disable** [Thievery](compendium/skills.md#Thievery) DC 29 (master) to carefully fracture the crystals or [Crafting](compendium/skills.md#Crafting) DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals. -- **AC** 34 , **Fort** +26, **Ref** +18 +- **AC** 34, **Fort** +26, **Ref** +18 - **Hardness** 18, **HP** 72 (BT 36) per 5-foot patch - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Echoing Cry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Echoing Cry** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([occult](rules/traits/occult.md)) - **Trigger**: A living creature approaches within 20 feet of a wailing crystal. **Effect** A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Jewelgate Way Station, affecting them with [crushing despair](compendium/spells/crushing-despair.md) (7th level, DC 33). The hazard rolls initiative. -%% #trait/occult %% +%% + #trait/occult +%% ``` ````ad-pf2-summary title: Routine -(3 actions) The hazard uses each action for an Anguished Shriek. The wailing crystals lose 1 action for each 5-foot patch of crystals that is [broken](rules/conditions.md#Broken) or destroyed. +(3 actions) The hazard uses each action for an Anguished Shriek. The wailing crystals lose 1 action for each 5-foot patch of crystals that is [broken](rules/conditions.md#Broken) or destroyed. ```ad-embed-ability -title: Anguished Shriek -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") - +title: **Anguished Shriek** ([emotion](rules/traits/emotion.md), [enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md), [sonic](rules/traits/sonic.md)) A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes `4d6` mental damage and `4d6` sonic damage (DC 33 basic Will save). -%% #trait/emotion #trait/enchantment #trait/mental #trait/occult #trait/sonic %% +%% + #trait/emotion #trait/enchantment #trait/mental #trait/occult #trait/sonic +%% ``` ```` ^routine diff --git a/compendium/gm/hazards/watching-wall-av1.md b/compendium/gm/hazards/watching-wall-av1.md index 7c3093331..720765b1e 100644 --- a/compendium/gm/hazards/watching-wall-av1.md +++ b/compendium/gm/hazards/watching-wall-av1.md @@ -19,12 +19,12 @@ An overwhelming feeling of being watched wells up in the minds of those in the r ```ad-pf2-summary title: Routine + (1 action) The eye glances about, and those it can see (whether in area C4 or outside of it) take `4d6` mental damage (DC 21 basic Will save) as fears of being watched impart ripples of pain. A creature that takes mental damage from this effect doesn't reduce their [frightened](rules/conditions.md#Frightened) value at the end of their next turn. ``` ^routine **Reset** The haunt becomes inert at the end of any round in which there are no [frightened](rules/conditions.md#Frightened) creatures it can see. - It stays dormant for 1 hour, after which point it resets. *Source: Abomination Vaults #1: Ruins of Gauntlight p. 37* \ No newline at end of file diff --git a/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md b/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md index f6f29c951..a22ed4c5c 100644 --- a/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md +++ b/compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md @@ -18,14 +18,12 @@ Four huge tubs containing congealed wax, enchanted to melt and envelop unwary in - **Disable** [Thievery](compendium/skills.md#Thievery) DC 43 (master) to drain the wax from a tub or [Athletics](compendium/skills.md#Athletics) DC 45 (master) to push through the wax blocking a sealed door and escape (other creatures must push their own way through, as the wax reseals) -- **AC** 39 , **Fort** +30, **Ref** +25 +- **AC** 39, **Fort** +30, **Ref** +25 - **HP** 72 (BT 36) to destroy the wax on a sealed door and allow anyone to escape through the door; **Tub Hardness** 25, **Tub HP** 104 (BT 52) to destroy a tub and prevent it from making any further attacks - **Immunities** critical hits; fire (tubs only); object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Seal Room [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Seal Room** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature comes within 5 feet of a tub @@ -34,14 +32,11 @@ title: Seal Room [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions " ````ad-pf2-summary title: Routine -(4 actions) The trap loses 1 action each turn per [drained](rules/conditions.md#Drained) or destroyed tub. On each action, a different tub spews hot wax at a random creature in the room, dealing `3d12` fire damage to the target and all adjacent creatures (DC 35 basic Reflex save). On a failure or critical failure, the creature is also encased in hot wax. +(4 actions) The trap loses 1 action each turn per [drained](rules/conditions.md#Drained) or destroyed tub. On each action, a different tub spews hot wax at a random creature in the room, dealing `3d12` fire damage to the target and all adjacent creatures (DC 35 basic Reflex save). On a failure or critical failure, the creature is also encased in hot wax. A creature that starts its turn encased in wax takes `8d12` fire damage and is [immobilized](rules/conditions.md#Immobilized) until it Escapes the hardening wax (DC 35). Each turn it remains encased, the damage dealt by the hot wax decreases by `2d12` but. - ```ad-embed-ability -title: the DC to - -[Escape](rules/actions/escape.md) increases by 2 (minimum 0 damage, maximum DC 43). A creature that can't get free from the wax might suffocate (Core Rulebook 478). +title: **the DC to** [Escape](rules/actions/escape.md) increases by 2 (minimum 0 damage, maximum DC 43). A creature that can't get free from the wax might suffocate (Core Rulebook 478). ``` ```` ^routine diff --git a/compendium/gm/hazards/web-lurker-deadfall-b1.md b/compendium/gm/hazards/web-lurker-deadfall-b1.md index b39a7ce92..07817723c 100644 --- a/compendium/gm/hazards/web-lurker-deadfall-b1.md +++ b/compendium/gm/hazards/web-lurker-deadfall-b1.md @@ -17,14 +17,11 @@ A web tripwire lets loose a bundle of boulders that fall on all targets within a - **Disable** [Survival](compendium/skills.md#Survival) (trained) or [Thievery](compendium/skills.md#Thievery) (expert) DC 20 to rearrange the webbing -- **AC** 19 , **Fort** +9, **Ref** +9 +- **AC** 19, **Fort** +9, **Ref** +9 - -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Deadfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Deadfall** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature steps into the square with the web tripwire. diff --git a/compendium/gm/hazards/web-lurker-noose-b1.md b/compendium/gm/hazards/web-lurker-noose-b1.md index f542fd612..cfa912195 100644 --- a/compendium/gm/hazards/web-lurker-noose-b1.md +++ b/compendium/gm/hazards/web-lurker-noose-b1.md @@ -17,20 +17,18 @@ Discreet webbing at throat level snags a creature that walks into it. - **Disable** [Survival](compendium/skills.md#Survival) (trained) or [Thievery](compendium/skills.md#Thievery) (expert) DC 18 to rearrange the webbing -- **AC** 18 , **Fort** +11, **Ref** +5 +- **AC** 18, **Fort** +11, **Ref** +5 - -- **Immunities** -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Web Noose [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Web Noose** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) - **Trigger**: A creature steps into the square with the web tripwire. **Effect** The web lurker noose makes a noose [Strike](rules/actions/strike.md) against the triggering creature. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Bestiary p. 325* \ No newline at end of file diff --git a/compendium/gm/hazards/web-lurker-noose-tio.md b/compendium/gm/hazards/web-lurker-noose-tio.md index a124bcd92..0103457b6 100644 --- a/compendium/gm/hazards/web-lurker-noose-tio.md +++ b/compendium/gm/hazards/web-lurker-noose-tio.md @@ -17,18 +17,18 @@ Discreet webbing at throat level snags a creature that walks into it. - **Disable** DC 18 [Survival](compendium/skills.md#Survival) (trained) or [Thievery](compendium/skills.md#Thievery) (expert) to rearrange the webbing -- **AC** 18 , **Fort** +11, **Ref** +5 +- **AC** 18, **Fort** +11, **Ref** +5 - **Noose Hardness** 4, **Noose HP** 16 (BT 8) to cut the web noose - **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Web Noose [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](rules/traits/attack.md "Attack Combat Trait") +title: **Web Noose** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([attack](rules/traits/attack.md)) + If a creature steps into the square with the web trip wire, the web lurker noose makes a noose Strike against the creature. -%% #trait/attack %% +%% + #trait/attack +%% ``` *Source: Troubles in Otari p. 17* \ No newline at end of file diff --git a/compendium/gm/hazards/weight-of-guilt-botd.md b/compendium/gm/hazards/weight-of-guilt-botd.md index 929e6f85b..65645e8c9 100644 --- a/compendium/gm/hazards/weight-of-guilt-botd.md +++ b/compendium/gm/hazards/weight-of-guilt-botd.md @@ -15,10 +15,9 @@ aliases: ["Weight of Guilt"] Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins. - **Disable** DC 26 [Religion](compendium/skills.md#Religion) (expert) to disrupt the haunt through prayer or DC 27 [Deception](compendium/skills.md#Deception) (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt. - + ```ad-embed-ability -title: Mental Bind [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") +title: **Mental Bind** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([enchantment](rules/traits/enchantment.md), [mental](rules/traits/mental.md), [occult](rules/traits/occult.md)) - **Trigger**: A creature enters the area @@ -29,7 +28,9 @@ title: Mental Bind [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions > - **Success** The creature takes a –10-foot status penalty to its Speeds for 1 round. > - **Failure** The creature is [restrained](rules/conditions.md#Restrained) until it Escapes (DC 25). > - **Critical Failure** As failure, and the creature is overwhelmed with guilt, becoming [stupefied](rules/conditions.md#Stupefied) for 1 day -%% #trait/enchantment #trait/mental #trait/occult %% +%% + #trait/enchantment #trait/mental #trait/occult +%% ``` **Reset** 1 day diff --git a/compendium/gm/hazards/wheel-of-misery.md b/compendium/gm/hazards/wheel-of-misery.md index 8ddc7b69a..7fe9ee343 100644 --- a/compendium/gm/hazards/wheel-of-misery.md +++ b/compendium/gm/hazards/wheel-of-misery.md @@ -19,14 +19,12 @@ An ornate wheel set into a wall—divided into six segments with colored runes o - **Disable** [Thievery](compendium/skills.md#Thievery) DC 26 (expert) on the wheel to stop it from spinning, [Thievery](compendium/skills.md#Thievery) DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune. -- **AC** 24 , **Fort** +15, **Ref** +13 +- **AC** 24, **Fort** +15, **Ref** +13 - **Hardness** 14, **HP** 56 (BT 28) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Wheel Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Wheel Spin** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature enters the sensor's detection area. @@ -35,8 +33,8 @@ title: Wheel Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine -(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll `1d6` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary. +(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll `1d6` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary. Any spell cast by this trap is arcane. ``` ^routine diff --git a/compendium/gm/hazards/witch-priests-curse-ec5.md b/compendium/gm/hazards/witch-priests-curse-ec5.md index be5d1ae90..30755cdab 100644 --- a/compendium/gm/hazards/witch-priests-curse-ec5.md +++ b/compendium/gm/hazards/witch-priests-curse-ec5.md @@ -17,15 +17,16 @@ aliases: ["Witch-priests' Curse"] Anyone who opens a secret compartment is subjected to a powerful curse. - **Disable** DC 39 [Thievery](compendium/skills.md#Thievery) (legendary) to carefully remove the bone fetish that holds the curse. - + ```ad-embed-ability -title: Hex of the Bloody Thief [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](rules/traits/curse.md "Curse Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") +title: **Hex of the Bloody Thief** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([curse](rules/traits/curse.md), [divine](rules/traits/divine.md), [necromancy](rules/traits/necromancy.md)) - **Trigger**: A creature opens a secret compartment **Effect** The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes `3d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic. -%% #trait/curse #trait/divine #trait/necromancy %% +%% + #trait/curse #trait/divine #trait/necromancy +%% ``` **Reset** The trap resets if both secret compartments are shut. diff --git a/compendium/gm/hazards/wooden-bullets-trap-ooa1.md b/compendium/gm/hazards/wooden-bullets-trap-ooa1.md index a67aeef0c..c4c9e702b 100644 --- a/compendium/gm/hazards/wooden-bullets-trap-ooa1.md +++ b/compendium/gm/hazards/wooden-bullets-trap-ooa1.md @@ -18,19 +18,16 @@ A hopper full of wooden sling bullets is attached to several launching devices, - **Disable** DC 17 [Thievery](compendium/skills.md#Thievery) (trained) to reinforce the porch pressure sensor or DC 15 [Crafting](compendium/skills.md#Crafting) (trained) to cover the holes launching the bullets -- null, **Fort** +15, **Ref** +5 -- **Wall Hardness** 10, **Wall HP** 50 (BT 25) +- **Fort** +15, **Ref** +5 +- **Wall Hardness** 10, **Wall HP** 50 (BT 25) - **Immunities** critical hits; object immunities; precision damage -- **Resistances** - **Weaknesses** fire 5 - -```ad-embed-ability -title: Wall AC -10 +```ad-embed-ability +title: **Wall AC** 10 ``` ```ad-embed-ability -title: Auto-Sling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Auto-Sling** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature or object weighing at least 50 pounds is placed on the porch (marked "T" on the map on page 32) @@ -39,6 +36,7 @@ title: Auto-Sling [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions ```ad-pf2-summary title: Routine + (2 actions) The wooden bullets trap Strikes the two nearest creatures. It ignores [prone](rules/conditions.md#Prone) creatures as the bullets fly overhead. ``` ^routine diff --git a/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md b/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md index 3b1edb970..09925e487 100644 --- a/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md +++ b/compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md @@ -18,14 +18,12 @@ These heavy doors, carved with an image of [Dahak](compendium/setting/deities/da - **Disable** [Thievery](compendium/skills.md#Thievery) DC 29 (expert) to disrupt the divine magic, [Religion](compendium/skills.md#Religion) DC 29 (expert) to placate the wrathful energies, or [dispel magic](compendium/spells/dispel-magic.md) (5th level; counteract DC 26). -- **AC** 30 , **Fort** +22, **Ref** +14 -- **Door Hardness** 18, **Door HP** 72 (BT 36) +- **AC** 30, **Fort** +22, **Ref** +14 +- **Door Hardness** 18, **Door HP** 72 (BT 36) - **Immunities** critical hits; [fire](rules/traits/fire.md "Fire Energy & Element Trait"); object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Expunge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Expunge** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A non-worshipper of [Dahak](compendium/setting/deities/dahak-logm.md) touches either door leading to **C7** @@ -34,14 +32,14 @@ title: Expunge [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Re ````ad-pf2-summary title: Routine -(1 action) On its initiative, the wrath of the destroyer targets the closest target in area **C6** with Face of the Fatal Divine. +(1 action) On its initiative, the wrath of the destroyer targets the closest target in area **C6** with Face of the Fatal Divine. ```ad-embed-ability -title: Face of the Fatal Divine [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[death](rules/traits/death.md "Death Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - +title: **Face of the Fatal Divine** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([death](rules/traits/death.md), [divine](rules/traits/divine.md), [emotion](rules/traits/emotion.md), [fear](rules/traits/fear.md), [illusion](rules/traits/illusion.md), [mental](rules/traits/mental.md)) The creature beholds the face of [Dahak](compendium/setting/deities/dahak-logm.md) as it emerges to bite with its burning jaws, targeting the creature with [phantasmal killer](compendium/spells/phantasmal-killer.md) (5th level, Will DC 29). -%% #trait/death #trait/divine #trait/emotion #trait/fear #trait/illusion #trait/mental %% +%% + #trait/death #trait/divine #trait/emotion #trait/fear #trait/illusion #trait/mental +%% ``` ```` ^routine diff --git a/compendium/gm/hazards/wronged-monks-wrath-frp1.md b/compendium/gm/hazards/wronged-monks-wrath-frp1.md index 5ff228349..7baa649a8 100644 --- a/compendium/gm/hazards/wronged-monks-wrath-frp1.md +++ b/compendium/gm/hazards/wronged-monks-wrath-frp1.md @@ -15,9 +15,9 @@ aliases: ["Wronged Monk's Wrath"] A monk's tormented spirit attacks intruders. - **Disable** DC 32 [Irori Lore](compendium/skills.md#Lore) (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 [Religion](compendium/skills.md#Religion) (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 [Occultism](compendium/skills.md#Occultism) (master) to create a ward against future hauntings. - + ```ad-embed-ability -title: Ki Storm [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Ki Storm** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature enters the prayer room diff --git a/compendium/gm/hazards/yellow-mold.md b/compendium/gm/hazards/yellow-mold.md index 0a4bce4b2..416b84759 100644 --- a/compendium/gm/hazards/yellow-mold.md +++ b/compendium/gm/hazards/yellow-mold.md @@ -17,25 +17,27 @@ Poisonous mold spores assault nearby creatures. - **Disable** [Survival](compendium/skills.md#Survival) DC 26 (expert) to remove the mold without triggering the spores. -- **AC** 27 , **Fort** +17, **Ref** +13 +- **AC** 27, **Fort** +17, **Ref** +13 - **HP** 70 - **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - + ```ad-embed-ability -title: Spore Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Spore Explosion** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature moves into the mold's space or damages the mold. **Effect** The mold can't use this reaction if it's in direct sunlight or if the damage was fire damage. The triggering creature and all creatures within 10 feet are exposed to yellow mold spores. ``` ```ad-embed-ability -title: Yellow Mold Spores -[inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") +title: **Yellow Mold Spores** ([inhaled](rules/traits/inhaled.md), [poison](rules/traits/poison.md)) +> [!pf2-note] +> Any [drained](rules/conditions.md#Drained) condition from the spores persists after the poison's duration ends + -%% #trait/inhaled #trait/poison %% +%% + #trait/inhaled #trait/poison +%% ``` *Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/setting/deities/aakriti-loil.md b/compendium/setting/deities/aakriti-loil.md index 0f8d23985..c0c6e8d9f 100644 --- a/compendium/setting/deities/aakriti-loil.md +++ b/compendium/setting/deities/aakriti-loil.md @@ -22,7 +22,7 @@ aliases: ["Aakriti", "The Evershifting"] - **Category**: Eldest - **Anathema**: fail to study a new creature if safely able, force a creature to live in the wrong body, reject creatures or information due to bigoted or rigid beliefs -- **Areas of Concern**: discovery, , life, , ooze, , potential +- **Areas of Concern**: discovery, life, ooze, potential - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -39,6 +39,7 @@ aliases: ["Aakriti", "The Evershifting"] title: [Avatar](compendium/spells/avatar.md) of Aakriti - **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril whip ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns **Damage** `6d6+6` piercing +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril whip (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns (), **Damage** `6d6+6` piercing ``` \ No newline at end of file diff --git a/compendium/setting/deities/abadar.md b/compendium/setting/deities/abadar.md index 0be955c45..43dfde1e0 100644 --- a/compendium/setting/deities/abadar.md +++ b/compendium/setting/deities/abadar.md @@ -16,7 +16,7 @@ aliases: ["Abadar", "The Master of the First Vault"] - **Category**: Gods of the Inner Sea - **Anathema**: engage in banditry or piracy, steal, undermine a law-abiding court -- **Areas of Concern**: cities, , law, , merchants, , and wealth +- **Areas of Concern**: cities, law, merchants, and wealth - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -33,7 +33,8 @@ aliases: ["Abadar", "The Master of the First Vault"] title: [Avatar](compendium/spells/avatar.md) of Abadar - **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") crossbow **Damage** `6d10+3` piercing +- **Shield**: shield ( Hardness, can't be damaged) +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") crossbow (), **Damage** `6d10+3` piercing ``` ## Divine intercession diff --git a/compendium/setting/deities/achaekek-logm.md b/compendium/setting/deities/achaekek-logm.md index 024529859..6e850315b 100644 --- a/compendium/setting/deities/achaekek-logm.md +++ b/compendium/setting/deities/achaekek-logm.md @@ -20,7 +20,7 @@ aliases: ["Achaekek", "He Who Walks In Blood"] - **Category**: Gods of the Inner Sea - **Anathema**: kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue -- **Areas of Concern**: assassins, , divine punishments, , and the Red Mantis +- **Areas of Concern**: assassins, divine punishments, and the Red Mantis - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -38,8 +38,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ac title: [Avatar](compendium/spells/avatar.md) of Achaekek - **Speed**: Speed 70 feet, climb 50 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mantis claw ([agile](rules/traits/agile.md "Agile Weapon Trait"), [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spine volley **Damage** `6d6+3` piercing +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mantis claw (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spine volley (), **Damage** `6d6+3` piercing ``` ## Divine intercession diff --git a/compendium/setting/deities/adanye-lome.md b/compendium/setting/deities/adanye-lome.md index 3c030603a..1acbe1f98 100644 --- a/compendium/setting/deities/adanye-lome.md +++ b/compendium/setting/deities/adanye-lome.md @@ -20,7 +20,7 @@ aliases: ["Adanye", "The Warmth of the Hearth"] - **Category**: Mwangi Gods - **Anathema**: force anyone into drudgery or mindless work, deny support to loved ones, surrender when escape is an option, destroy a place that has given you shelter -- **Areas of Concern**: hearth, , imagination, , protection, , solitude +- **Areas of Concern**: hearth, imagination, protection, solitude - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -39,6 +39,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ad title: [Avatar](compendium/spells/avatar.md) of Adanye - **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hearth ember **Damage** `4d6+3` fire and `2d6` persistent fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hearth ember (), **Damage** `4d6+3` fire and `2d6` persistent fire ``` \ No newline at end of file diff --git a/compendium/setting/deities/alseta-logm.md b/compendium/setting/deities/alseta-logm.md index d33d8a60b..236b9ea34 100644 --- a/compendium/setting/deities/alseta-logm.md +++ b/compendium/setting/deities/alseta-logm.md @@ -20,7 +20,7 @@ aliases: ["Alseta", "The Welcomer"] - **Category**: Gods of the Inner Sea - **Anathema**: destroy a door or block a path for personal gain, stop a transition without good reason -- **Areas of Concern**: doors, , portals, , thresholds, , traditions +- **Areas of Concern**: doors, portals, thresholds, traditions - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -38,8 +38,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Al title: [Avatar](compendium/spells/avatar.md) of Alseta - **Speed**: Speed 40 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") portal toss **Damage** `6d6+3` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") portal toss (), **Damage** `6d6+3` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/angazhan-logm.md b/compendium/setting/deities/angazhan-logm.md index ad2d542fa..796a4f1f5 100644 --- a/compendium/setting/deities/angazhan-logm.md +++ b/compendium/setting/deities/angazhan-logm.md @@ -19,7 +19,7 @@ aliases: ["Angazhan", "The Ravenous King"] - **Category**: Demon Lords - **Anathema**: cower from fights, allow yourself to be [resurrected](compendium/spells/rituals/resurrect.md) instead of [reincarnated](compendium/spells/rituals/reincarnate-apg.md) -- **Areas of Concern**: apes, , jungles, , tyrants +- **Areas of Concern**: apes, jungles, tyrants - **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,6 +38,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of An title: [Avatar](compendium/spells/avatar.md) of Angazhan - **Speed**: Speed 60 feet, climb 60 feet, swim 50 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Bellowing Roar **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Bellowing Roar (), **Damage** `6d6+3` mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/arazni-logm.md b/compendium/setting/deities/arazni-logm.md index ee0bada46..d37171799 100644 --- a/compendium/setting/deities/arazni-logm.md +++ b/compendium/setting/deities/arazni-logm.md @@ -18,7 +18,7 @@ aliases: ["Arazni", "The Unyielding"] - **Category**: Gods of the Inner Sea - **Anathema**: create unwilling undead, insult Arazni -- **Areas of Concern**: the abused, , dignity, , unwilling undeath +- **Areas of Concern**: the abused, dignity, unwilling undeath - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -37,8 +37,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ar title: [Avatar](compendium/spells/avatar.md) of Arazni - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") call blood **Damage** `6d6` persistent bleed damage +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier (, [deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") call blood (), **Damage** `6d6` persistent bleed damage ``` ## Divine intercession diff --git a/compendium/setting/deities/arqueros-lokl.md b/compendium/setting/deities/arqueros-lokl.md index d682775b7..cc16b8900 100644 --- a/compendium/setting/deities/arqueros-lokl.md +++ b/compendium/setting/deities/arqueros-lokl.md @@ -18,7 +18,7 @@ aliases: ["Arqueros", "The Golden Bulwark"] - **Category**: Other Gods - **Anathema**: abandon others while you retreat, engage in needless destruction or bloodshed, intentionally fall asleep or grow lax on watch -- **Areas of Concern**: bodyguards, , protection, , watchfulness +- **Areas of Concern**: bodyguards, protection, watchfulness - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -36,6 +36,6 @@ title: [Avatar](compendium/spells/avatar.md) of Arqueros - **Speed**: Speed 60 feet, immune to [immobilized](rules/conditions.md#Immobilized) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gaze of the stalwart guardian ([visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gaze of the stalwart guardian (, [visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/arundhat-logm.md b/compendium/setting/deities/arundhat-logm.md index 4464fd293..24254d0d5 100644 --- a/compendium/setting/deities/arundhat-logm.md +++ b/compendium/setting/deities/arundhat-logm.md @@ -20,7 +20,7 @@ aliases: ["Arundhat", "The Sacred Perfume"] - **Category**: Vudrani Gods - **Anathema**: dispose of waste near flowers, harvest flowers without offering the proper prayers, dispose of withered flowers improperly -- **Areas of Concern**: blossoms, , diplomacy, , scent +- **Areas of Concern**: blossoms, diplomacy, scent - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,6 +37,7 @@ aliases: ["Arundhat", "The Sacred Perfume"] title: [Avatar](compendium/spells/avatar.md) of Arundhat - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorned blossom ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+5` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ten thousand petals ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorned blossom (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+5` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ten thousand petals (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/asmodeus.md b/compendium/setting/deities/asmodeus.md index d8066e3f2..1023823f1 100644 --- a/compendium/setting/deities/asmodeus.md +++ b/compendium/setting/deities/asmodeus.md @@ -18,7 +18,7 @@ aliases: ["Asmodeus", "The Prince of Darkness"] - **Category**: Gods of the Inner Sea - **Anathema**: break a contract, free a slave, insult Asmodeus by showing mercy to your enemies -- **Areas of Concern**: contracts, , pride, , slavery and tyranny +- **Areas of Concern**: contracts, pride, slavery and tyranny - **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -35,8 +35,9 @@ aliases: ["Asmodeus", "The Prince of Darkness"] title: [Avatar](compendium/spells/avatar.md) of Asmodeus - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mace ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hellfire **Damage** `6d6+3` fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mace (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hellfire (), **Damage** `6d6+3` fire ``` ## Divine intercession diff --git a/compendium/setting/deities/atheists-and-free-agents.md b/compendium/setting/deities/atheists-and-free-agents.md index 6a4aec36d..41bd8b5b2 100644 --- a/compendium/setting/deities/atheists-and-free-agents.md +++ b/compendium/setting/deities/atheists-and-free-agents.md @@ -13,7 +13,4 @@ aliases: ["Atheists and Free Agents", "Atheism"] - **Anathema**: offer prayers to a deity - **Follower Alignments**: all -## Devotee benefits - -- **Divine Font**: -- **Cleric Spells**: \ No newline at end of file +## Devotee benefits \ No newline at end of file diff --git a/compendium/setting/deities/balumbdar-lome.md b/compendium/setting/deities/balumbdar-lome.md index 422aa5f57..97807336a 100644 --- a/compendium/setting/deities/balumbdar-lome.md +++ b/compendium/setting/deities/balumbdar-lome.md @@ -16,7 +16,7 @@ aliases: ["Balumbdar", "The World-Shaker"] - **Category**: Mwangi Gods - **Anathema**: accidentally injure others with your size, topple a massive natural monument, use magic to assume a form smaller than you are -- **Areas of Concern**: great size, , megafauna, , strength +- **Areas of Concern**: great size, megafauna, strength - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -34,6 +34,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ba title: [Avatar](compendium/spells/avatar.md) of Balumbdar - **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d12+4` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") overbearing pressure **Damage** `6d6+3` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d12+4` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") overbearing pressure (), **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/besmara-logm.md b/compendium/setting/deities/besmara-logm.md index 51f0cb96a..99d018534 100644 --- a/compendium/setting/deities/besmara-logm.md +++ b/compendium/setting/deities/besmara-logm.md @@ -19,7 +19,7 @@ aliases: ["Besmara", "The Pirate Queen"] - **Category**: Gods of the Inner Sea - **Anathema**: betray shipmates, forsake piracy, settle on land -- **Areas of Concern**: piracy, , sea monsters, , and strife +- **Areas of Concern**: piracy, sea monsters, and strife - **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -37,8 +37,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Be title: [Avatar](compendium/spells/avatar.md) of Besmara - **Speed**: Speed 40 feet, swim 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ship's cannon **Damage** `6d6+3` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier (, [deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ship's cannon (), **Damage** `6d6+3` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/brigh-logm.md b/compendium/setting/deities/brigh-logm.md index 59d2d4814..bacf89758 100644 --- a/compendium/setting/deities/brigh-logm.md +++ b/compendium/setting/deities/brigh-logm.md @@ -18,7 +18,7 @@ aliases: ["Brigh", "The Whisper In Bronze"] - **Category**: Gods of the Inner Sea - **Anathema**: carelessly destroy others' creations or research, enslave intelligent constructs, abuse constructs, refuse to acknowledge or learn from mistakes -- **Areas of Concern**: clockwork, , invention, , and time +- **Areas of Concern**: clockwork, invention, and time - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -36,8 +36,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Br title: [Avatar](compendium/spells/avatar.md) of Brigh - **Speed**: Speed 60 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") light hammer ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bolt of molten bronze **Damage** `6d8+3` fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") light hammer (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bolt of molten bronze (), **Damage** `6d8+3` fire ``` ## Divine intercession diff --git a/compendium/setting/deities/calistria.md b/compendium/setting/deities/calistria.md index 037e33ff7..59bceb282 100644 --- a/compendium/setting/deities/calistria.md +++ b/compendium/setting/deities/calistria.md @@ -19,7 +19,7 @@ aliases: ["Calistria", "The Savored Sting"] - **Category**: Gods of the Inner Sea - **Anathema**: become too consumed by love or a need for revenge, let a slight go unanswered -- **Areas of Concern**: lust, , revenge, , and trickery +- **Areas of Concern**: lust, revenge, and trickery - **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -35,8 +35,9 @@ aliases: ["Calistria", "The Savored Sting"] title: [Avatar](compendium/spells/avatar.md) of Calistria - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d4+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") savored sting **Damage** `6d6+3` poison +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") savored sting (), **Damage** `6d6+3` poison ``` ## Divine intercession diff --git a/compendium/setting/deities/casandalee-logm.md b/compendium/setting/deities/casandalee-logm.md index 409959218..3c19d37db 100644 --- a/compendium/setting/deities/casandalee-logm.md +++ b/compendium/setting/deities/casandalee-logm.md @@ -18,7 +18,7 @@ aliases: ["Casandalee", "The Iron Goddess"] - **Category**: Gods of the Inner Sea - **Anathema**: treat artificial life as lesser than organic life, foment distrust between artificial and organic life -- **Areas of Concern**: artificial life, , free thinking, , intellectual apoptheosis +- **Areas of Concern**: artificial life, free thinking, intellectual apoptheosis - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -37,8 +37,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ca title: [Avatar](compendium/spells/avatar.md) of Casandalee - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") polytool ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") logic blast **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") polytool (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") logic blast (), **Damage** `6d6+3` mental ``` ## Divine intercession diff --git a/compendium/setting/deities/cayden-cailean.md b/compendium/setting/deities/cayden-cailean.md index dd7d08f6f..94bd0e63a 100644 --- a/compendium/setting/deities/cayden-cailean.md +++ b/compendium/setting/deities/cayden-cailean.md @@ -17,7 +17,7 @@ aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"] - **Category**: Gods of the Inner Sea - **Anathema**: waste alcohol, be mean or standoffish when drunk, own a slave -- **Areas of Concern**: ale, , bravery, , freedom, , and wine +- **Areas of Concern**: ale, bravery, freedom, and wine - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -33,8 +33,9 @@ aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"] title: [Avatar](compendium/spells/avatar.md) of Cayden Cailean - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly](rules/traits/deadly.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ale splash **Damage** `6d6+3` poison +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier (, [deadly](rules/traits/deadly.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ale splash (), **Damage** `6d6+3` poison ``` ## Divine intercession diff --git a/compendium/setting/deities/chaldira-logm.md b/compendium/setting/deities/chaldira-logm.md index a3d8f697e..831d17467 100644 --- a/compendium/setting/deities/chaldira-logm.md +++ b/compendium/setting/deities/chaldira-logm.md @@ -20,7 +20,7 @@ aliases: ["Chaldira", "The Calamitous Turn"] - **Category**: Gods of the Inner Sea - **Anathema**: suffer a bully's insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill -- **Areas of Concern**: battle, , fortune, , mischief +- **Areas of Concern**: battle, fortune, mischief - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -38,8 +38,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ch title: [Avatar](compendium/spells/avatar.md) of Chaldira - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fistful of buttons ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fistful of buttons (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/chamidu-logm.md b/compendium/setting/deities/chamidu-logm.md index 44468861d..9eb7ddf46 100644 --- a/compendium/setting/deities/chamidu-logm.md +++ b/compendium/setting/deities/chamidu-logm.md @@ -15,7 +15,7 @@ aliases: ["Chamidu", "The Roar of the Storm"] - **Category**: Vudrani Gods - **Anathema**: harm a child, pollute the wilds, refuse to treat an illness -- **Areas of Concern**: children, , fertility, , wild beasts +- **Areas of Concern**: children, fertility, wild beasts - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/chohar-lome.md b/compendium/setting/deities/chohar-lome.md index ec4c74128..3ea87de14 100644 --- a/compendium/setting/deities/chohar-lome.md +++ b/compendium/setting/deities/chohar-lome.md @@ -21,7 +21,7 @@ aliases: ["Chohar", "The Golden Lion"] - **Category**: Mwangi Gods - **Anathema**: break your word, be cruel to the innocent, rebuke someone due to their homeland -- **Areas of Concern**: justice, , loyalty, , work +- **Areas of Concern**: justice, loyalty, work - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -40,6 +40,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ch title: [Avatar](compendium/spells/avatar.md) of Chohar - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `5d6+6` piercing and `1d6` fire -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam **Damage** `6d6+6` fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `5d6+6` piercing and `1d6` fire +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam (), **Damage** `6d6+6` fire ``` \ No newline at end of file diff --git a/compendium/setting/deities/cosmic-caravan-lotg.md b/compendium/setting/deities/cosmic-caravan-lotg.md index aa43d20d2..0d257b4b3 100644 --- a/compendium/setting/deities/cosmic-caravan-lotg.md +++ b/compendium/setting/deities/cosmic-caravan-lotg.md @@ -17,7 +17,7 @@ aliases: ["Cosmic Caravan"] - **Category**: Pantheon - **Anathema**: destroy astronomical or astrological equipment, portray the night as a time of evil, spend the night in the same place twice in a row -- **Areas of Concern**: constellations, , fortune telling, , night, , hope for a better tomorrow +- **Areas of Concern**: constellations, fortune telling, night, hope for a better tomorrow - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/desna.md b/compendium/setting/deities/desna.md index e0483cfc2..73c44875b 100644 --- a/compendium/setting/deities/desna.md +++ b/compendium/setting/deities/desna.md @@ -22,7 +22,7 @@ aliases: ["Desna", "The Song of the Spheres"] - **Category**: Gods of the Inner Sea - **Anathema**: cause fear or despair, cast [nightmare](compendium/spells/nightmare.md) or use similar magic to corrupt dreams, engage in bigoted behavior -- **Areas of Concern**: dreams, , luck, , star, , and travelers +- **Areas of Concern**: dreams, luck, stars, and travelers - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -39,8 +39,9 @@ aliases: ["Desna", "The Song of the Spheres"] title: [Avatar](compendium/spells/avatar.md) of Desna - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") starknife ([agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <60 feet>](rules/traits/thrown-60-feet.md "Thrown Weapon Trait"), silver), **Damage** `6d4+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (silver), **Damage** `6d6+3` fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") starknife (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <60 feet>](rules/traits/thrown-60-feet.md "Thrown Weapon Trait"), silver), **Damage** `6d4+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (, silver), **Damage** `6d6+3` fire ``` ## Divine intercession diff --git a/compendium/setting/deities/diomazul-logm.md b/compendium/setting/deities/diomazul-logm.md index df4403536..0bc2e0c0f 100644 --- a/compendium/setting/deities/diomazul-logm.md +++ b/compendium/setting/deities/diomazul-logm.md @@ -18,7 +18,7 @@ aliases: ["Diomazul", "The Serpent of Eighty Blades"] - **Category**: Vudrani Gods - **Anathema**: provoke a fight, give mercy to anyone who provokes a fight with you -- **Areas of Concern**: austerity, , retribution, , war +- **Areas of Concern**: austerity, retribution, war - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -34,6 +34,7 @@ aliases: ["Diomazul", "The Serpent of Eighty Blades"] title: [Avatar](compendium/spells/avatar.md) of Diomazul - **Speed**: Speed 70 feet, burrow 40 feet, swim 40 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") eighty-blade war dance ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") principle of retribution (damages only creatures who have previously attacked you), **Damage** `6d6+3` +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") eighty-blade war dance (, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") principle of retribution (damages only creatures who have previously attacked you), **Damage** `6d6+3` ``` \ No newline at end of file diff --git a/compendium/setting/deities/dwarven-pantheon-logm.md b/compendium/setting/deities/dwarven-pantheon-logm.md index de434e7a2..378e1161e 100644 --- a/compendium/setting/deities/dwarven-pantheon-logm.md +++ b/compendium/setting/deities/dwarven-pantheon-logm.md @@ -17,7 +17,7 @@ aliases: ["Dwarven Pantheon"] - **Category**: Pantheon - **Anathema**: dishonor your family, willingly break a contract or oath, irreparably damage an ancestral relic -- **Areas of Concern**: ancestry, , crafting, , dwarves, , relationships +- **Areas of Concern**: ancestry, crafting, dwarves, relationships - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/elven-pantheon-logm.md b/compendium/setting/deities/elven-pantheon-logm.md index 1f098f1e1..3eb5b6398 100644 --- a/compendium/setting/deities/elven-pantheon-logm.md +++ b/compendium/setting/deities/elven-pantheon-logm.md @@ -15,7 +15,7 @@ aliases: ["Elven Pantheon"] - **Category**: Pantheon - **Anathema**: irreparably damage the natural environment (such as by overhunting or strip mining), have an unhealthy obsession or attachment -- **Areas of Concern**: elves, , magic, , nature, , tradition +- **Areas of Concern**: elves, magic, nature, tradition - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/erastil.md b/compendium/setting/deities/erastil.md index 52a93e095..a0f6742e9 100644 --- a/compendium/setting/deities/erastil.md +++ b/compendium/setting/deities/erastil.md @@ -17,7 +17,7 @@ aliases: ["Erastil", "Old Deadeye"] - **Category**: Gods of the Inner Sea - **Anathema**: abandon your home in its time of need, yourself over your community, tarnish your reputation, tell lies -- **Areas of Concern**: family, , farming, , hunting, , and trade +- **Areas of Concern**: family, farming, hunting, and trade - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -34,7 +34,8 @@ aliases: ["Erastil", "Old Deadeye"] title: [Avatar](compendium/spells/avatar.md) of Erastil - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longbow ([deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait")), **Damage** `6d8+3` piercing +- **Shield**: shield ( Hardness, can't be damaged) +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longbow (, [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait")), **Damage** `6d8+3` piercing ``` ## Divine intercession diff --git a/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md b/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md index 86471678e..c9dc85484 100644 --- a/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md +++ b/compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md @@ -11,12 +11,10 @@ aliases: ["Esoteric Order of the Palatine Eye"] - **Category**: Philosophy - **Anathema**: reveal the order's secrets to those outside the organization (or even to insufficiently ranked members), destroy rare or ancient lore -- **Areas of Concern**: history, , occultism, , secret lore +- **Areas of Concern**: history, occultism, secret lore - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits - **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: -- **Divine Skill**: Occultism -- **Cleric Spells**: \ No newline at end of file +- **Divine Skill**: Occultism \ No newline at end of file diff --git a/compendium/setting/deities/falayna-logm.md b/compendium/setting/deities/falayna-logm.md index 53e2f955b..e96af2e71 100644 --- a/compendium/setting/deities/falayna-logm.md +++ b/compendium/setting/deities/falayna-logm.md @@ -32,6 +32,7 @@ aliases: ["Falayna", "Warrior's Ring"] title: [Avatar](compendium/spells/avatar.md) of Falayna - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-piercing.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ring salvo **Damage** `6d6+3` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-piercing.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ring salvo (), **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/gendowyn-logm.md b/compendium/setting/deities/gendowyn-logm.md index 7f3db9822..beac3ccbc 100644 --- a/compendium/setting/deities/gendowyn-logm.md +++ b/compendium/setting/deities/gendowyn-logm.md @@ -39,6 +39,7 @@ aliases: ["Gendowyn", "Lady of the Fangwood"] title: [Avatar](compendium/spells/avatar.md) of Gendowyn - **Speed**: Speed 60 feet, climb 30 feet, burrow 30 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip of lashing vines ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d4+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") nature's wrath unbound ([ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait"), [versatile ](rules/traits/versatile-piercing.md "Versatile Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `6d6+3` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip of lashing vines (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") nature's wrath unbound (, [ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait"), [versatile ](rules/traits/versatile-piercing.md "Versatile Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/ghlaunder-logm.md b/compendium/setting/deities/ghlaunder-logm.md index 3b5cc65af..e1ea245d2 100644 --- a/compendium/setting/deities/ghlaunder-logm.md +++ b/compendium/setting/deities/ghlaunder-logm.md @@ -17,7 +17,7 @@ aliases: ["Ghlaunder", "The Gossamer King"] - **Category**: Gods of the Inner Sea - **Anathema**: aid in ending a plague or infection, destroy something out of hand when you could have instead corrupted it or leeched off it first -- **Areas of Concern**: infection, , insects, , parasites, , and stagnation +- **Areas of Concern**: infection, insects, parasites, and stagnation - **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -35,7 +35,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gh title: [Avatar](compendium/spells/avatar.md) of Ghlaunder - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") proboscis ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing and `3d6` persistent bleed +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") proboscis (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing and `3d6` persistent bleed ``` ## Divine intercession diff --git a/compendium/setting/deities/god-calling-logm.md b/compendium/setting/deities/god-calling-logm.md index 7c2107ff3..e6e0d6428 100644 --- a/compendium/setting/deities/god-calling-logm.md +++ b/compendium/setting/deities/god-calling-logm.md @@ -14,7 +14,4 @@ aliases: ["God Calling"] - **Areas of Concern**: Each god has their own particular inclinations and interests, typically informed by the predominant attitudes and beliefs of their clan. - **Follower Alignments**: all -## Devotee benefits - -- **Divine Font**: -- **Cleric Spells**: \ No newline at end of file +## Devotee benefits \ No newline at end of file diff --git a/compendium/setting/deities/gorum.md b/compendium/setting/deities/gorum.md index 91c2182d3..10fa1d2af 100644 --- a/compendium/setting/deities/gorum.md +++ b/compendium/setting/deities/gorum.md @@ -17,7 +17,7 @@ aliases: ["Gorum", "Our Lord in Iron"] - **Category**: Gods of the Inner Sea - **Anathema**: kill prisoners or surrendering foes, prevent conflict through negotiation, win a battle through underhanded tactics or indirect magic -- **Areas of Concern**: battle, , strength, , and weapons +- **Areas of Concern**: battle, strength, and weapons - **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -33,7 +33,8 @@ aliases: ["Gorum", "Our Lord in Iron"] title: [Avatar](compendium/spells/avatar.md) of Gorum - **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") greatsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d12+6` slashing +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") greatsword (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d12+6` slashing ``` ## Divine intercession diff --git a/compendium/setting/deities/gozreh.md b/compendium/setting/deities/gozreh.md index a7b0b54ff..82e043b3c 100644 --- a/compendium/setting/deities/gozreh.md +++ b/compendium/setting/deities/gozreh.md @@ -21,7 +21,7 @@ aliases: ["Gozreh", "The Wind and the Waves"] - **Category**: Gods of the Inner Sea - **Anathema**: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty -- **Areas of Concern**: nature, , the sea, , the weather +- **Areas of Concern**: nature, the sea, the weather - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -38,8 +38,9 @@ aliases: ["Gozreh", "The Wind and the Waves"] title: [Avatar](compendium/spells/avatar.md) of Gozreh - **Speed**: no land Speedfly 70 feet, swim 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waves ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait")), **Damage** `6d8+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind ([versatile ](rules/traits/versatile-electricity.md "Versatile Weapon Trait")), **Damage** `6d6+3` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waves (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait"), [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait")), **Damage** `6d8+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind (, [versatile ](rules/traits/versatile-electricity.md "Versatile Weapon Trait")), **Damage** `6d6+3` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/grandmother-spider-logm.md b/compendium/setting/deities/grandmother-spider-logm.md index 89f586943..6e7fc3d23 100644 --- a/compendium/setting/deities/grandmother-spider-logm.md +++ b/compendium/setting/deities/grandmother-spider-logm.md @@ -21,7 +21,7 @@ aliases: ["Grandmother Spider", "The Weaver", "Nana Anadi"] - **Category**: Gods of the Inner Sea - **Anathema**: abuse someone you have power over; harm someone who has given you sincere kindness; let a slight go unanswered, own a slave -- **Areas of Concern**: family, , illusion, , stories, , twilight, , weaving +- **Areas of Concern**: family, illusion, stories, twilight, weaving - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -40,8 +40,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gr title: [Avatar](compendium/spells/avatar.md) of Grandmother Spider - **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") venom web **Damage** `6d6+3` poison +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg (, [deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") venom web (), **Damage** `6d6+3` poison ``` ## Divine intercession diff --git a/compendium/setting/deities/graveladys-guard-lokl.md b/compendium/setting/deities/graveladys-guard-lokl.md index 5a0fcb051..4a7671064 100644 --- a/compendium/setting/deities/graveladys-guard-lokl.md +++ b/compendium/setting/deities/graveladys-guard-lokl.md @@ -15,7 +15,7 @@ aliases: ["Gravelady's Guard"] - **Category**: Pantheon - **Anathema**: create undead, practice necromancy, desecrate a corpse, cower from battle -- **Areas of Concern**: destroying undead, , healing, , fate, , battle, , death +- **Areas of Concern**: destroying undead, healing, fate, battle, death - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/green-faith.md b/compendium/setting/deities/green-faith.md index e5a375298..59b9845c9 100644 --- a/compendium/setting/deities/green-faith.md +++ b/compendium/setting/deities/green-faith.md @@ -17,6 +17,4 @@ aliases: ["Green Faith"] ## Devotee benefits - **Divine Ability**: Intelligence or Constitution -- **Divine Font**: -- **Divine Skill**: Nature -- **Cleric Spells**: \ No newline at end of file +- **Divine Skill**: Nature \ No newline at end of file diff --git a/compendium/setting/deities/groetus-logm.md b/compendium/setting/deities/groetus-logm.md index 267e53d6e..61ac0e472 100644 --- a/compendium/setting/deities/groetus-logm.md +++ b/compendium/setting/deities/groetus-logm.md @@ -20,7 +20,7 @@ aliases: ["Groetus", "God of the End Times"] - **Category**: Gods of the Inner Sea - **Anathema**: artificially extend something's existence or lifespan, spread hope -- **Areas of Concern**: apocalypse, , empty places, , oblivion, , ruins +- **Areas of Concern**: apocalypse, empty places, oblivion, ruins - **Follower Alignments**: [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -39,8 +39,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gr title: [Avatar](compendium/spells/avatar.md) of Groetus - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") war flail ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d10+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dreadful thought **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") war flail (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d10+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dreadful thought (), **Damage** `6d6+3` mental ``` ## Divine intercession diff --git a/compendium/setting/deities/gruhastha-logm.md b/compendium/setting/deities/gruhastha-logm.md index 6317fca1e..7e94e7f9e 100644 --- a/compendium/setting/deities/gruhastha-logm.md +++ b/compendium/setting/deities/gruhastha-logm.md @@ -22,7 +22,7 @@ aliases: ["Gruhastha", "The Keeper"] - **Category**: Gods of the Inner Sea - **Anathema**: deny a sincere student education, destroy knowledge, disrespect the traditions of those around you, willfully spread ignorance or wrong information -- **Areas of Concern**: enlightenment, , the Vudrani holy book +- **Areas of Concern**: enlightenment, the Vudrani holy book - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -41,8 +41,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Gr title: [Avatar](compendium/spells/avatar.md) of Gruhastha - **Speed**: Speed 50 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") arrow of enlightenment ([deadly <3d10>](rules/traits/deadly-3d10.md "Deadly Weapon Trait")), **Damage** `6d6+3` piercing +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") arrow of enlightenment (, [deadly <3d10>](rules/traits/deadly-3d10.md "Deadly Weapon Trait")), **Damage** `6d6+3` piercing ``` ## Divine intercession diff --git a/compendium/setting/deities/hearth-and-harvest-lotg.md b/compendium/setting/deities/hearth-and-harvest-lotg.md index c65e286dd..62c546a31 100644 --- a/compendium/setting/deities/hearth-and-harvest-lotg.md +++ b/compendium/setting/deities/hearth-and-harvest-lotg.md @@ -17,7 +17,7 @@ aliases: ["Hearth and Harvest"] - **Category**: Pantheon - **Anathema**: allow harm to come to children, destroy shelter, refuse to provide for the family or community -- **Areas of Concern**: community, , harvest, , home, , protection of family and children +- **Areas of Concern**: community, harvest, home, protection of family and children - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/hei-feng-logm.md b/compendium/setting/deities/hei-feng-logm.md index e4890967d..47c4742e5 100644 --- a/compendium/setting/deities/hei-feng-logm.md +++ b/compendium/setting/deities/hei-feng-logm.md @@ -21,7 +21,7 @@ aliases: ["Hei Feng", "Duke of Thunder"] - **Category**: Gods of the Inner Sea - **Anathema**: fake friendship with those you despise, disrespect Hei Feng or Hei Feng's estranged wife Lady Jingxi, ignore an affront to you or Hei Feng -- **Areas of Concern**: sea, , storms, , tengu, , sailors +- **Areas of Concern**: sea, storms, tengu, sailors - **Follower Alignments**: [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -40,8 +40,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of He title: [Avatar](compendium/spells/avatar.md) of Hei Feng - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") drunken sword ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `4d6+6` slashing and `1d6` electricity splash -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") storm surge ([air](rules/traits/air.md "Air Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")), **Damage** `4d6+3` bludgeoning and `1d6` electricity splash The caster is immune to this splash damage +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") drunken sword (, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `4d6+6` slashing and `1d6` electricity splash +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") storm surge (, [air](rules/traits/air.md "Air Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")), **Damage** `4d6+3` bludgeoning and `1d6` electricity splash The caster is immune to this splash damage ``` ## Divine intercession diff --git a/compendium/setting/deities/iomedae.md b/compendium/setting/deities/iomedae.md index 25ba4c9c6..f38dc24bb 100644 --- a/compendium/setting/deities/iomedae.md +++ b/compendium/setting/deities/iomedae.md @@ -18,7 +18,7 @@ aliases: ["Iomedae", "The Inheritor"] - **Category**: Gods of the Inner Sea - **Anathema**: abandon a companion in need, dishonor yourself, refuse a challenge from an equal -- **Areas of Concern**: honor, , justice, , rulership, , and valor +- **Areas of Concern**: honor, justice, rulership, and valor - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -36,7 +36,7 @@ title: [Avatar](compendium/spells/avatar.md) of Iomedae - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

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

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing ``` ## Divine intercession diff --git a/compendium/setting/deities/irori.md b/compendium/setting/deities/irori.md index 1c1cb9bbd..7635c247d 100644 --- a/compendium/setting/deities/irori.md +++ b/compendium/setting/deities/irori.md @@ -21,7 +21,7 @@ aliases: ["Irori", "Master of Masters"] - **Category**: Gods of the Inner Sea - **Anathema**: become addicted to a substance, destroy an important historical text, repeatedly fail to maintain self-control -- **Areas of Concern**: history, , knowledge, , and self-perfection +- **Areas of Concern**: history, knowledge, and self-perfection - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -38,8 +38,9 @@ aliases: ["Irori", "Master of Masters"] title: [Avatar](compendium/spells/avatar.md) of Irori - **Speed**: Speed 80 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") unfettered strike ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p-or-s.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind strike **Damage** `6d4+6` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") unfettered strike (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p-or-s.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind strike (), **Damage** `6d4+6` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/kalekot-lome.md b/compendium/setting/deities/kalekot-lome.md index a5cdc4d83..9a1ccd0bc 100644 --- a/compendium/setting/deities/kalekot-lome.md +++ b/compendium/setting/deities/kalekot-lome.md @@ -19,7 +19,7 @@ aliases: ["Kalekot", "The Winnower"] - **Category**: Mwangi Gods - **Anathema**: abuse someone you have accepted power over, allow a victim to escape due to gloating, snivel before authority, shout -- **Areas of Concern**: fear, , silence, , safekeeping, , the reviled +- **Areas of Concern**: fear, silence, safekeeping, the reviled - **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,6 +38,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ka title: [Avatar](compendium/spells/avatar.md) of Kalekot - **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ivory fangs ([fatal ](rules/traits/fatal-d10.md "Fatal Weapon Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whisper of unmaking **Damage** `6d6+3` slashing +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ivory fangs (, [fatal ](rules/traits/fatal-d10.md "Fatal Weapon Trait"), [reach <10 feet>](rules/traits/reach-10-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whisper of unmaking (), **Damage** `6d6+3` slashing ``` \ No newline at end of file diff --git a/compendium/setting/deities/kazutal-logm.md b/compendium/setting/deities/kazutal-logm.md index 19545256b..36207ae71 100644 --- a/compendium/setting/deities/kazutal-logm.md +++ b/compendium/setting/deities/kazutal-logm.md @@ -18,7 +18,7 @@ aliases: ["Kazutal", "Mother Jaguar"] - **Category**: Gods of the Inner Sea - **Anathema**: own a slave, force a creature to act against its will, refuse to give aid to an ally, enforce an unjust law -- **Areas of Concern**: safety, , liberty, , and community +- **Areas of Concern**: safety, liberty, and community - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,8 +37,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ka title: [Avatar](compendium/spells/avatar.md) of Kazutal - **Speed**: Speed 60 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") machete ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaguar pounce **Damage** `5d6+3` piercing and `1d6` persistent bleed +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") machete (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaguar pounce (), **Damage** `5d6+3` piercing and `1d6` persistent bleed ``` ## Divine intercession diff --git a/compendium/setting/deities/keepers-of-the-hearth-lokl.md b/compendium/setting/deities/keepers-of-the-hearth-lokl.md index 2c49e2ba0..cb06caffa 100644 --- a/compendium/setting/deities/keepers-of-the-hearth-lokl.md +++ b/compendium/setting/deities/keepers-of-the-hearth-lokl.md @@ -15,7 +15,7 @@ aliases: ["Keepers of the Hearth"] - **Category**: Pantheon - **Anathema**: prey on the weak, abuse power; sow discord in a community -- **Areas of Concern**: protecting and defending the innocent, , maintaining the spirit and traditions of a community +- **Areas of Concern**: protecting and defending the innocent, maintaining the spirit and traditions of a community - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/kols-logm.md b/compendium/setting/deities/kols-logm.md index 2e90df87b..1a43053e9 100644 --- a/compendium/setting/deities/kols-logm.md +++ b/compendium/setting/deities/kols-logm.md @@ -20,7 +20,7 @@ aliases: ["Kols", "Oath-Keeper"] - **Category**: Dwarven Gods - **Anathema**: lie, dishonor yourself or your family, shirk your duties, break an oath -- **Areas of Concern**: duty, , honor, , promises +- **Areas of Concern**: duty, honor, promises - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -36,6 +36,7 @@ aliases: ["Kols", "Oath-Keeper"] title: [Avatar](compendium/spells/avatar.md) of Kols - **Speed**: Speed 50 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") decisive gavel ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pronounce judgment ([auditory](rules/traits/auditory.md "Auditory Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` sonic +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") decisive gavel (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pronounce judgment (, [auditory](rules/traits/auditory.md "Auditory Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` sonic ``` \ No newline at end of file diff --git a/compendium/setting/deities/kurgess-logm.md b/compendium/setting/deities/kurgess-logm.md index 70645f89b..c1e78395d 100644 --- a/compendium/setting/deities/kurgess-logm.md +++ b/compendium/setting/deities/kurgess-logm.md @@ -19,7 +19,7 @@ aliases: ["Kurgess", "The Strong Man"] - **Category**: Gods of the Inner Sea - **Anathema**: cheat at honorable contests, dishonor those who have lost or failed (including defeated or slain enemies), engage in reckless or needless destruction or bloodshed -- **Areas of Concern**: healthy competition, , sport, , and physical development +- **Areas of Concern**: healthy competition, sport, and physical development - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,8 +37,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ku title: [Avatar](compendium/spells/avatar.md) of Kurgess - **Speed**: Speed 70 feet, climb 50 feet, swim 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lashing chain ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") javelin ([thrown](rules/traits/thrown.md "Thrown Weapon Trait")), **Damage** `6d6+3` piercing +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lashing chain (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") javelin (, [thrown](rules/traits/thrown.md "Thrown Weapon Trait")), **Damage** `6d6+3` piercing ``` ## Divine intercession diff --git a/compendium/setting/deities/lamashtu.md b/compendium/setting/deities/lamashtu.md index a42c9b412..777d667f7 100644 --- a/compendium/setting/deities/lamashtu.md +++ b/compendium/setting/deities/lamashtu.md @@ -18,7 +18,7 @@ aliases: ["Lamashtu", "Mother of Monsters"] - **Category**: Gods of the Inner Sea - **Anathema**: attempt to treat a mental illness or deformity, provide succor to Lamashtu's enemies -- **Areas of Concern**: aberrance, , monsters, , and nigthmares +- **Areas of Concern**: aberrance, monsters, and nigthmares - **Follower Alignments**: [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -35,8 +35,9 @@ aliases: ["Lamashtu", "Mother of Monsters"] title: [Avatar](compendium/spells/avatar.md) of Lamashtu - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") falchion ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waters of Lamashtu **Damage** `6d6+3` poison +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") falchion (, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waters of Lamashtu (), **Damage** `6d6+3` poison ``` ## Divine intercession diff --git a/compendium/setting/deities/laws-of-mortality-logm.md b/compendium/setting/deities/laws-of-mortality-logm.md index c79ab8a76..9a086d8db 100644 --- a/compendium/setting/deities/laws-of-mortality-logm.md +++ b/compendium/setting/deities/laws-of-mortality-logm.md @@ -11,12 +11,10 @@ aliases: ["Laws of Mortality"] - **Category**: Philosophy - **Anathema**: worship or swear an oath by a deity or religion, solicit or receive divine or religious aid, take a side in conflicts between religions -- **Areas of Concern**: mortal affairs, , peace, , self-rule +- **Areas of Concern**: mortal affairs, peace, self-rule - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits - **Divine Ability**: Constitution or Intelligence -- **Divine Font**: -- **Divine Skill**: Medicine -- **Cleric Spells**: \ No newline at end of file +- **Divine Skill**: Medicine \ No newline at end of file diff --git a/compendium/setting/deities/likha-logm.md b/compendium/setting/deities/likha-logm.md index cde81a248..8bc9acb70 100644 --- a/compendium/setting/deities/likha-logm.md +++ b/compendium/setting/deities/likha-logm.md @@ -32,6 +32,7 @@ aliases: ["Likha", "The Teller"] title: [Avatar](compendium/spells/avatar.md) of Likha - **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning plus grasping trunk -- **Grasping Trunk**: A Large or smaller creature hit by the avatar's trunk is [grabbed](rules/conditions.md#Grabbed). If the avatar moves, it can bring the [grabbed](rules/conditions.md#Grabbed) creature along with it. +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` bludgeoning plus grasping trunk +- **Grasping Trunk** A Large or smaller creature hit by the avatar's trunk is [grabbed](rules/conditions.md#Grabbed). If the avatar moves, it can bring the [grabbed](rules/conditions.md#Grabbed) creature along with it. ``` \ No newline at end of file diff --git a/compendium/setting/deities/lubaiko-lome.md b/compendium/setting/deities/lubaiko-lome.md index 7fac9b2c5..dba723b2f 100644 --- a/compendium/setting/deities/lubaiko-lome.md +++ b/compendium/setting/deities/lubaiko-lome.md @@ -19,7 +19,7 @@ aliases: ["Lubaiko", "The Spark in the Dust"] - **Category**: Mwangi Gods - **Anathema**: calm a crowd, douse a fire, sleep in the same place three nights in a row -- **Areas of Concern**: wildfire, , bad luck, , inspiration, , turmoil +- **Areas of Concern**: wildfire, bad luck, inspiration, turmoil - **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,6 +38,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Lu title: [Avatar](compendium/spells/avatar.md) of Lubaiko - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d12+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flaming lightning ([versatile ](rules/traits/versatile-fire.md "Versatile Weapon Trait")), **Damage** `6d6+3` electricity +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear (, [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d12+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flaming lightning (, [versatile ](rules/traits/versatile-fire.md "Versatile Weapon Trait")), **Damage** `6d6+3` electricity ``` \ No newline at end of file diff --git a/compendium/setting/deities/luhar-lome.md b/compendium/setting/deities/luhar-lome.md index 910374e2b..07b4113fa 100644 --- a/compendium/setting/deities/luhar-lome.md +++ b/compendium/setting/deities/luhar-lome.md @@ -23,7 +23,7 @@ aliases: ["Luhar", "THE SETTING SUN"] - **Category**: Mwangi Gods - **Anathema**: stay up all night without any breaks for sleeping or dreaming, attack a person or creature while they sleep, leave a badly wounded opponent alive and suffering, create undead or ask questions of the dead -- **Areas of Concern**: death, , dreams, , destiny +- **Areas of Concern**: death, dreams, destiny - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -42,6 +42,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Lu title: [Avatar](compendium/spells/avatar.md) of Luhar - **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") touch of mercy **Damage** `6d6+3` negative +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") touch of mercy (), **Damage** `6d6+3` negative ``` \ No newline at end of file diff --git a/compendium/setting/deities/mahathallah-logm.md b/compendium/setting/deities/mahathallah-logm.md index b4ed6cf58..e1bc4d310 100644 --- a/compendium/setting/deities/mahathallah-logm.md +++ b/compendium/setting/deities/mahathallah-logm.md @@ -16,7 +16,7 @@ aliases: ["Mahathallah", "Dowager of Illusions"] - **Category**: Queens of the Night - **Anathema**: become too invested in mortal affairs -- **Areas of Concern**: death, , fate, , vanity +- **Areas of Concern**: death, fate, vanity - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -32,5 +32,6 @@ aliases: ["Mahathallah", "Dowager of Illusions"] title: [Avatar](compendium/spells/avatar.md) of Mahathallah - **Speed**: Speed 30 feet, fly 70 feet -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hideous vision ([visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental Automatically succeeds at all flat checks to attack a [hidden](rules/conditions.md#Hidden) or [concealed](rules/conditions.md#Concealed) creature +- **Shield**: shield ( Hardness, can't be damaged) +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hideous vision (, [visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental Automatically succeeds at all flat checks to attack a [hidden](rules/conditions.md#Hidden) or [concealed](rules/conditions.md#Concealed) creature ``` \ No newline at end of file diff --git a/compendium/setting/deities/mazludeh-lome.md b/compendium/setting/deities/mazludeh-lome.md index 6bc2fb207..fc7cfb906 100644 --- a/compendium/setting/deities/mazludeh-lome.md +++ b/compendium/setting/deities/mazludeh-lome.md @@ -18,7 +18,7 @@ aliases: ["Mazludeh", "Mother of Hearth and Wall"] - **Category**: Mwangi Gods - **Anathema**: betray another's trust, place conflict between ideological differences over people's lives -- **Areas of Concern**: balance, , community, , negotiation, , and twilight +- **Areas of Concern**: balance, community, negotiation, and twilight - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -38,6 +38,6 @@ title: [Avatar](compendium/spells/avatar.md) of Mazludeh - **Speed**: Speed 70 feet, climb 50 feet - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") viper strike ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stone rain **Damage** `6d6+3` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") viper strike (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stone rain (), **Damage** `6d6+3` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/milani-logm.md b/compendium/setting/deities/milani-logm.md index 7a48c9263..3382f101f 100644 --- a/compendium/setting/deities/milani-logm.md +++ b/compendium/setting/deities/milani-logm.md @@ -17,7 +17,7 @@ aliases: ["Milani", "The Everbloom"] - **Category**: Gods of the Inner Sea - **Anathema**: abandon those in need, enslave or oppress others, harm the innocent through direct or inadvertent action -- **Areas of Concern**: devotion, , hope, , and uprisings +- **Areas of Concern**: devotion, hope, and uprisings - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -36,7 +36,7 @@ title: [Avatar](compendium/spells/avatar.md) of Milani - **Speed**: Speed 50 feet, fly 70 feet - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

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

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/nethys.md b/compendium/setting/deities/nethys.md index 555434e44..0606140b4 100644 --- a/compendium/setting/deities/nethys.md +++ b/compendium/setting/deities/nethys.md @@ -34,7 +34,8 @@ aliases: ["Nethys", "The All-Seeing Eye"] title: [Avatar](compendium/spells/avatar.md) of Nethys - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") raw magic ([versatile ](rules/traits/versatile-cold-electricity-or-fire.md "Versatile Weapon Trait")), **Damage** `6d6` force +- **Shield**: shield ( Hardness, can't be damaged) +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") raw magic (, [versatile ](rules/traits/versatile-cold-electricity-or-fire.md "Versatile Weapon Trait")), **Damage** `6d6` force ``` ## Divine intercession diff --git a/compendium/setting/deities/nivi-rhombodazzle-logm.md b/compendium/setting/deities/nivi-rhombodazzle-logm.md index cc5599000..37da778e1 100644 --- a/compendium/setting/deities/nivi-rhombodazzle-logm.md +++ b/compendium/setting/deities/nivi-rhombodazzle-logm.md @@ -19,7 +19,7 @@ aliases: ["Nivi Rhombodazzle", "The Grey Polychrome"] - **Category**: Gods of the Inner Sea - **Anathema**: break the established rules or terms of a wager, use violence to avoid the consequences of a wager -- **Areas of Concern**: gambling, , gems, , gnomes, , stealth +- **Areas of Concern**: gambling, gems, gnomes, stealth - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -38,7 +38,8 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ni title: [Avatar](compendium/spells/avatar.md) of Nivi Rhombodazzle - **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") returning light hammer ([agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") returning light hammer (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/nocticula-logm.md b/compendium/setting/deities/nocticula-logm.md index 720d11974..2f5cea764 100644 --- a/compendium/setting/deities/nocticula-logm.md +++ b/compendium/setting/deities/nocticula-logm.md @@ -21,7 +21,7 @@ aliases: ["Nocticula", "The Redeemer Queen"] - **Category**: Gods of the Inner Sea - **Anathema**: deny shelter to the desperate, destroy harmless art you dislike, finish a work of art during daylight hours -- **Areas of Concern**: artists, , exiles, , midnight +- **Areas of Concern**: artists, exiles, midnight - **Follower Alignments**: [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -39,8 +39,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of No title: [Avatar](compendium/spells/avatar.md) of Nocticula - **Speed**: Speed 70 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail stinger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") magnanimous smile ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail stinger (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") magnanimous smile (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")), **Damage** `6d6+3` mental ``` ## Divine intercession diff --git a/compendium/setting/deities/norgorber.md b/compendium/setting/deities/norgorber.md index b961a0ff8..209a71396 100644 --- a/compendium/setting/deities/norgorber.md +++ b/compendium/setting/deities/norgorber.md @@ -19,7 +19,7 @@ aliases: ["Norgorber", "Blackfingers", "Father Skinsaw", "Gray Master", "Reaper - **Category**: Gods of the Inner Sea - **Anathema**: allow your true identity to be connected to your dark dealings, share a secret freely, show mercy -- **Areas of Concern**: greed, , murder, , poison, , and secrets +- **Areas of Concern**: greed, murder, poison, and secrets - **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -35,8 +35,9 @@ aliases: ["Norgorber", "Blackfingers", "Father Skinsaw", "Gray Master", "Reaper title: [Avatar](compendium/spells/avatar.md) of Norgorber - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blackfinger toss **Damage** `6d6+3` poison +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-s.md "Versatile Weapon Trait")), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blackfinger toss (), **Damage** `6d6+3` poison ``` ## Divine intercession diff --git a/compendium/setting/deities/pharasma.md b/compendium/setting/deities/pharasma.md index dc4869016..61eacd622 100644 --- a/compendium/setting/deities/pharasma.md +++ b/compendium/setting/deities/pharasma.md @@ -22,7 +22,7 @@ aliases: ["Pharasma", "Lady of Graves"] - **Category**: Gods of the Inner Sea - **Anathema**: create undead, desecrate a corpse, rob a tomb -- **Areas of Concern**: birth, , death, , fate, , prophecy, , and time +- **Areas of Concern**: birth, death, fate, prophecy, and time - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -39,8 +39,9 @@ aliases: ["Pharasma", "Lady of Graves"] title: [Avatar](compendium/spells/avatar.md) of Pharasma - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiral blast (damages only undead), **Damage** `6d8+3` positive +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiral blast (damages only undead), **Damage** `6d8+3` positive ``` ## Divine intercession diff --git a/compendium/setting/deities/prophecies-of-kalistrade.md b/compendium/setting/deities/prophecies-of-kalistrade.md index 07c683a34..8a141a15e 100644 --- a/compendium/setting/deities/prophecies-of-kalistrade.md +++ b/compendium/setting/deities/prophecies-of-kalistrade.md @@ -11,12 +11,10 @@ aliases: ["Prophecies of Kalistrade"] - **Category**: Philosophy - **Anathema**: spend money frivolously; offer money to those who don't deserve wealth; overindulge in physical pleasures, food, or drink; give charity to others -- **Areas of Concern**: trade, , wealth, , self-denial, , stability +- **Areas of Concern**: trade, wealth, self-denial, stability - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits - **Divine Ability**: Intelligence or Charisma -- **Divine Font**: -- **Divine Skill**: Diplomacy -- **Cleric Spells**: \ No newline at end of file +- **Divine Skill**: Diplomacy \ No newline at end of file diff --git a/compendium/setting/deities/ragathiel-logm.md b/compendium/setting/deities/ragathiel-logm.md index d88445e72..9f2f35cd5 100644 --- a/compendium/setting/deities/ragathiel-logm.md +++ b/compendium/setting/deities/ragathiel-logm.md @@ -32,6 +32,7 @@ aliases: ["Ragathiel", "General of Vengeance"] title: [Avatar](compendium/spells/avatar.md) of Ragathiel - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), silver, two-handed ), **Damage** `5d8+6` slashing and `1d8` fire -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flames of righteous vengeance **Damage** `4d6+3` fire and `1d6` fire splash The caster is immune to this splash damage +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), silver, two-handed ), **Damage** `5d8+6` slashing and `1d8` fire +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flames of righteous vengeance (), **Damage** `4d6+3` fire and `1d6` fire splash The caster is immune to this splash damage ``` \ No newline at end of file diff --git a/compendium/setting/deities/ragdya-logm.md b/compendium/setting/deities/ragdya-logm.md index 311417e8e..eedab8e33 100644 --- a/compendium/setting/deities/ragdya-logm.md +++ b/compendium/setting/deities/ragdya-logm.md @@ -18,7 +18,7 @@ aliases: ["Ragdya", "The Sage on the Mountain"] - **Category**: Vudrani Gods - **Anathema**: make a joke out of someone's suffering, own a slave, discriminate based on social status -- **Areas of Concern**: humor, , lessons, , monkeys +- **Areas of Concern**: humor, lessons, monkeys - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -35,6 +35,7 @@ aliases: ["Ragdya", "The Sage on the Mountain"] title: [Avatar](compendium/spells/avatar.md) of Ragdya - **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gada ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mountain gust ([air](rules/traits/air.md "Air Energy & Element Trait")), **Damage** `6d4+3` bludgeoning plus pushed 5 feet in any direction +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gada (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mountain gust (, [air](rules/traits/air.md "Air Energy & Element Trait")), **Damage** `6d4+3` bludgeoning plus pushed 5 feet in any direction ``` \ No newline at end of file diff --git a/compendium/setting/deities/ravithra-aoe5.md b/compendium/setting/deities/ravithra-aoe5.md index 6be6008c4..3d93dcfc8 100644 --- a/compendium/setting/deities/ravithra-aoe5.md +++ b/compendium/setting/deities/ravithra-aoe5.md @@ -20,7 +20,7 @@ aliases: ["Ravithra", "The Mother of Nagas", "The Chalice-Bearer"] - **Category**: Other Gods - **Anathema**: make decisions erratically or randomly, provide aid to Vasaghati or her followers, engage in treachery -- **Areas of Concern**: judgment, , karma, , law, , vengeance +- **Areas of Concern**: judgment, karma, law, vengeance - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits @@ -37,6 +37,7 @@ aliases: ["Ravithra", "The Mother of Nagas", "The Chalice-Bearer"] title: [Avatar](compendium/spells/avatar.md) of Ravithra - **Speed**: Speed 50 feet, immune to [immobilized](rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail swipe ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail swipe (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` \ No newline at end of file diff --git a/compendium/setting/deities/rovagug.md b/compendium/setting/deities/rovagug.md index dd0f0d597..eee0a8b6a 100644 --- a/compendium/setting/deities/rovagug.md +++ b/compendium/setting/deities/rovagug.md @@ -20,7 +20,7 @@ aliases: ["Rovagug", "Rough Beast"] - **Category**: Gods of the Inner Sea - **Anathema**: create something new, let material ties restrain you, torture a victim or otherwise delay its destruction -- **Areas of Concern**: destruction, , disaster, , and wrath +- **Areas of Concern**: destruction, disaster, and wrath - **Follower Alignments**: [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -37,8 +37,9 @@ aliases: ["Rovagug", "Rough Beast"] title: [Avatar](compendium/spells/avatar.md) of Rovagug - **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d12+6` piercing -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d12+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/sangpotshi-logm.md b/compendium/setting/deities/sangpotshi-logm.md index c9f5cc23a..5a4ac4dcd 100644 --- a/compendium/setting/deities/sangpotshi-logm.md +++ b/compendium/setting/deities/sangpotshi-logm.md @@ -11,12 +11,10 @@ aliases: ["Sangpotshi"] - **Category**: Philosophy - **Anathema**: needlessly break significant traditions, actively interfere with the perfection efforts of another soul or allow others to do so -- **Areas of Concern**: fate, , karma, , and reincarnation +- **Areas of Concern**: fate, karma, and reincarnation - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits - **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: -- **Divine Skill**: Religion -- **Cleric Spells**: \ No newline at end of file +- **Divine Skill**: Religion \ No newline at end of file diff --git a/compendium/setting/deities/sarenrae.md b/compendium/setting/deities/sarenrae.md index 552ecca0d..e4eed670a 100644 --- a/compendium/setting/deities/sarenrae.md +++ b/compendium/setting/deities/sarenrae.md @@ -19,7 +19,7 @@ aliases: ["Sarenrae", "Dawnflower"] - **Category**: Gods of the Inner Sea - **Anathema**: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil -- **Areas of Concern**: healing, , honesty, , redemption, , and the sun +- **Areas of Concern**: healing, honesty, redemption, and the sun - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -36,8 +36,9 @@ aliases: ["Sarenrae", "Dawnflower"] title: [Avatar](compendium/spells/avatar.md) of Sarenrae - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar ([forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") everflame ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar (, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") everflame (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` fire ``` ## Divine intercession diff --git a/compendium/setting/deities/seafarers-hope-lotg.md b/compendium/setting/deities/seafarers-hope-lotg.md index 1e64a6c44..ff813de3d 100644 --- a/compendium/setting/deities/seafarers-hope-lotg.md +++ b/compendium/setting/deities/seafarers-hope-lotg.md @@ -15,7 +15,7 @@ aliases: ["Seafarers' Hope"] - **Category**: Pantheon - **Anathema**: put off travel until there are calm waters, refuse aid to those stranded at sea, stay too long on land -- **Areas of Concern**: coastlines, , the sea, , seafarers, , storms +- **Areas of Concern**: coastlines, the sea, seafarers, storms - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/shelyn.md b/compendium/setting/deities/shelyn.md index c608eeec5..1c420fb07 100644 --- a/compendium/setting/deities/shelyn.md +++ b/compendium/setting/deities/shelyn.md @@ -19,7 +19,7 @@ aliases: ["Shelyn", "The Eternal Rose"] - **Category**: Gods of the Inner Sea - **Anathema**: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender -- **Areas of Concern**: art, , beauty, , love, , and music +- **Areas of Concern**: art, beauty, love, and music - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -36,8 +36,9 @@ aliases: ["Shelyn", "The Eternal Rose"] title: [Avatar](compendium/spells/avatar.md) of Shelyn - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive ([deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") melody of inner beauty ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` sonic +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive (, [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") melody of inner beauty (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` sonic ``` ## Divine intercession diff --git a/compendium/setting/deities/shizuru-logm.md b/compendium/setting/deities/shizuru-logm.md index 5fe471e90..f3e4d888e 100644 --- a/compendium/setting/deities/shizuru-logm.md +++ b/compendium/setting/deities/shizuru-logm.md @@ -20,7 +20,7 @@ aliases: ["Shizuru", "The Empress of Heaven"] - **Category**: Gods of the Inner Sea - **Anathema**: abandon a companion in need, dishonor yourself, parlay with truce breakers, separate lovers -- **Areas of Concern**: ancestors, , honor, , the sun, , and swordplay +- **Areas of Concern**: ancestors, honor, the sun, and swordplay - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait") ## Devotee benefits @@ -39,8 +39,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Sh title: [Avatar](compendium/spells/avatar.md) of Shizuru - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") katana ([deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbolt arrow **Damage** `6d6+3` fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") katana (, [deadly <3d8>](rules/traits/deadly-3d8.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [two-hand ](rules/traits/two-hand-d10.md "Two-Hand Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbolt arrow (), **Damage** `6d6+3` fire ``` ## Divine intercession diff --git a/compendium/setting/deities/shoanti-animism-logm.md b/compendium/setting/deities/shoanti-animism-logm.md index d33fcf11d..885eb04fe 100644 --- a/compendium/setting/deities/shoanti-animism-logm.md +++ b/compendium/setting/deities/shoanti-animism-logm.md @@ -14,7 +14,4 @@ aliases: ["Shoanti Animism"] - **Category**: Philosophy -## Devotee benefits - -- **Divine Font**: -- **Cleric Spells**: \ No newline at end of file +## Devotee benefits \ No newline at end of file diff --git a/compendium/setting/deities/sivanah-logm.md b/compendium/setting/deities/sivanah-logm.md index c5cec5ea1..867219d4c 100644 --- a/compendium/setting/deities/sivanah-logm.md +++ b/compendium/setting/deities/sivanah-logm.md @@ -20,7 +20,7 @@ aliases: ["Sivanah", "The Seventh Veil"] - **Category**: Gods of the Inner Sea - **Anathema**: use illusions and shadows to harm another creature, reveal a secret you have sworn to keep -- **Areas of Concern**: illusions, , mysteries, , reflections, , secrets +- **Areas of Concern**: illusions, mysteries, reflections, secrets - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -39,8 +39,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Si title: [Avatar](compendium/spells/avatar.md) of Sivanah - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bladed scarf ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") illusory assault **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bladed scarf (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") illusory assault (), **Damage** `6d6+3` mental ``` ## Divine intercession diff --git a/compendium/setting/deities/sorrows-sword-lokl.md b/compendium/setting/deities/sorrows-sword-lokl.md index 87911605b..ee31a711d 100644 --- a/compendium/setting/deities/sorrows-sword-lokl.md +++ b/compendium/setting/deities/sorrows-sword-lokl.md @@ -17,7 +17,7 @@ aliases: ["Sorrow's Sword"] - **Category**: Pantheon - **Anathema**: cower from combat, forgive those who have committed grave offenses, abandon or deceive allies -- **Areas of Concern**: vengeance, , reclaiming lost homelands, , drawing strength from sorrow +- **Areas of Concern**: vengeance, reclaiming lost homelands, drawing strength from sorrow - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/suyuddha-lokl.md b/compendium/setting/deities/suyuddha-lokl.md index 7f8961451..a6099ec64 100644 --- a/compendium/setting/deities/suyuddha-lokl.md +++ b/compendium/setting/deities/suyuddha-lokl.md @@ -25,7 +25,7 @@ aliases: ["Suyuddha", "The Warrior Queen"] - **Category**: Other Gods - **Anathema**: let your emotions dictate your tactics, hunt felines for sport, permit others of your rank or lower to calculate tactics on your behalf -- **Areas of Concern**: battle, , strategy, , geometry +- **Areas of Concern**: battle, strategy, geometry - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits @@ -42,6 +42,7 @@ aliases: ["Suyuddha", "The Warrior Queen"] title: [Avatar](compendium/spells/avatar.md) of Suyuddha - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tekko-kagi ([agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d4+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") calculated countermeasures ([versatile ](rules/traits/versatile-bludgeoning.md "Versatile Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `6d4+3` piercing +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tekko-kagi (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") calculated countermeasures (, [versatile ](rules/traits/versatile-bludgeoning.md "Versatile Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `6d4+3` piercing ``` \ No newline at end of file diff --git a/compendium/setting/deities/the-deliberate-journey-lotg.md b/compendium/setting/deities/the-deliberate-journey-lotg.md index 29f953abe..a10622946 100644 --- a/compendium/setting/deities/the-deliberate-journey-lotg.md +++ b/compendium/setting/deities/the-deliberate-journey-lotg.md @@ -17,7 +17,7 @@ aliases: ["The Deliberate Journey"] - **Category**: Pantheon - **Anathema**: fail to prepare for a journey, let chance decide which way to go, put travelers under you care in danger -- **Areas of Concern**: caravans, , crossroads, , knowing the way, , travel by road +- **Areas of Concern**: caravans, crossroads, knowing the way, travel by road - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-endless-road-lokl.md b/compendium/setting/deities/the-endless-road-lokl.md index 7611558d8..a0f229603 100644 --- a/compendium/setting/deities/the-endless-road-lokl.md +++ b/compendium/setting/deities/the-endless-road-lokl.md @@ -15,7 +15,7 @@ aliases: ["The Endless Road"] - **Category**: Pantheon - **Anathema**: close your ears and heart to others, do not seek to better yourself, resist the call to explore new places -- **Areas of Concern**: travel, , preaching, , self-improvement, , recruiting +- **Areas of Concern**: travel, preaching, self-improvement, recruiting - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-enlightened-scholars-path-lotg.md b/compendium/setting/deities/the-enlightened-scholars-path-lotg.md index 29bc191c3..94ef8af33 100644 --- a/compendium/setting/deities/the-enlightened-scholars-path-lotg.md +++ b/compendium/setting/deities/the-enlightened-scholars-path-lotg.md @@ -17,7 +17,7 @@ aliases: ["The Enlightened Scholar's Path"] - **Category**: Pantheon - **Anathema**: destroy books or monuments, keep silent when faced with false information, refuse to share knowledge -- **Areas of Concern**: academies, , professors, , scholars, , transmission and accuracy of learned knowledge +- **Areas of Concern**: academies, professors, scholars, transmission and accuracy of learned knowledge - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-godclaw-logm.md b/compendium/setting/deities/the-godclaw-logm.md index 522522c10..7c64e5b1c 100644 --- a/compendium/setting/deities/the-godclaw-logm.md +++ b/compendium/setting/deities/the-godclaw-logm.md @@ -16,7 +16,7 @@ aliases: ["The Godclaw"] - **Category**: Pantheon - **Anathema**: rest when there is lawlessness to fight, believe you know or understand more than the pantheon -- **Areas of Concern**: discipline, , laws, , order, , strategy +- **Areas of Concern**: discipline, laws, order, strategy - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-laborers-bastion-lotg.md b/compendium/setting/deities/the-laborers-bastion-lotg.md index 083c5c320..4a06b80c8 100644 --- a/compendium/setting/deities/the-laborers-bastion-lotg.md +++ b/compendium/setting/deities/the-laborers-bastion-lotg.md @@ -17,7 +17,7 @@ aliases: ["The Laborer's Bastion"] - **Category**: Pantheon - **Anathema**: cheat, give into or spread despair, keep silent when faced with oppression, work without respite or enjoyment -- **Areas of Concern**: laborers, , the oppressed, , daily work, , achievement +- **Areas of Concern**: laborers, the oppressed, daily work, achievement - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/the-offering-plate-lotg.md b/compendium/setting/deities/the-offering-plate-lotg.md index eadd87153..0ab7a70e1 100644 --- a/compendium/setting/deities/the-offering-plate-lotg.md +++ b/compendium/setting/deities/the-offering-plate-lotg.md @@ -17,7 +17,7 @@ aliases: ["The Offering Plate"] - **Category**: Pantheon - **Anathema**: take resources from those who need them, act selfishly, keep knowledge of wealth to yourself -- **Areas of Concern**: charity, , hospitality, , community +- **Areas of Concern**: charity, hospitality, community - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/tlehar-lome.md b/compendium/setting/deities/tlehar-lome.md index 445e5b03f..3aaaec338 100644 --- a/compendium/setting/deities/tlehar-lome.md +++ b/compendium/setting/deities/tlehar-lome.md @@ -21,7 +21,7 @@ aliases: ["Tlehar", "The Rising Sun"] - **Category**: Mwangi Gods - **Anathema**: lose your motivation to your regrets, spread despair, treat a loved one poorly -- **Areas of Concern**: iron, , love, , rebirth +- **Areas of Concern**: iron, love, rebirth - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -40,6 +40,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Tl title: [Avatar](compendium/spells/avatar.md) of Tlehar - **Speed**: Speed 50 feet, fly 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morning light **Damage** `3d6+3` fire and `3d6+3` positive +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d6+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morning light (), **Damage** `3d6+3` fire and `3d6+3` positive ``` \ No newline at end of file diff --git a/compendium/setting/deities/torag.md b/compendium/setting/deities/torag.md index 1d797c3ce..87cc3f7f5 100644 --- a/compendium/setting/deities/torag.md +++ b/compendium/setting/deities/torag.md @@ -18,7 +18,7 @@ aliases: ["Torag", "Father of Creation"] - **Category**: Gods of the Inner Sea - **Anathema**: tell lies or cheat someone, intentionally create inferior works, show mercy to the enemies of your people -- **Areas of Concern**: the forge, , protection, , and strategy +- **Areas of Concern**: the forge, protection, and strategy - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -36,7 +36,7 @@ title: [Avatar](compendium/spells/avatar.md) of Torag - **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") warhammer ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait")), **Damage** `6d8+6` bludgeoning +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") warhammer (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait")), **Damage** `6d8+6` bludgeoning ``` ## Divine intercession diff --git a/compendium/setting/deities/tsukiyo-logm.md b/compendium/setting/deities/tsukiyo-logm.md index 356021197..8344e4a0d 100644 --- a/compendium/setting/deities/tsukiyo-logm.md +++ b/compendium/setting/deities/tsukiyo-logm.md @@ -18,7 +18,7 @@ aliases: ["Tsukiyo", "Prince of the Moon"] - **Category**: Gods of the Inner Sea - **Anathema**: harm another out of envy, force aid on those who do not want it, inflict harmful mental effects on others as punishment -- **Areas of Concern**: jade, , the moon, , spirits +- **Areas of Concern**: jade, the moon, spirits - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait") ## Devotee benefits @@ -37,8 +37,9 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Ts title: [Avatar](compendium/spells/avatar.md) of Tsukiyo - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam ([nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), silver), **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear (, [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait")), **Damage** `6d10+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (, [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), silver), **Damage** `6d6+3` mental ``` ## Divine intercession diff --git a/compendium/setting/deities/urban-prosperity-lotg.md b/compendium/setting/deities/urban-prosperity-lotg.md index 81be99bfd..5b9221c54 100644 --- a/compendium/setting/deities/urban-prosperity-lotg.md +++ b/compendium/setting/deities/urban-prosperity-lotg.md @@ -17,7 +17,7 @@ aliases: ["Urban Prosperity"] - **Category**: Pantheon - **Anathema**: betray the safety of your city, disparage urban life, foment animosity or contention, refuse hospitality or aid, move to the country -- **Areas of Concern**: peace, , prosperity of cities, , protection +- **Areas of Concern**: peace, prosperity of cities, protection - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait") ## Devotee benefits diff --git a/compendium/setting/deities/urgathoa.md b/compendium/setting/deities/urgathoa.md index cc6a38c68..7eda67780 100644 --- a/compendium/setting/deities/urgathoa.md +++ b/compendium/setting/deities/urgathoa.md @@ -21,7 +21,7 @@ aliases: ["Urgathoa", "Pallid Princess"] - **Category**: Gods of the Inner Sea - **Anathema**: deny your appetites, destroy undead, sacrifice your life -- **Areas of Concern**: disease, , gluttony, , and undeath +- **Areas of Concern**: disease, gluttony, and undeath - **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") ## Devotee benefits @@ -38,8 +38,9 @@ aliases: ["Urgathoa", "Pallid Princess"] title: [Avatar](compendium/spells/avatar.md) of Urgathoa - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe ([deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d10+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pallid plague **Damage** `6d6+3` negative +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe (, [deadly ](rules/traits/deadly-d10.md "Deadly Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d10+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pallid plague (), **Damage** `6d6+3` negative ``` ## Divine intercession diff --git a/compendium/setting/deities/uvuko-lome.md b/compendium/setting/deities/uvuko-lome.md index e870f6062..f87a9a0db 100644 --- a/compendium/setting/deities/uvuko-lome.md +++ b/compendium/setting/deities/uvuko-lome.md @@ -19,7 +19,7 @@ aliases: ["Uvuko", "The Diamond Ring"] - **Category**: Mwangi Gods - **Anathema**: allow yourself and your surroundings to stagnate, crush an egg, use vile or cruel language -- **Areas of Concern**: metamorphosis, , cycles, , growth, , fertility +- **Areas of Concern**: metamorphosis, cycles, growth, fertility - **Follower Alignments**: [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait"), [N](rules/traits/n-b1.md "Neutral Alignment Trait"), [CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait") ## Devotee benefits @@ -38,6 +38,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Uv title: [Avatar](compendium/spells/avatar.md) of Uvuko - **Speed**: Speed 30 feet, fly 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") maul ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait")), **Damage** `6d12+6` bludgeoning -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") breath of lightning **Damage** `6d6+3` electricity +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") maul (, [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait")), **Damage** `6d12+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") breath of lightning (), **Damage** `6d6+3` electricity ``` \ No newline at end of file diff --git a/compendium/setting/deities/vildeis-logm.md b/compendium/setting/deities/vildeis-logm.md index 75b036e23..b7f4e5f72 100644 --- a/compendium/setting/deities/vildeis-logm.md +++ b/compendium/setting/deities/vildeis-logm.md @@ -35,6 +35,7 @@ aliases: ["Vildeis", "The Cardinal Martyr"] title: [Avatar](compendium/spells/avatar.md) of Vildeis - **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `5d4+6` piercing and `1d6` persistent bleed damage -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cry of the martyred **Damage** `5d6+3` sonic and `1d6` persistent mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger (, [agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [thrown <40 feet>](rules/traits/thrown-40-feet.md "Thrown Weapon Trait"), [versatile ](rules/traits/versatile-slashing.md "Versatile Weapon Trait")), **Damage** `5d4+6` piercing and `1d6` persistent bleed damage +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cry of the martyred (), **Damage** `5d6+3` sonic and `1d6` persistent mental ``` \ No newline at end of file diff --git a/compendium/setting/deities/vineshvakhi-loil.md b/compendium/setting/deities/vineshvakhi-loil.md index 3558b9d3d..5d3259ba6 100644 --- a/compendium/setting/deities/vineshvakhi-loil.md +++ b/compendium/setting/deities/vineshvakhi-loil.md @@ -20,7 +20,7 @@ aliases: ["Vineshvakhi", "The Pain of Purity"] - **Category**: Other Gods - **Anathema**: abandon your post, fail to protect your charge, willingly suffer corruption over death or grievous harm -- **Areas of Concern**: guardians, , locks, , sacrifice, , vaults +- **Areas of Concern**: guardians, locks, sacrifice, vaults - **Follower Alignments**: [LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait") ## Devotee benefits @@ -38,5 +38,5 @@ title: [Avatar](compendium/spells/avatar.md) of Vineshvakhi - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), immune to [immobilized](rules/conditions.md#Immobilized) - **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [versatile

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

](rules/traits/versatile-p.md "Versatile Weapon Trait")), **Damage** `6d8+6` slashing ``` \ No newline at end of file diff --git a/compendium/setting/deities/walkena-logm.md b/compendium/setting/deities/walkena-logm.md index 18559c4c3..fbfbacd2b 100644 --- a/compendium/setting/deities/walkena-logm.md +++ b/compendium/setting/deities/walkena-logm.md @@ -37,6 +37,7 @@ When casting the [avatar](compendium/spells/avatar.md) spell, a worshipper of Wa title: [Avatar](compendium/spells/avatar.md) of Walkena - **Speed**: Speed 60 feet, [air walk](compendium/spells/air-walk.md) -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy spear ([reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-fire.md "Versatile Weapon Trait")), **Damage** `6d12+6` piercing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunfire **Damage** `6d6+6` fire +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy spear (, [reach <20 feet>](rules/traits/reach-20-feet.md "Reach Weapon Trait"), [versatile ](rules/traits/versatile-fire.md "Versatile Weapon Trait")), **Damage** `6d12+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunfire (), **Damage** `6d6+6` fire ``` \ No newline at end of file diff --git a/compendium/setting/deities/whispering-way.md b/compendium/setting/deities/whispering-way.md index 9071a8e4d..000c64d60 100644 --- a/compendium/setting/deities/whispering-way.md +++ b/compendium/setting/deities/whispering-way.md @@ -13,7 +13,4 @@ aliases: ["Whispering Way"] - **Anathema**: destroy necromantic texts (unless they reveal secrets of the Whispering Way), teach others of the Whispering Way other than by whispering, use positive energy to harm undead - **Follower Alignments**: [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait") -## Devotee benefits - -- **Divine Font**: -- **Cleric Spells**: \ No newline at end of file +## Devotee benefits \ No newline at end of file diff --git a/compendium/setting/deities/zon-kuthon.md b/compendium/setting/deities/zon-kuthon.md index e1da5448e..28c605893 100644 --- a/compendium/setting/deities/zon-kuthon.md +++ b/compendium/setting/deities/zon-kuthon.md @@ -21,7 +21,7 @@ aliases: ["Zon-Kuthon", "Midnight Lord"] - **Category**: Gods of the Inner Sea - **Anathema**: create permanent or long-lasting sources of light, provide comfort to those who suffer -- **Areas of Concern**: darkness, , envy, , loss, , and pain +- **Areas of Concern**: darkness, envy, loss, and pain - **Follower Alignments**: [LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait") ## Devotee benefits @@ -38,8 +38,9 @@ aliases: ["Zon-Kuthon", "Midnight Lord"] title: [Avatar](compendium/spells/avatar.md) of Zon-Kuthon - **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing -- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") midnight pain ([mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` mental +- **Shield**: shield ( Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain (, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach <15 feet>](rules/traits/reach-15-feet.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait")), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") midnight pain (, [mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait")), **Damage** `6d6+3` mental ``` ## Divine intercession diff --git a/compendium/spells/aberrant-form-som.md b/compendium/spells/aberrant-form-som.md index 10a18d669..42cbe6132 100644 --- a/compendium/spells/aberrant-form-som.md +++ b/compendium/spells/aberrant-form-som.md @@ -11,9 +11,10 @@ aliases: ["Aberrant Form"] # Aberrant Form *Spell 5* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the [aberration](rules/traits/aberration.md "Aberration Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/aberrant-whispers.md b/compendium/spells/aberrant-whispers.md index 817c54b63..29e6e011b 100644 --- a/compendium/spells/aberrant-whispers.md +++ b/compendium/spells/aberrant-whispers.md @@ -17,10 +17,10 @@ aliases: ["Aberrant Whispers"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**5-foot emanation or more -- **Targets**each foe in the area -- **Saving Throw** Will -- **Duration**1 round +- **Area**: 5-foot emanation or more +- **Targets**: each foe in the area +- **Saving Throw**: Will +- **Duration**: 1 round You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to [Cast the Spell](rules/actions/cast-a-spell.md) (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions. diff --git a/compendium/spells/abundant-step.md b/compendium/spells/abundant-step.md index 4eeb6a531..79da3cfe6 100644 --- a/compendium/spells/abundant-step.md +++ b/compendium/spells/abundant-step.md @@ -14,7 +14,7 @@ aliases: ["Abundant Step"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**15 foot +- **Range**: 15 foot You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight. diff --git a/compendium/spells/abyssal-plague.md b/compendium/spells/abyssal-plague.md index ef7463193..87beef4ff 100644 --- a/compendium/spells/abyssal-plague.md +++ b/compendium/spells/abyssal-plague.md @@ -13,11 +13,11 @@ aliases: ["Abyssal Plague"] # Abyssal Plague *Spell 5* [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [disease](rules/traits/disease.md "Disease Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. diff --git a/compendium/spells/abyssal-wrath.md b/compendium/spells/abyssal-wrath.md index 1f13baf5b..9b2c2b910 100644 --- a/compendium/spells/abyssal-wrath.md +++ b/compendium/spells/abyssal-wrath.md @@ -15,8 +15,8 @@ aliases: ["Abyssal Wrath"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot cone -- **Saving Throw** basic Reflex +- **Area**: 60-foot cone +- **Saving Throw**: basic Reflex You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. diff --git a/compendium/spells/access-lore-apg.md b/compendium/spells/access-lore-apg.md index 8a031c59c..3c4acd88a 100644 --- a/compendium/spells/access-lore-apg.md +++ b/compendium/spells/access-lore-apg.md @@ -16,7 +16,8 @@ aliases: ["Access Lore"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one [Lore](compendium/skills.md#Lore) skill. You temporarily gain the same proficiency rank in that [Lore](compendium/skills.md#Lore) skill as your proficiency rank for your oracle spellcasting. diff --git a/compendium/spells/achaekeks-clutch-lol.md b/compendium/spells/achaekeks-clutch-lol.md index 207b3e9f9..2e95a2de0 100644 --- a/compendium/spells/achaekeks-clutch-lol.md +++ b/compendium/spells/achaekeks-clutch-lol.md @@ -14,9 +14,9 @@ aliases: ["Achaekek's Clutch"] [curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You mark the holy symbol of [Achaekek](compendium/setting/deities/achaekek-logm.md) in a visible location on the target's body. diff --git a/compendium/spells/acid-arrow.md b/compendium/spells/acid-arrow.md index de35f787c..8175986d3 100644 --- a/compendium/spells/acid-arrow.md +++ b/compendium/spells/acid-arrow.md @@ -12,10 +12,10 @@ aliases: ["Acid Arrow"] # Acid Arrow *Spell 2* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature +- **Range**: 120 foot +- **Targets**: 1 creature You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. diff --git a/compendium/spells/acid-splash.md b/compendium/spells/acid-splash.md index dc943b34c..25fc5f71d 100644 --- a/compendium/spells/acid-splash.md +++ b/compendium/spells/acid-splash.md @@ -13,10 +13,10 @@ aliases: ["Acid Splash"] # Acid Splash *Cantrip 1* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal `1d6` acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 [persistent acid damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/acid-storm-logm.md b/compendium/spells/acid-storm-logm.md index 1799e6262..511bd8fdc 100644 --- a/compendium/spells/acid-storm-logm.md +++ b/compendium/spells/acid-storm-logm.md @@ -12,11 +12,11 @@ aliases: ["Acid Storm"] # Acid Storm *Spell 5* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot-radius burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot-radius burst +- **Duration**: 1 minute You evoke a storm of acid rain that pelts the area for the spell's duration. A creature that begins its turn in the area takes `3d8` acid damage (basic Reflex save). diff --git a/compendium/spells/acidic-burst-logm.md b/compendium/spells/acidic-burst-logm.md index 068841e3c..60e01fec5 100644 --- a/compendium/spells/acidic-burst-logm.md +++ b/compendium/spells/acidic-burst-logm.md @@ -12,10 +12,10 @@ aliases: ["Acidic Burst"] # Acidic Burst *Spell 1* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** basic Reflex +- **Area**: 5-foot emanation +- **Saving Throw**: basic Reflex You create a shell of acid around yourself that immediately bursts outward, dealing `2d6` acid damage to each creature in the area. diff --git a/compendium/spells/adapt-self-logm.md b/compendium/spells/adapt-self-logm.md index 6e7dcfb35..785489f66 100644 --- a/compendium/spells/adapt-self-logm.md +++ b/compendium/spells/adapt-self-logm.md @@ -11,9 +11,10 @@ aliases: ["Adapt Self"] # Adapt Self *Focus 1* [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Domains**: [change](compendium/setting/domains.md#Change) +- **Domains** [change](compendium/setting/domains.md#Change) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You make subtle changes to yourself to adapt to the situation. diff --git a/compendium/spells/adaptive-ablation-logm.md b/compendium/spells/adaptive-ablation-logm.md index 7b42c6820..6d613990a 100644 --- a/compendium/spells/adaptive-ablation-logm.md +++ b/compendium/spells/adaptive-ablation-logm.md @@ -10,10 +10,11 @@ aliases: ["Adaptive Ablation"] # Adaptive Ablation *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Domains**: [change](compendium/setting/domains.md#Change) +- **Domains** [change](compendium/setting/domains.md#Change) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You take acid, cold, electricity, fire, or sonic damage. -- **Duration**1 minute +- **Trigger**: You take acid, cold, electricity, fire, or sonic damage. +- +- **Duration**: 1 minute You shift yourself to adapt to the mystical wavelengths of the energy damage, protecting yourself from further harm. You gain resistance 5 to the triggering energy type; you gain this resistance after you take the triggering damage, so it applies only to future damage you take during the duration. diff --git a/compendium/spells/admonishing-ray-aoe2.md b/compendium/spells/admonishing-ray-aoe2.md index 13968ad70..042be4d41 100644 --- a/compendium/spells/admonishing-ray-aoe2.md +++ b/compendium/spells/admonishing-ray-aoe2.md @@ -12,10 +12,10 @@ aliases: ["Admonishing Ray"] # Admonishing Ray *Spell 1* [attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals `2d6` bludgeoning damage. diff --git a/compendium/spells/aerial-form.md b/compendium/spells/aerial-form.md index 126c19294..99d897815 100644 --- a/compendium/spells/aerial-form.md +++ b/compendium/spells/aerial-form.md @@ -11,9 +11,10 @@ aliases: ["Aerial Form"] # Aerial Form *Spell 4* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/agile-feet.md b/compendium/spells/agile-feet.md index 65de8fc8b..70394d13d 100644 --- a/compendium/spells/agile-feet.md +++ b/compendium/spells/agile-feet.md @@ -12,9 +12,10 @@ aliases: ["Agile Feet"] # Agile Feet *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [travel](compendium/setting/domains.md#Travel) +- **Domains** [travel](compendium/setting/domains.md#Travel) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of the current turn +- +- **Duration**: until the end of the current turn The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md); you can instead [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) if you have the appropriate Speed. diff --git a/compendium/spells/agitate-logm.md b/compendium/spells/agitate-logm.md index 48cb740d8..6b7e94aa7 100644 --- a/compendium/spells/agitate-logm.md +++ b/compendium/spells/agitate-logm.md @@ -12,12 +12,12 @@ aliases: ["Agitate"] # Agitate *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. diff --git a/compendium/spells/agonizing-despair-apg.md b/compendium/spells/agonizing-despair-apg.md index 4227f55dc..b8406d140 100644 --- a/compendium/spells/agonizing-despair-apg.md +++ b/compendium/spells/agonizing-despair-apg.md @@ -13,11 +13,11 @@ aliases: ["Agonizing Despair"] # Agonizing Despair *Spell 3* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes `4d6` mental damage with a Will saving throw. diff --git a/compendium/spells/air-bubble.md b/compendium/spells/air-bubble.md index 65e59e66a..49db13f3a 100644 --- a/compendium/spells/air-bubble.md +++ b/compendium/spells/air-bubble.md @@ -11,12 +11,12 @@ aliases: ["Air Bubble"] # Air Bubble *Spell 1* [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range enters an environment where it can't breathe. -- **Range**60 foot -- **Targets**the triggering creature -- **Duration**1 minute +- **Trigger**: A creature within range enters an environment where it can't breathe. +- **Range**: 60 foot +- **Targets**: the triggering creature +- **Duration**: 1 minute A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. diff --git a/compendium/spells/air-walk.md b/compendium/spells/air-walk.md index af22ae574..6a66fb2bf 100644 --- a/compendium/spells/air-walk.md +++ b/compendium/spells/air-walk.md @@ -11,11 +11,11 @@ aliases: ["Air Walk"] # Air Walk *Spell 4* [air](rules/traits/air.md "Air Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**5 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 5 minutes The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. diff --git a/compendium/spells/airburst-sot1.md b/compendium/spells/airburst-sot1.md index 154b81351..6bc119da7 100644 --- a/compendium/spells/airburst-sot1.md +++ b/compendium/spells/airburst-sot1.md @@ -13,11 +13,11 @@ aliases: ["Airburst"] # Airburst *Spell 1* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**5-foot emanation -- **Targets**all creatures and unattended objects in the area -- **Saving Throw** Fortitude +- **Area**: 5-foot emanation +- **Targets**: all creatures and unattended objects in the area +- **Saving Throw**: Fortitude A blast of wind wildly pushes everything nearby. diff --git a/compendium/spells/alarm.md b/compendium/spells/alarm.md index 5581d70a6..99071e6b3 100644 --- a/compendium/spells/alarm.md +++ b/compendium/spells/alarm.md @@ -11,12 +11,12 @@ aliases: ["Alarm"] # Alarm *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Requirements**3 gp silver bell focus -- **Range**touch -- **Area**20-foot burst -- **Duration**8 hours +- **Requirements**: 3 gp silver bell focus +- **Range**: touch +- **Area**: 20-foot burst +- **Duration**: 8 hours You ward an area to alert you when creatures enter without your permission. When you cast [alarm](compendium/spells/alarm.md), select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the [mental](rules/traits/mental.md "Mental Effect Trait") trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up. A creature aware of the alarm must succeed at a [Stealth](compendium/skills.md#Stealth) check against the spell's DC or trigger the spell when moving into the area. diff --git a/compendium/spells/all-is-one-one-is-all-lol.md b/compendium/spells/all-is-one-one-is-all-lol.md index b2c432e51..872ca6d22 100644 --- a/compendium/spells/all-is-one-one-is-all-lol.md +++ b/compendium/spells/all-is-one-one-is-all-lol.md @@ -11,10 +11,10 @@ aliases: ["All Is One, One Is All"] # All Is One, One Is All *Spell 8* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Targets**you and up to 10 willing living allies +- **Range**: 60 foot +- **Targets**: you and up to 10 willing living allies You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. When you separate the targets back into themselves, you can choose to switch the positions of any number of targets with the positions of other targets. Additionally, you can modulate the share of vital essence to share the burden of pain. Distribute the Hit Points of all targets however you choose, except that no target can receive fewer than 1 Hit Point or more than their maximum Hit Points. diff --git a/compendium/spells/allegro.md b/compendium/spells/allegro.md index 3445f5ec4..d088bf6e8 100644 --- a/compendium/spells/allegro.md +++ b/compendium/spells/allegro.md @@ -17,9 +17,9 @@ aliases: ["Allegro"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 ally -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 ally +- **Duration**: 1 round You perform rapidly, speeding up your ally. The ally becomes [quickened](rules/conditions.md#Quickened) and can use the additional action to [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), or [Step](rules/actions/step.md). diff --git a/compendium/spells/alter-reality.md b/compendium/spells/alter-reality.md index ab620d5e4..f3a54fc1f 100644 --- a/compendium/spells/alter-reality.md +++ b/compendium/spells/alter-reality.md @@ -10,8 +10,9 @@ aliases: ["Alter Reality"] # Alter Reality *Spell 10* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: diff --git a/compendium/spells/anathematic-reprisal.md b/compendium/spells/anathematic-reprisal.md index 2a096682b..a5fdf63ec 100644 --- a/compendium/spells/anathematic-reprisal.md +++ b/compendium/spells/anathematic-reprisal.md @@ -11,12 +11,12 @@ aliases: ["Anathematic Reprisal"] # Anathematic Reprisal *Spell 4* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature performs an act anathema to your deity. -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** Will +- **Trigger**: A creature performs an act anathema to your deity. +- **Range**: 30 foot +- **Targets**: the triggering creature +- **Saving Throw**: Will You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. diff --git a/compendium/spells/ancestral-defense-apg.md b/compendium/spells/ancestral-defense-apg.md index cc9133567..2d44d904a 100644 --- a/compendium/spells/ancestral-defense-apg.md +++ b/compendium/spells/ancestral-defense-apg.md @@ -17,7 +17,8 @@ aliases: ["Ancestral Defense"] - **Mystery** Oracle - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are about to attempt a Will save. +- **Trigger**: You are about to attempt a Will save. +- Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor. diff --git a/compendium/spells/ancestral-form-apg.md b/compendium/spells/ancestral-form-apg.md index e0456a67b..38418b11d 100644 --- a/compendium/spells/ancestral-form-apg.md +++ b/compendium/spells/ancestral-form-apg.md @@ -15,7 +15,8 @@ aliases: ["Ancestral Form"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute You take the form of your ancestral spirits, becoming [invisible](rules/conditions.md#Invisible) and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't [Cast Spells](rules/actions/cast-a-spell.md) (but you can Sustain a Spell), activate items, or use actions that have the [attack](rules/traits/attack.md "Attack Combat Trait") or [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. diff --git a/compendium/spells/ancestral-memories.md b/compendium/spells/ancestral-memories.md index 0bceb9ba0..233c462af 100644 --- a/compendium/spells/ancestral-memories.md +++ b/compendium/spells/ancestral-memories.md @@ -14,7 +14,8 @@ aliases: ["Ancestral Memories"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-[Lore](compendium/skills.md#Lore) skill, or a [Lore](compendium/skills.md#Lore) skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier. diff --git a/compendium/spells/ancestral-touch-apg.md b/compendium/spells/ancestral-touch-apg.md index b90ff6186..908fb389d 100644 --- a/compendium/spells/ancestral-touch-apg.md +++ b/compendium/spells/ancestral-touch-apg.md @@ -18,9 +18,9 @@ aliases: ["Ancestral Touch"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Will +- **Range**: touch +- **Targets**: 1 living creature +- **Saving Throw**: Will You touch a creature and force them to see and feel the ancestors surrounding you. The target takes `1d4` mental damage, with results depending on a Will save. diff --git a/compendium/spells/angel-form-som.md b/compendium/spells/angel-form-som.md index b8aafcb83..47d053f8e 100644 --- a/compendium/spells/angel-form-som.md +++ b/compendium/spells/angel-form-som.md @@ -12,9 +12,10 @@ aliases: ["Angel Form"] # Angel Form *Spell 7* [good](rules/traits/good.md "Good Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. diff --git a/compendium/spells/angelic-halo.md b/compendium/spells/angelic-halo.md index 449bd6d0f..77b041099 100644 --- a/compendium/spells/angelic-halo.md +++ b/compendium/spells/angelic-halo.md @@ -17,8 +17,8 @@ aliases: ["Angelic Halo"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**15-foot emanation -- **Duration**1 minute +- **Area**: 15-foot emanation +- **Duration**: 1 minute You gain an angelic halo with an aura that increases allies' healing from the [heal](compendium/spells/heal.md) spell. Allies in your halo's emanation who are healed by a [heal](compendium/spells/heal.md) spell gain a status bonus to Hit Points regained equal to double the [heal](compendium/spells/heal.md) spell's level. diff --git a/compendium/spells/angelic-wings.md b/compendium/spells/angelic-wings.md index 270006d4a..a4c654cf6 100644 --- a/compendium/spells/angelic-wings.md +++ b/compendium/spells/angelic-wings.md @@ -15,7 +15,8 @@ aliases: ["Angelic Wings"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**3 rounds +- +- **Duration**: 3 rounds Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. diff --git a/compendium/spells/animal-allies-som.md b/compendium/spells/animal-allies-som.md index 8da1fe6f5..070ab2c48 100644 --- a/compendium/spells/animal-allies-som.md +++ b/compendium/spells/animal-allies-som.md @@ -11,10 +11,10 @@ aliases: ["Animal Allies"] # Animal Allies *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** basic Reflex +- **Area**: 5-foot emanation +- **Saving Throw**: basic Reflex You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them `3d4` piercing damage with a basic Reflex save. diff --git a/compendium/spells/animal-feature-apg.md b/compendium/spells/animal-feature-apg.md index c1bc71043..4aa6b56eb 100644 --- a/compendium/spells/animal-feature-apg.md +++ b/compendium/spells/animal-feature-apg.md @@ -14,7 +14,8 @@ aliases: ["Animal Feature"] [morph](rules/traits/morph.md "Morph Effect Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Without fully transforming your body, you gain one animalistic feature, which you select from the list below each time you [Cast the Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/spells/animal-form.md b/compendium/spells/animal-form.md index 9194e28d7..aa0b9c343 100644 --- a/compendium/spells/animal-form.md +++ b/compendium/spells/animal-form.md @@ -11,9 +11,10 @@ aliases: ["Animal Form"] # Animal Form *Spell 2* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/animal-messenger.md b/compendium/spells/animal-messenger.md index 2f61de75c..5044b7776 100644 --- a/compendium/spells/animal-messenger.md +++ b/compendium/spells/animal-messenger.md @@ -11,10 +11,10 @@ aliases: ["Animal Messenger"] # Animal Messenger *Spell 2* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**120 foot -- **Duration**see text +- **Range**: 120 foot +- **Duration**: see text You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. Optionally, you can attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object. The spell ends after 24 hours or when a creature removes the attached object, whichever happens first. diff --git a/compendium/spells/animal-vision.md b/compendium/spells/animal-vision.md index 05d5d7952..c2cefcf82 100644 --- a/compendium/spells/animal-vision.md +++ b/compendium/spells/animal-vision.md @@ -11,11 +11,11 @@ aliases: ["Animal Vision"] # Animal Vision *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**120 foot -- **Targets**1 animal -- **Duration**1 hour +- **Range**: 120 foot +- **Targets**: 1 animal +- **Duration**: 1 hour You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. diff --git a/compendium/spells/animate-dead-apg.md b/compendium/spells/animate-dead-apg.md index 292e04adc..be811fffe 100644 --- a/compendium/spells/animate-dead-apg.md +++ b/compendium/spells/animate-dead-apg.md @@ -10,13 +10,15 @@ aliases: ["Animate Dead"] # Animate Dead *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the [undead](rules/traits/undead.md "Undead Creature Type Trait") trait and whose level is –1; this creature gains the [summoned](rules/traits/summoned.md "Summoned Creature Trait") trait. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (10th)** Level 15. + **Heightened (2nd)** Level 1. **Heightened (3rd)** Level 2. @@ -33,6 +35,4 @@ Your magic dredges up a corpse or skeleton and fills it with necromantic life, a **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/compendium/spells/animate-rope-apg.md b/compendium/spells/animate-rope-apg.md index 340263969..8e3d2dfca 100644 --- a/compendium/spells/animate-rope-apg.md +++ b/compendium/spells/animate-rope-apg.md @@ -10,11 +10,11 @@ aliases: ["Animate Rope"] # Animate Rope *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**up to 50 feet of rope or a nonliving rope-like object -- **Duration**sustained up to 1 minute +- **Range**: 100 foot +- **Targets**: up to 50 feet of rope or a nonliving rope-like object +- **Duration**: sustained up to 1 minute You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you [Cast the Spell](rules/actions/cast-a-spell.md), and one command each time you [Sustain the Spell](rules/actions/sustain-a-spell.md). diff --git a/compendium/spells/animated-assault-apg.md b/compendium/spells/animated-assault-apg.md index 9e75e29f0..8d66dd789 100644 --- a/compendium/spells/animated-assault-apg.md +++ b/compendium/spells/animated-assault-apg.md @@ -11,12 +11,12 @@ aliases: ["Animated Assault"] # Animated Assault *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Saving Throw**: basic Reflex +- **Duration**: sustained up to 1 minute You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals `2d10` bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you [Sustain this Spell](rules/actions/sustain-a-spell.md), dealing `1d10` bludgeoning damage (basic Reflex save) to each creature in the area. diff --git a/compendium/spells/animus-mine-logm.md b/compendium/spells/animus-mine-logm.md index 205ec9263..d2d4759b4 100644 --- a/compendium/spells/animus-mine-logm.md +++ b/compendium/spells/animus-mine-logm.md @@ -11,10 +11,11 @@ aliases: ["Animus Mine"] # Animus Mine *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Will -- **Duration**1 hour +- +- **Saving Throw**: Will +- **Duration**: 1 hour You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts[^1]. You can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to suppress the effects of the mine for 1 round to allow someone to safely use a [mental](rules/traits/mental.md "Mental Effect Trait") effect on you. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/ant-haul.md b/compendium/spells/ant-haul.md index 0262ebcbe..a18aee240 100644 --- a/compendium/spells/ant-haul.md +++ b/compendium/spells/ant-haul.md @@ -10,11 +10,11 @@ aliases: ["Ant Haul"] # Ant Haul *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**8 hours +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 8 hours You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming [encumbered](rules/conditions.md#Encumbered) and up to a maximum of 6 more Bulk. diff --git a/compendium/spells/anticipate-peril-logm.md b/compendium/spells/anticipate-peril-logm.md index 2e0fcd113..20a998023 100644 --- a/compendium/spells/anticipate-peril-logm.md +++ b/compendium/spells/anticipate-peril-logm.md @@ -10,11 +10,11 @@ aliases: ["Anticipate Peril"] # Anticipate Peril *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 10 minutes You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends. diff --git a/compendium/spells/antimagic-field.md b/compendium/spells/antimagic-field.md index 2fd67af5d..cde434fb0 100644 --- a/compendium/spells/antimagic-field.md +++ b/compendium/spells/antimagic-field.md @@ -12,10 +12,10 @@ aliases: ["Antimagic Field"] # Antimagic Field *Spell 8* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**10-foot emanation which affects you -- **Duration**sustained up to 1 minute +- **Area**: 10-foot emanation which affects you +- **Duration**: sustained up to 1 minute You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field. diff --git a/compendium/spells/apex-companion-aoa6.md b/compendium/spells/apex-companion-aoa6.md index 84e2d1f90..c3c8ca662 100644 --- a/compendium/spells/apex-companion-aoa6.md +++ b/compendium/spells/apex-companion-aoa6.md @@ -14,9 +14,9 @@ aliases: ["Apex Companion"] [druid](rules/traits/druid.md "Druid Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 animal companion in your service -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 animal companion in your service +- **Duration**: 1 minute You focus on the energies of all members of your animal companion's species, transforming your animal companion into its apex battle form. Your animal companion gains the following statistics and abilities while in its apex form. diff --git a/compendium/spells/appearance-of-wealth.md b/compendium/spells/appearance-of-wealth.md index 3aa607a12..78a00a41b 100644 --- a/compendium/spells/appearance-of-wealth.md +++ b/compendium/spells/appearance-of-wealth.md @@ -13,12 +13,12 @@ aliases: ["Appearance Of Wealth"] # Appearance Of Wealth *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [wealth](compendium/setting/domains.md#Wealth) +- **Domains** [wealth](compendium/setting/domains.md#Wealth) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 5-foot burst +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically 0, and disbelieving the illusion ends any [fascinated](rules/conditions.md#Fascinated) condition imposed by the spell. As long as you [Sustain the Spell](rules/actions/sustain-a-spell.md), other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming [fascinated](rules/conditions.md#Fascinated). diff --git a/compendium/spells/approximate-som.md b/compendium/spells/approximate-som.md index 79ce071d9..e93bc9633 100644 --- a/compendium/spells/approximate-som.md +++ b/compendium/spells/approximate-som.md @@ -13,10 +13,10 @@ aliases: ["Approximate"] # Approximate *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Area**1 cubic foot +- **Range**: 10 foot +- **Area**: 1 cubic foot Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. diff --git a/compendium/spells/aqueous-orb-apg.md b/compendium/spells/aqueous-orb-apg.md index 8e3529efb..bb9d183d4 100644 --- a/compendium/spells/aqueous-orb-apg.md +++ b/compendium/spells/aqueous-orb-apg.md @@ -11,10 +11,10 @@ aliases: ["Aqueous Orb"] # Aqueous Orb *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Duration**: sustained up to 1 minute A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you [Cast the Spell](rules/actions/cast-a-spell.md) and each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. You can gain this effect multiple times in the same round by [Sustaining the Spell](rules/actions/sustain-a-spell.md) multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. diff --git a/compendium/spells/arcane-countermeasure.md b/compendium/spells/arcane-countermeasure.md index b1d77ef66..8eb6ca894 100644 --- a/compendium/spells/arcane-countermeasure.md +++ b/compendium/spells/arcane-countermeasure.md @@ -14,9 +14,9 @@ aliases: ["Arcane Countermeasure"] - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range that you can see Casts a Spell. -- **Range**120 foot -- **Targets**the spell cast by the triggering creature +- **Trigger**: A creature within range that you can see Casts a Spell. +- **Range**: 120 foot +- **Targets**: the spell cast by the triggering creature You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. diff --git a/compendium/spells/armor-of-bones-apg.md b/compendium/spells/armor-of-bones-apg.md index 6f748f887..4cce1d268 100644 --- a/compendium/spells/armor-of-bones-apg.md +++ b/compendium/spells/armor-of-bones-apg.md @@ -15,7 +15,8 @@ aliases: ["Armor Of Bones"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage. diff --git a/compendium/spells/aromatic-lure-lol.md b/compendium/spells/aromatic-lure-lol.md index eca19d0b2..7c887d2aa 100644 --- a/compendium/spells/aromatic-lure-lol.md +++ b/compendium/spells/aromatic-lure-lol.md @@ -14,12 +14,12 @@ aliases: ["Aromatic Lure"] # Aromatic Lure *Spell 4* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You override a target's olfactory senses, luring them to a specific location through tantalizing false scents. Select a single square within range that is not hazardous or occupied by a creature. The target is drawn to the selected location, becoming euphoric upon arrival. The target must attempt a Will save. diff --git a/compendium/spells/artistic-flourish.md b/compendium/spells/artistic-flourish.md index 0def1c149..b7c32cbc7 100644 --- a/compendium/spells/artistic-flourish.md +++ b/compendium/spells/artistic-flourish.md @@ -12,18 +12,18 @@ aliases: ["Artistic Flourish"] # Artistic Flourish *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [creation](compendium/setting/domains.md#Creation) +- **Domains** [creation](compendium/setting/domains.md#Creation) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**15 foot -- **Targets**1 item or work of art that fits entirely within the range -- **Duration**10 minutes +- **Range**: 15 foot +- **Targets**: 1 item or work of art that fits entirely within the range +- **Duration**: 10 minutes You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in [Crafting](compendium/skills.md#Crafting), the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn't change. When you cast this spell, any previous artistic flourish you had cast ends. -**Heightened (7th)** If you have master proficiency in [Crafting](compendium/skills.md#Crafting), the item grants a +2 item bonus instead. - **Heightened (10th)** If you have legendary proficiency in [Crafting](compendium/skills.md#Crafting), the item grants a +3 item bonus instead. +**Heightened (7th)** If you have master proficiency in [Crafting](compendium/skills.md#Crafting), the item grants a +2 item bonus instead. + *Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/ash-cloud-som.md b/compendium/spells/ash-cloud-som.md index 6ced04bbc..1ca04b52d 100644 --- a/compendium/spells/ash-cloud-som.md +++ b/compendium/spells/ash-cloud-som.md @@ -13,12 +13,12 @@ aliases: ["Ash Cloud"] # Ash Cloud *Spell 2* [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: Fortitude +- **Duration**: 1 minute You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take `2d4` fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. diff --git a/compendium/spells/asterism-logm.md b/compendium/spells/asterism-logm.md index 2d68d73cf..145e62854 100644 --- a/compendium/spells/asterism-logm.md +++ b/compendium/spells/asterism-logm.md @@ -11,11 +11,11 @@ aliases: ["Asterism"] # Asterism *Focus 4* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Domains**: [star](compendium/setting/domains.md#Star) +- **Domains** [star](compendium/setting/domains.md#Star) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**150 foot -- **Saving Throw** basic Reflex -- **Duration**1 minute +- **Range**: 150 foot +- **Saving Throw**: basic Reflex +- **Duration**: 1 minute Lines of burning starlight form a constellation around you. diff --git a/compendium/spells/astral-labyrinth-ec6.md b/compendium/spells/astral-labyrinth-ec6.md index 43bdfe199..c9e94879d 100644 --- a/compendium/spells/astral-labyrinth-ec6.md +++ b/compendium/spells/astral-labyrinth-ec6.md @@ -13,11 +13,11 @@ aliases: ["Astral Labyrinth"] # Astral Labyrinth *Spell 9* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**80-foot burst -- **Duration**1 day +- **Range**: 120 foot +- **Area**: 80-foot burst +- **Duration**: 1 day You connect the entire area with an [invisible](rules/conditions.md#Invisible) maze of astral energy that interferes with dimensional and mental magic. diff --git a/compendium/spells/astral-rain-da.md b/compendium/spells/astral-rain-da.md index e78eab67d..8976c1b9b 100644 --- a/compendium/spells/astral-rain-da.md +++ b/compendium/spells/astral-rain-da.md @@ -16,9 +16,9 @@ aliases: ["Astral Rain"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**one 5-foot cube -- **Saving Throw** Reflex +- **Range**: 60 foot +- **Area**: one 5-foot cube +- **Saving Throw**: Reflex You fling a mass of furious thoughts into the air, where they expand into numerous blades or other shapes that rain down. Any creature that's in the area or enters the area before the start of your next turn takes your choice of bludgeoning or piercing damage equal to `2d4` plus your spellcasting ability modifier, with a basic Reflex saving throw. diff --git a/compendium/spells/athletic-rush.md b/compendium/spells/athletic-rush.md index a38ea94aa..b9d5e27c7 100644 --- a/compendium/spells/athletic-rush.md +++ b/compendium/spells/athletic-rush.md @@ -12,9 +12,10 @@ aliases: ["Athletic Rush"] # Athletic Rush *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [might](compendium/setting/domains.md#Might) +- **Domains** [might](compendium/setting/domains.md#Might) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 round +- +- **Duration**: 1 round Your body fills with physical power and skill. You gain a +10-foot status bonus to Speed and a +2 status bonus to [Athletics](compendium/skills.md#Athletics) checks. As a part of [Casting this Spell](rules/actions/cast-a-spell.md), you can use a [Stride](rules/actions/stride.md), [Leap](rules/actions/leap.md), [Climb](rules/actions/climb.md), or [Swim](rules/actions/swim.md) action. The spell's bonuses apply during that action. diff --git a/compendium/spells/augment-summoning.md b/compendium/spells/augment-summoning.md index 52cb82e84..2d04e84e0 100644 --- a/compendium/spells/augment-summoning.md +++ b/compendium/spells/augment-summoning.md @@ -13,8 +13,8 @@ aliases: ["Augment Summoning"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature you summoned +- **Range**: 30 foot +- **Targets**: 1 creature you summoned You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute. diff --git a/compendium/spells/augury.md b/compendium/spells/augury.md index d3543af4f..d636ec1e1 100644 --- a/compendium/spells/augury.md +++ b/compendium/spells/augury.md @@ -11,8 +11,9 @@ aliases: ["Augury"] # Augury *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes +- You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. diff --git a/compendium/spells/aura-of-the-unremarkable-frp1.md b/compendium/spells/aura-of-the-unremarkable-frp1.md index a8df79ff0..d473a51c7 100644 --- a/compendium/spells/aura-of-the-unremarkable-frp1.md +++ b/compendium/spells/aura-of-the-unremarkable-frp1.md @@ -13,10 +13,10 @@ aliases: ["Aura Of The Unremarkable"] # Aura Of The Unremarkable *Spell 6* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Duration**sustained up to 1 minute +- **Area**: 30-foot emanation +- **Duration**: sustained up to 1 minute You and allies in the area appear to be completely innocuous to other creatures within the spell's area, regardless of the actions you're committing. For example, if you and your allies are loudly interrogating a local for information or aiming a crossbow at a noble from a balcony, creatures who can see you might not think this is unusual. Non-allied creatures in the emanation must attempt a Will save. diff --git a/compendium/spells/avatar.md b/compendium/spells/avatar.md index 8a2d1eed8..d12c2b111 100644 --- a/compendium/spells/avatar.md +++ b/compendium/spells/avatar.md @@ -11,9 +11,10 @@ aliases: ["Avatar"] # Avatar *Spell 10* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You transform into an avatar of your deity, assuming a [Huge](rules/traits/huge-b1.md "Huge Size Trait") battle form. You must have space to expand or the spell is lost. diff --git a/compendium/spells/awaken-entropy-da.md b/compendium/spells/awaken-entropy-da.md index 6b9a4925f..a54485e4b 100644 --- a/compendium/spells/awaken-entropy-da.md +++ b/compendium/spells/awaken-entropy-da.md @@ -11,12 +11,12 @@ aliases: ["Awaken Entropy"] # Awaken Entropy *Spell 6* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Saving Throw**: basic Fortitude +- **Duration**: sustained up to 1 minute All things age, all things die, and at the end of days even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area—flesh falters, plants shrivel, and even stone begins to crumble. diff --git a/compendium/spells/baleful-polymorph.md b/compendium/spells/baleful-polymorph.md index e32b843a7..6a58b6419 100644 --- a/compendium/spells/baleful-polymorph.md +++ b/compendium/spells/baleful-polymorph.md @@ -12,12 +12,12 @@ aliases: ["Baleful Polymorph"] # Baleful Polymorph *Spell 6* [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: varies You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. diff --git a/compendium/spells/bandits-doom-som.md b/compendium/spells/bandits-doom-som.md index 605091d9a..98f6410da 100644 --- a/compendium/spells/bandits-doom-som.md +++ b/compendium/spells/bandits-doom-som.md @@ -11,10 +11,10 @@ aliases: ["Bandit's Doom"] # Bandit's Doom *Spell 5* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 30 minutes -- **Targets**1 item of 2 Bulk or less -- **Duration**1 month +- **Targets**: 1 item of 2 Bulk or less +- **Duration**: 1 month You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes `8d8` mental damage and is [doomed](rules/conditions.md#Doomed), depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. diff --git a/compendium/spells/bane.md b/compendium/spells/bane.md index e5b909dba..df3b33f29 100644 --- a/compendium/spells/bane.md +++ b/compendium/spells/bane.md @@ -12,12 +12,12 @@ aliases: ["Bane"] # Bane *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Will -- **Duration**1 minute +- **Area**: 5-foot emanation +- **Targets**: enemies in the area +- **Saving Throw**: Will +- **Duration**: 1 minute You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast [bane](compendium/spells/bane.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless. diff --git a/compendium/spells/banishment.md b/compendium/spells/banishment.md index c60a33465..ef1e3e12a 100644 --- a/compendium/spells/banishment.md +++ b/compendium/spells/banishment.md @@ -11,11 +11,11 @@ aliases: ["Banishment"] # Banishment *Spell 5* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature that isn't on its home plane -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature that isn't on its home plane +- **Saving Throw**: Will You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while [Casting this Spell](rules/actions/cast-a-spell.md) and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch. This spell fails if you aren't on your home plane when you cast it. diff --git a/compendium/spells/barkskin.md b/compendium/spells/barkskin.md index 0c8896f40..6a2d62e71 100644 --- a/compendium/spells/barkskin.md +++ b/compendium/spells/barkskin.md @@ -11,11 +11,11 @@ aliases: ["Barkskin"] # Barkskin *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 10 minutes The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can [Dismiss](rules/actions/dismiss.md) the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt. diff --git a/compendium/spells/battlefield-persistence-apg.md b/compendium/spells/battlefield-persistence-apg.md index 8c3a9d437..e7d26e17c 100644 --- a/compendium/spells/battlefield-persistence-apg.md +++ b/compendium/spells/battlefield-persistence-apg.md @@ -16,7 +16,8 @@ aliases: ["Battlefield Persistence"] - **Mystery** Oracle - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are about to attempt a saving throw, but you haven't rolled yet. +- **Trigger**: You are about to attempt a saving throw, but you haven't rolled yet. +- You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect, it treats you as if you were 2 levels higher. diff --git a/compendium/spells/beastmaster-trance-apg.md b/compendium/spells/beastmaster-trance-apg.md index 500a48720..26df11f5a 100644 --- a/compendium/spells/beastmaster-trance-apg.md +++ b/compendium/spells/beastmaster-trance-apg.md @@ -15,9 +15,9 @@ aliases: ["Beastmaster Trance"] [archetype](rules/traits/archetype.md "Archetype Feat Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**mile -- **Targets**one of your animal companions you can perceive -- **Duration**sustained up to 1 minute +- **Range**: mile +- **Targets**: one of your animal companions you can perceive +- **Duration**: sustained up to 1 minute You enter a magical trance that allows you to perceive through the senses of the target companion. You attempt [Perception](compendium/skills.md#Perception) checks using your own [Perception](compendium/skills.md#Perception), but you have any special senses the target has, such as [low-light vision](rules/abilities/low-light-vision.md) or [darkvision](rules/abilities/darkvision.md). This spell grants no special method of communication with the chosen animal, so it follows any instructions you gave it before you entered the trance and, failing that, it does as it wishes. diff --git a/compendium/spells/befitting-attire-som.md b/compendium/spells/befitting-attire-som.md index 0d411b12a..a06a957bf 100644 --- a/compendium/spells/befitting-attire-som.md +++ b/compendium/spells/befitting-attire-som.md @@ -11,11 +11,11 @@ aliases: ["Befitting Attire"] # Befitting Attire *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**5 willing creatures -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: 5 willing creatures +- **Duration**: 1 hour You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. diff --git a/compendium/spells/befuddle-logm.md b/compendium/spells/befuddle-logm.md index 235df87f7..66e802b75 100644 --- a/compendium/spells/befuddle-logm.md +++ b/compendium/spells/befuddle-logm.md @@ -12,12 +12,12 @@ aliases: ["Befuddle"] # Befuddle *Spell 1* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** basic Will -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: basic Will +- **Duration**: 1 round You sow seeds of confusion in your target's mind, causing their actions and thoughts to become [clumsy](rules/conditions.md#Clumsy). diff --git a/compendium/spells/behold-the-weave-da.md b/compendium/spells/behold-the-weave-da.md index f9c4fbfe8..bef4c7484 100644 --- a/compendium/spells/behold-the-weave-da.md +++ b/compendium/spells/behold-the-weave-da.md @@ -12,12 +12,12 @@ aliases: ["Behold the Weave"] # Behold the Weave *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 round You behold the many timelines that weave around a creature, and in so doing, you make one more likely to occur. The target must attempt a Will save. diff --git a/compendium/spells/bestial-curse-apg.md b/compendium/spells/bestial-curse-apg.md index 9375a0ec6..17e637b9d 100644 --- a/compendium/spells/bestial-curse-apg.md +++ b/compendium/spells/bestial-curse-apg.md @@ -12,12 +12,12 @@ aliases: ["Bestial Curse"] # Bestial Curse *Spell 4* [curse](rules/traits/curse.md "Curse Effect Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living humanoid -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: touch +- **Targets**: 1 living humanoid +- **Saving Throw**: Fortitude +- **Duration**: varies You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. diff --git a/compendium/spells/bilocation-da.md b/compendium/spells/bilocation-da.md index 384832b45..0fdfbbe96 100644 --- a/compendium/spells/bilocation-da.md +++ b/compendium/spells/bilocation-da.md @@ -10,9 +10,10 @@ aliases: ["Bilocation"] # Bilocation *Spell 9* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You exist in two places at once. When you [Cast the Spell](rules/actions/cast-a-spell.md), another copy of yourself appears in an adjacent square. During bilocation's duration, whenever you act, you can choose which of your selves does so, and whenever one of you uses a move action, you can both move. Your two selves share Hit Points, and any condition or effect on one affects both. If both of your selves are in the area of the same effect, or targeted by the same multitarget effect, you are only affected once. Even if you are reduced to 0 Hit Points or killed, both selves remain until the duration expires. Your link continues at any distance, even across planar boundaries. You can [Dismiss](rules/actions/dismiss.md) the Spell, and if you do so, you choose which of the selves vanishes and which becomes you, allowing you to extricate one of your selves from a dangerous situation. diff --git a/compendium/spells/bind-soul.md b/compendium/spells/bind-soul.md index 70d827f7c..38f0da9f2 100644 --- a/compendium/spells/bind-soul.md +++ b/compendium/spells/bind-soul.md @@ -12,12 +12,12 @@ aliases: ["Bind Soul"] # Bind Soul *Spell 9* [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**black sapphire with a gp value of at least the target's level × 100 -- **Range**30 foot -- **Targets**1 creature that died within the last minute -- **Duration** +- **Requirements**: black sapphire with a gp value of at least the target's level × 100 +- **Range**: 30 foot +- **Targets**: 1 creature that died within the last minute +- You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. diff --git a/compendium/spells/bind-undead.md b/compendium/spells/bind-undead.md index 7c4478503..d0c7cc685 100644 --- a/compendium/spells/bind-undead.md +++ b/compendium/spells/bind-undead.md @@ -10,11 +10,11 @@ aliases: ["Bind Undead"] # Bind Undead *Spell 3* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 mindless undead creature with a level no greater than bind undead's spell level -- **Duration**1 day +- **Range**: 30 foot +- **Targets**: 1 mindless undead creature with a level no greater than bind undead's spell level +- **Duration**: 1 day With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any [hostile](rules/conditions.md#Hostile) actions against the target, the spell ends. diff --git a/compendium/spells/bit-of-luck.md b/compendium/spells/bit-of-luck.md index a09717651..4ccf3a716 100644 --- a/compendium/spells/bit-of-luck.md +++ b/compendium/spells/bit-of-luck.md @@ -13,11 +13,11 @@ aliases: ["Bit Of Luck"] # Bit Of Luck *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [luck](compendium/setting/domains.md#Luck) +- **Domains** [luck](compendium/setting/domains.md#Luck) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 1 minute You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. diff --git a/compendium/spells/biting-words-som.md b/compendium/spells/biting-words-som.md index e44cda01a..be0c09a8f 100644 --- a/compendium/spells/biting-words-som.md +++ b/compendium/spells/biting-words-som.md @@ -14,9 +14,10 @@ aliases: ["Biting Words"] # Biting Words *Spell 1* [attack](rules/traits/attack.md "Attack Combat Trait") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish [Casting the Spell](rules/actions/cast-a-spell.md), and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits. After your third attack total, the spell ends. diff --git a/compendium/spells/black-tentacles.md b/compendium/spells/black-tentacles.md index 61bde6dfb..aa0fb1bf4 100644 --- a/compendium/spells/black-tentacles.md +++ b/compendium/spells/black-tentacles.md @@ -11,11 +11,11 @@ aliases: ["Black Tentacles"] # Black Tentacles *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst adjacent to a flat surface -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst adjacent to a flat surface +- **Duration**: 1 minute Oily black tentacles rise up and attempt to [Grapple](rules/actions/grapple.md) each creature in the area. Make spell attack rolls against the Fortitude DC of each creature. Any creature you succeed against is [grabbed](rules/conditions.md#Grabbed) and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal `1d6` bludgeoning damage to any creature already [grabbed](rules/conditions.md#Grabbed). diff --git a/compendium/spells/blackfingerss-blades-sot3.md b/compendium/spells/blackfingerss-blades-sot3.md index f4a990be0..492f871e4 100644 --- a/compendium/spells/blackfingerss-blades-sot3.md +++ b/compendium/spells/blackfingerss-blades-sot3.md @@ -12,11 +12,11 @@ aliases: ["Blackfingers's Blades"] # Blackfingers's Blades *Spell 5* [poison](rules/traits/poison.md "Poison Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to 4 weapons, each wielded by a separate willing creature within range -- **Duration**up to 1 minute +- **Range**: touch +- **Targets**: up to 4 weapons, each wielded by a separate willing creature within range +- **Duration**: up to 1 minute You pray for swift and painful death to your enemies and find your and your allies' weapons blessed to deliver just that. The target weapons are coated with giant scorpion venom (Core Rulebook 551) with a DC equal to your spell DC. The effects remain on a weapon for 1 minute or until the weapon deals damage, whichever comes first. diff --git a/compendium/spells/blade-barrier.md b/compendium/spells/blade-barrier.md index 9b11070a7..3b9b8e779 100644 --- a/compendium/spells/blade-barrier.md +++ b/compendium/spells/blade-barrier.md @@ -11,10 +11,10 @@ aliases: ["Blade Barrier"] # Blade Barrier *Spell 6* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals `7d8` force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. diff --git a/compendium/spells/blanket-of-stars-apg.md b/compendium/spells/blanket-of-stars-apg.md index d7bd66ef3..e9a24c22d 100644 --- a/compendium/spells/blanket-of-stars-apg.md +++ b/compendium/spells/blanket-of-stars-apg.md @@ -10,10 +10,11 @@ aliases: ["Blanket Of Stars"] # Blanket Of Stars *Spell 6* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Will -- **Duration**10 minutes +- +- **Saving Throw**: Will +- **Duration**: 10 minutes A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). While outside under a starry night sky, you're also [invisible](rules/conditions.md#Invisible) as long as you remain still. When moving under a starry night sky, you are [concealed](rules/conditions.md#Concealed) instead. diff --git a/compendium/spells/blazing-dive-som.md b/compendium/spells/blazing-dive-som.md index 12adebf20..3040b792a 100644 --- a/compendium/spells/blazing-dive-som.md +++ b/compendium/spells/blazing-dive-som.md @@ -12,9 +12,10 @@ aliases: ["Blazing Dive"] # Blazing Dive *Spell 3* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** basic Reflex +- +- **Saving Throw**: basic Reflex Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. diff --git a/compendium/spells/blazing-fissure-som.md b/compendium/spells/blazing-fissure-som.md index f83178f9b..ec28e8919 100644 --- a/compendium/spells/blazing-fissure-som.md +++ b/compendium/spells/blazing-fissure-som.md @@ -13,10 +13,10 @@ aliases: ["Blazing Fissure"] # Blazing Fissure *Spell 5* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**120-foot line -- **Saving Throw** Reflex +- **Area**: 120-foot line +- **Saving Throw**: Reflex A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes `4d6` bludgeoning damage and `6d6` fire damage with a Reflex save. diff --git a/compendium/spells/bless.md b/compendium/spells/bless.md index d7b1e6dda..f3e6d461b 100644 --- a/compendium/spells/bless.md +++ b/compendium/spells/bless.md @@ -12,11 +12,11 @@ aliases: ["Bless"] # Bless *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**you and allies in the area -- **Duration**1 minute +- **Area**: 5-foot emanation +- **Targets**: you and allies in the area +- **Duration**: 1 minute Blessings from beyond help your companions strike true. diff --git a/compendium/spells/blessing-of-defiance-som.md b/compendium/spells/blessing-of-defiance-som.md index 60f5baedb..9cb1eaa26 100644 --- a/compendium/spells/blessing-of-defiance-som.md +++ b/compendium/spells/blessing-of-defiance-som.md @@ -10,11 +10,11 @@ aliases: ["Blessing Of Defiance"] # Blessing Of Defiance *Spell 5* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**varies -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: varies +- **Duration**: 1 round Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when [Casting the Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/spells/blightburn-blast-ec5.md b/compendium/spells/blightburn-blast-ec5.md index dc235976a..7d46ee410 100644 --- a/compendium/spells/blightburn-blast-ec5.md +++ b/compendium/spells/blightburn-blast-ec5.md @@ -13,10 +13,10 @@ aliases: ["Blightburn Blast"] # Blightburn Blast *Spell 7* [disease](rules/traits/disease.md "Disease Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Fortitude +- **Area**: 15-foot cone +- **Saving Throw**: basic Fortitude You channel a blast of powerful blightburn radiation from your hands. You deal `4d6` poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (see above; on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell's level, and the disease's save DC uses the caster's DC. diff --git a/compendium/spells/blind-ambition.md b/compendium/spells/blind-ambition.md index 63b632a1f..61046ba13 100644 --- a/compendium/spells/blind-ambition.md +++ b/compendium/spells/blind-ambition.md @@ -14,12 +14,12 @@ aliases: ["Blind Ambition"] # Blind Ambition *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [ambition](compendium/setting/domains.md#Ambition) +- **Domains** [ambition](compendium/setting/domains.md#Ambition) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**10 minutes +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 10 minutes You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. diff --git a/compendium/spells/blinding-beauty-apg.md b/compendium/spells/blinding-beauty-apg.md index 44917929b..f89915b15 100644 --- a/compendium/spells/blinding-beauty-apg.md +++ b/compendium/spells/blinding-beauty-apg.md @@ -18,8 +18,8 @@ aliases: ["Blinding Beauty"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot cone -- **Saving Throw** Will +- **Area**: 30-foot cone +- **Saving Throw**: Will You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw. diff --git a/compendium/spells/blinding-fury-apg.md b/compendium/spells/blinding-fury-apg.md index 2def411e1..5f7021bfa 100644 --- a/compendium/spells/blinding-fury-apg.md +++ b/compendium/spells/blinding-fury-apg.md @@ -14,13 +14,13 @@ aliases: ["Blinding Fury"] # Blinding Fury *Spell 6* [curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature damages you. -- **Range**60 foot -- **Targets**the triggering creature -- **Saving Throw** Will -- **Duration**varies +- **Trigger**: A creature damages you. +- **Range**: 60 foot +- **Targets**: the triggering creature +- **Saving Throw**: Will +- **Duration**: varies You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. diff --git a/compendium/spells/blindness.md b/compendium/spells/blindness.md index 913a8bf90..1817b5044 100644 --- a/compendium/spells/blindness.md +++ b/compendium/spells/blindness.md @@ -11,11 +11,11 @@ aliases: ["Blindness"] # Blindness *Spell 3* [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. diff --git a/compendium/spells/blink-charge-som.md b/compendium/spells/blink-charge-som.md index b1e8d8fa0..eeb00d240 100644 --- a/compendium/spells/blink-charge-som.md +++ b/compendium/spells/blink-charge-som.md @@ -12,10 +12,10 @@ aliases: ["Blink Charge"] # Blink Charge *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a [Strike](rules/actions/strike.md) against the creature with a weapon you're wielding. The [Strike](rules/actions/strike.md) deals damage, plus an extra `2d8` force damage, depending on the result of your [Strike](rules/actions/strike.md). diff --git a/compendium/spells/blink.md b/compendium/spells/blink.md index 11ca4ba31..b62b5d649 100644 --- a/compendium/spells/blink.md +++ b/compendium/spells/blink.md @@ -11,9 +11,10 @@ aliases: ["Blink"] # Blink *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You blink quickly between the Material Plane and the Ethereal Plane. You gain resistance 5 to all damage (except force). You can [Sustain the Spell](rules/actions/sustain-a-spell.md) to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above. diff --git a/compendium/spells/blinking-flame-aura-loil.md b/compendium/spells/blinking-flame-aura-loil.md index b956266af..2cf52c49f 100644 --- a/compendium/spells/blinking-flame-aura-loil.md +++ b/compendium/spells/blinking-flame-aura-loil.md @@ -14,7 +14,8 @@ aliases: ["Blinking Flame Aura"] [divination](rules/traits/divination.md "Divination School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You focus your sight inside and call on your inner fire to grant you warmth, steady your vision, and soothe your body. You recover 15 Hit Points. For the duration, you gain a +2 status bonus on [Perception](compendium/skills.md#Perception) checks and resistance 10 to cold. diff --git a/compendium/spells/blister-apg.md b/compendium/spells/blister-apg.md index ded719db4..81a0fae91 100644 --- a/compendium/spells/blister-apg.md +++ b/compendium/spells/blister-apg.md @@ -10,12 +10,12 @@ aliases: ["Blister"] # Blister *Spell 5* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: 1 minute You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save. diff --git a/compendium/spells/blistering-invective-apg.md b/compendium/spells/blistering-invective-apg.md index fe174ac72..a96f52a1a 100644 --- a/compendium/spells/blistering-invective-apg.md +++ b/compendium/spells/blistering-invective-apg.md @@ -14,11 +14,11 @@ aliases: ["Blistering Invective"] # Blistering Invective *Spell 2* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage), and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. diff --git a/compendium/spells/blood-feast-ec4.md b/compendium/spells/blood-feast-ec4.md index 61b06aff8..3d504e675 100644 --- a/compendium/spells/blood-feast-ec4.md +++ b/compendium/spells/blood-feast-ec4.md @@ -11,10 +11,10 @@ aliases: ["Blood Feast"] # Blood Feast *Spell 5* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature Your head splits vertically into an enormous maw, which feasts upon the target's blood, dealing `12d6` piercing damage, depending on your spell attack roll. After the spell, your head sews back together as if it had never split apart. You gain temporary Hit Points for 1 minute equal to half the piercing damage the target takes. diff --git a/compendium/spells/blood-vendetta-apg.md b/compendium/spells/blood-vendetta-apg.md index 09089b93c..0ba9bf546 100644 --- a/compendium/spells/blood-vendetta-apg.md +++ b/compendium/spells/blood-vendetta-apg.md @@ -11,14 +11,14 @@ aliases: ["Blood Vendetta"] # Blood Vendetta *Spell 2* [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature deals piercing, slashing, or [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to you -- **Requirements**You can bleed. -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** Will -- **Duration**varies +- **Trigger**: A creature deals piercing, slashing, or [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to you +- **Requirements**: You can bleed. +- **Range**: 30 foot +- **Targets**: the triggering creature +- **Saving Throw**: Will +- **Duration**: varies You curse the target, punishing it for having the audacity to spill your blood. The target takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and must attempt a Will save. diff --git a/compendium/spells/blood-ward-apg.md b/compendium/spells/blood-ward-apg.md index bbc2fb2e3..91679c20b 100644 --- a/compendium/spells/blood-ward-apg.md +++ b/compendium/spells/blood-ward-apg.md @@ -14,9 +14,9 @@ aliases: ["Blood Ward"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes. diff --git a/compendium/spells/bloodspray-curse-som.md b/compendium/spells/bloodspray-curse-som.md index 454d4224c..a1a1a44b1 100644 --- a/compendium/spells/bloodspray-curse-som.md +++ b/compendium/spells/bloodspray-curse-som.md @@ -11,12 +11,12 @@ aliases: ["Bloodspray Curse"] # Bloodspray Curse *Spell 4* [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: varies You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. diff --git a/compendium/spells/blur.md b/compendium/spells/blur.md index c0d4a49e0..df8392581 100644 --- a/compendium/spells/blur.md +++ b/compendium/spells/blur.md @@ -11,11 +11,11 @@ aliases: ["Blur"] # Blur *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 minute The target's form appears blurry. It becomes [concealed](rules/conditions.md#Concealed). As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). diff --git a/compendium/spells/boil-blood-som.md b/compendium/spells/boil-blood-som.md index a93f72f70..39fa63a7b 100644 --- a/compendium/spells/boil-blood-som.md +++ b/compendium/spells/boil-blood-som.md @@ -11,11 +11,11 @@ aliases: ["Boil Blood"] # Boil Blood *Spell 8* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You heat a foe's blood and boil it within its veins. The target takes `10d10` fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. diff --git a/compendium/spells/boost-eidolon-som.md b/compendium/spells/boost-eidolon-som.md index 3e2e4d1c2..cf691dfd8 100644 --- a/compendium/spells/boost-eidolon-som.md +++ b/compendium/spells/boost-eidolon-som.md @@ -14,9 +14,9 @@ aliases: ["Boost Eidolon"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 round +- **Range**: 100 foot +- **Targets**: your eidolon +- **Duration**: 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's [Strikes](rules/actions/strike.md) deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. diff --git a/compendium/spells/bottle-the-storm-logm.md b/compendium/spells/bottle-the-storm-logm.md index b05e76933..0390c3bd3 100644 --- a/compendium/spells/bottle-the-storm-logm.md +++ b/compendium/spells/bottle-the-storm-logm.md @@ -11,15 +11,16 @@ aliases: ["Bottle The Storm"] # Bottle The Storm *Focus 4* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Domains**: [lightning](compendium/setting/domains.md#Lightning) +- **Domains** [lightning](compendium/setting/domains.md#Lightning) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You would take electricity damage. -- **Duration**1 minute +- **Trigger**: You would take electricity damage. +- +- **Duration**: 1 minute When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell's duration, you can spend a single action, which has the [attack](rules/traits/attack.md "Attack Combat Trait") trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast [bottle the storm](compendium/spells/bottle-the-storm-logm.md) a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly. -**Heightened (7th)** The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. - **Heightened (10th)** The resistance increases to 20, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. +**Heightened (7th)** The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. + *Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/compendium/spells/bottomless-stomach-som.md b/compendium/spells/bottomless-stomach-som.md index d3cca2f51..66a8f2476 100644 --- a/compendium/spells/bottomless-stomach-som.md +++ b/compendium/spells/bottomless-stomach-som.md @@ -11,11 +11,11 @@ aliases: ["Bottomless Stomach"] # Bottomless Stomach *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 hour You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. diff --git a/compendium/spells/bracing-tendrils-da.md b/compendium/spells/bracing-tendrils-da.md index c78280f61..892b87d53 100644 --- a/compendium/spells/bracing-tendrils-da.md +++ b/compendium/spells/bracing-tendrils-da.md @@ -11,9 +11,10 @@ aliases: ["Bracing Tendrils"] # Bracing Tendrils *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Visible tendrils of force anchor your body to the ground, preventing unwanted movement. Whenever you're on the ground and a creature or effect attempts to forcibly move you from your space, you can use your spell DC in place of your Fortitude DC as the DC of the check to move you. If a creature wouldn't normally need a check to move you, it must succeed at an appropriate check (usually an [Athletics](compendium/skills.md#Athletics) check for physical movement) against your spell DC or you are unmoved; if an effect wouldn't normally need a check to move you, it must counteract bracing tendrils or you are unmoved. When a creature fails to move you in this way, you can choose to have the tendrils lash back and push them 5 feet away from you. diff --git a/compendium/spells/brain-drain-apg.md b/compendium/spells/brain-drain-apg.md index 93f9e560d..edf4d34fa 100644 --- a/compendium/spells/brain-drain-apg.md +++ b/compendium/spells/brain-drain-apg.md @@ -16,9 +16,9 @@ aliases: ["Brain Drain"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You probe the target's mind to glean knowledge. This deals `1d8` mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to [Recall Knowledge](rules/actions/recall-knowledge.md). Choose a skill that has the [Recall Knowledge](rules/actions/recall-knowledge.md) action, and use the target's skill modifier for the check. diff --git a/compendium/spells/brand-the-impenitent-logm.md b/compendium/spells/brand-the-impenitent-logm.md index a46a6ea8d..08c217e68 100644 --- a/compendium/spells/brand-the-impenitent-logm.md +++ b/compendium/spells/brand-the-impenitent-logm.md @@ -11,12 +11,12 @@ aliases: ["Brand The Impenitent"] # Brand The Impenitent *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: varies You brand the target with an ethereal copy of your deity's religious symbol. This brand can't be [hidden](rules/conditions.md#Hidden), but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target's [concealed](rules/conditions.md#Concealed) condition, if any, and the target gains a –1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails. diff --git a/compendium/spells/breadcrumbs-som.md b/compendium/spells/breadcrumbs-som.md index b52fbb56d..42889e480 100644 --- a/compendium/spells/breadcrumbs-som.md +++ b/compendium/spells/breadcrumbs-som.md @@ -10,11 +10,11 @@ aliases: ["Breadcrumbs"] # Breadcrumbs *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 hour You protect your target from going astray in [hostile](rules/conditions.md#Hostile) territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. diff --git a/compendium/spells/breath-of-drought-ec1.md b/compendium/spells/breath-of-drought-ec1.md index f29956f22..513ef10f8 100644 --- a/compendium/spells/breath-of-drought-ec1.md +++ b/compendium/spells/breath-of-drought-ec1.md @@ -13,11 +13,11 @@ aliases: ["Breath Of Drought"] # Breath Of Drought *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**sustained +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Duration**: sustained You fill the area with an oppressive, arid swelter that overwhelms creatures with heat exhaustion. Objects are unaffected. Each creature in the area when the spell is cast or that ends its turn in the area afterward must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as fire elementals) are immune to breath of drought. diff --git a/compendium/spells/breath-of-life.md b/compendium/spells/breath-of-life.md index 583808455..705ceecc7 100644 --- a/compendium/spells/breath-of-life.md +++ b/compendium/spells/breath-of-life.md @@ -12,11 +12,11 @@ aliases: ["Breath Of Life"] # Breath Of Life *Spell 5* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A living creature within range would die. -- **Range**60 foot -- **Targets**the triggering creature +- **Trigger**: A living creature within range would die. +- **Range**: 60 foot +- **Targets**: the triggering creature Your blessing revives a creature at the moment of its death. diff --git a/compendium/spells/buffeting-winds-lokl.md b/compendium/spells/buffeting-winds-lokl.md index 13239b050..83140ffb4 100644 --- a/compendium/spells/buffeting-winds-lokl.md +++ b/compendium/spells/buffeting-winds-lokl.md @@ -13,10 +13,10 @@ aliases: ["Buffeting Winds"] # Buffeting Winds *Spell 1* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex +- **Area**: 15-foot cone +- **Saving Throw**: Reflex You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals `2d4` bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure). diff --git a/compendium/spells/bullhorn-som.md b/compendium/spells/bullhorn-som.md index 0ef6ceaa3..c0af94af6 100644 --- a/compendium/spells/bullhorn-som.md +++ b/compendium/spells/bullhorn-som.md @@ -12,9 +12,10 @@ aliases: ["Bullhorn"] # Bullhorn *Cantrip 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effects, and physical barriers such as walls and doors still block or muffle your voice as normal. diff --git a/compendium/spells/burning-blossoms-som.md b/compendium/spells/burning-blossoms-som.md index e5fd2c7fc..979476aa2 100644 --- a/compendium/spells/burning-blossoms-som.md +++ b/compendium/spells/burning-blossoms-som.md @@ -13,12 +13,12 @@ aliases: ["Burning Blossoms"] # Burning Blossoms *Spell 8* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**30-foot radius, 100-foot tall cylinder -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 30-foot radius, 100-foot tall cylinder +- **Saving Throw**: Will +- **Duration**: 1 minute An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. diff --git a/compendium/spells/burning-hands.md b/compendium/spells/burning-hands.md index f9129ab4a..30495e541 100644 --- a/compendium/spells/burning-hands.md +++ b/compendium/spells/burning-hands.md @@ -12,10 +12,10 @@ aliases: ["Burning Hands"] # Burning Hands *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Reflex +- **Area**: 15-foot cone +- **Saving Throw**: basic Reflex Gouts of flame rush from your hands. You deal `2d6` fire damage to creatures in the area. diff --git a/compendium/spells/buzzing-bites-lomm.md b/compendium/spells/buzzing-bites-lomm.md index 4ce9daec0..91abe1dd6 100644 --- a/compendium/spells/buzzing-bites-lomm.md +++ b/compendium/spells/buzzing-bites-lomm.md @@ -16,10 +16,10 @@ aliases: ["Buzzing Bites"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You evoke buzzing and crawling insects to climb onto a foe's body and bite, dealing `1d4` piercing damage and potentially sickening the foe, depending on its Fortitude save. You deal the piercing damage initially and then again the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), starting on the round after you cast it and rolling the damage based on the target's saving throw result each time. However, the creature only attempts the Fortitude save once, when you first [Cast the Spell](rules/actions/cast-a-spell.md). Once this spell ends, the target becomes temporarily immune for 1 minute. diff --git a/compendium/spells/cackle-apg.md b/compendium/spells/cackle-apg.md index c952f15bb..dcfdc6ec9 100644 --- a/compendium/spells/cackle-apg.md +++ b/compendium/spells/cackle-apg.md @@ -14,6 +14,7 @@ aliases: ["Cackle"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- With a quick burst of laughter, you prolong a [magical](rules/traits/magical.md "Magical Item Trait") effect you created. You [Sustain a Spell](rules/actions/sustain-a-spell.md). diff --git a/compendium/spells/call-of-the-grave.md b/compendium/spells/call-of-the-grave.md index c868e1f97..9166b4867 100644 --- a/compendium/spells/call-of-the-grave.md +++ b/compendium/spells/call-of-the-grave.md @@ -15,8 +15,8 @@ aliases: ["Call Of The Grave"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature +- **Range**: 30 foot +- **Targets**: 1 living creature You fire a ray of sickening energy. Make a spell attack roll. diff --git a/compendium/spells/call-the-blood-av3.md b/compendium/spells/call-the-blood-av3.md index 838d81caa..eb7a04bd2 100644 --- a/compendium/spells/call-the-blood-av3.md +++ b/compendium/spells/call-the-blood-av3.md @@ -13,11 +13,11 @@ aliases: ["Call The Blood"] # Call The Blood *Spell 4* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude +- **Range**: 60 foot +- **Targets**: 1 living creature +- **Saving Throw**: basic Fortitude With a word and gesture, you cause streams of blood to erupt from the target's mouth, nostrils, ears, or other facial openings and come rushing into your mouth. You deal `8d4` negative damage to the target. diff --git a/compendium/spells/call-to-arms-apg.md b/compendium/spells/call-to-arms-apg.md index ab35db29e..986688b92 100644 --- a/compendium/spells/call-to-arms-apg.md +++ b/compendium/spells/call-to-arms-apg.md @@ -19,9 +19,9 @@ aliases: ["Call To Arms"] - **Mystery** Oracle - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are about to roll for initiative. -- **Area**20-foot emanation -- **Duration**1 minute +- **Trigger**: You are about to roll for initiative. +- **Area**: 20-foot emanation +- **Duration**: 1 minute You cry out a call to arms, inspiring your allies to enter the fray. diff --git a/compendium/spells/calm-emotions.md b/compendium/spells/calm-emotions.md index 5fd42a2c6..386ca31b4 100644 --- a/compendium/spells/calm-emotions.md +++ b/compendium/spells/calm-emotions.md @@ -14,12 +14,12 @@ aliases: ["Calm Emotions"] # Calm Emotions *Spell 2* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. diff --git a/compendium/spells/canticle-of-everlasting-grief-som.md b/compendium/spells/canticle-of-everlasting-grief-som.md index 9077d187a..c71c2bd88 100644 --- a/compendium/spells/canticle-of-everlasting-grief-som.md +++ b/compendium/spells/canticle-of-everlasting-grief-som.md @@ -15,12 +15,12 @@ aliases: ["Canticle Of Everlasting Grief"] # Canticle Of Everlasting Grief *Spell 8* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. diff --git a/compendium/spells/captivating-adoration.md b/compendium/spells/captivating-adoration.md index 94eb64c3d..be4dc3396 100644 --- a/compendium/spells/captivating-adoration.md +++ b/compendium/spells/captivating-adoration.md @@ -16,11 +16,11 @@ aliases: ["Captivating Adoration"] # Captivating Adoration *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [passion](compendium/setting/domains.md#Passion) +- **Domains** [passion](compendium/setting/domains.md#Passion) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Saving Throw** Will -- **Duration**1 minute +- **Area**: 15-foot emanation +- **Saving Throw**: Will +- **Duration**: 1 minute You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects. diff --git a/compendium/spells/cascade-countermeasure-som.md b/compendium/spells/cascade-countermeasure-som.md index 30fcd57ee..c872eea12 100644 --- a/compendium/spells/cascade-countermeasure-som.md +++ b/compendium/spells/cascade-countermeasure-som.md @@ -13,8 +13,9 @@ aliases: ["Cascade Countermeasure"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're benefiting from [Arcane Cascade](rules/actions/arcane-cascade-som.md). -- **Duration**until the [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance ends +- **Requirements**: You're benefiting from [Arcane Cascade](rules/actions/arcane-cascade-som.md). +- +- **Duration**: until the [Arcane Cascade](rules/actions/arcane-cascade-som.md) stance ends You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends. diff --git a/compendium/spells/cast-into-time-som.md b/compendium/spells/cast-into-time-som.md index a2657f645..74cdf1075 100644 --- a/compendium/spells/cast-into-time-som.md +++ b/compendium/spells/cast-into-time-som.md @@ -11,10 +11,10 @@ aliases: ["Cast Into Time"] # Cast Into Time *Spell 6* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude +- **Area**: 15-foot cone +- **Saving Throw**: Fortitude You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets `5d8` mental damage and `5d6` bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. diff --git a/compendium/spells/cataclysm.md b/compendium/spells/cataclysm.md index 61ffe45a5..981604cb2 100644 --- a/compendium/spells/cataclysm.md +++ b/compendium/spells/cataclysm.md @@ -18,11 +18,11 @@ aliases: ["Cataclysm"] # Cataclysm *Spell 10* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [air](rules/traits/air.md "Air Energy & Element Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**1000 foot -- **Area**60-foot burst -- **Saving Throw** basic Reflex +- **Range**: 1000 foot +- **Area**: 60-foot burst +- **Saving Throw**: basic Reflex You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack. diff --git a/compendium/spells/catch-your-name-som.md b/compendium/spells/catch-your-name-som.md index b122b8d9b..647079737 100644 --- a/compendium/spells/catch-your-name-som.md +++ b/compendium/spells/catch-your-name-som.md @@ -11,11 +11,12 @@ aliases: ["Catch Your Name"] # Catch Your Name *Spell 6* [divination](rules/traits/divination.md "Divination School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature on your plane speaks your private or true name -- **Requirements**You know your own true name. -- **Saving Throw** Will +- **Trigger**: A creature on your plane speaks your private or true name +- **Requirements**: You know your own true name. +- +- **Saving Throw**: Will You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. diff --git a/compendium/spells/celestial-brand.md b/compendium/spells/celestial-brand.md index 9534c5762..92c8dcf26 100644 --- a/compendium/spells/celestial-brand.md +++ b/compendium/spells/celestial-brand.md @@ -15,9 +15,9 @@ aliases: ["Celestial Brand"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 evil creature +- **Duration**: 1 round A blazing symbol appears on the target, marking it for divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional `1d4` good damage. The target is then temporarily immune for 1 minute. diff --git a/compendium/spells/chain-lightning.md b/compendium/spells/chain-lightning.md index dc3267b6e..6b6ec189a 100644 --- a/compendium/spells/chain-lightning.md +++ b/compendium/spells/chain-lightning.md @@ -11,11 +11,11 @@ aliases: ["Chain Lightning"] # Chain Lightning *Spell 6* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Targets**1 creature, plus any number of additional creatures -- **Saving Throw** Reflex +- **Range**: 500 foot +- **Targets**: 1 creature, plus any number of additional creatures +- **Saving Throw**: Reflex You discharge a powerful bolt of lightning at the target, dealing `8d12` electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save. diff --git a/compendium/spells/chameleon-coat-apg.md b/compendium/spells/chameleon-coat-apg.md index 435711ce8..7cef6a1a8 100644 --- a/compendium/spells/chameleon-coat-apg.md +++ b/compendium/spells/chameleon-coat-apg.md @@ -10,11 +10,11 @@ aliases: ["Chameleon Coat"] # Chameleon Coat *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**15 foot -- **Targets**up to 8 creatures -- **Duration**10 minutes +- **Range**: 15 foot +- **Targets**: up to 8 creatures +- **Duration**: 10 minutes You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md). The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature. diff --git a/compendium/spells/champions-sacrifice.md b/compendium/spells/champions-sacrifice.md index 39581337d..e1c18280b 100644 --- a/compendium/spells/champions-sacrifice.md +++ b/compendium/spells/champions-sacrifice.md @@ -13,9 +13,9 @@ aliases: ["Champion's Sacrifice"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally is hit by a [Strike](rules/actions/strike.md), or an ally fails a saving throw against an effect that doesn't affect you. -- **Range**30 foot -- **Targets**1 ally +- **Trigger**: An ally is hit by a [Strike](rules/actions/strike.md), or an ally fails a saving throw against an effect that doesn't affect you. +- **Range**: 30 foot +- **Targets**: 1 ally You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect. diff --git a/compendium/spells/charged-javelin-logm.md b/compendium/spells/charged-javelin-logm.md index 051ed87ea..f14ecfe31 100644 --- a/compendium/spells/charged-javelin-logm.md +++ b/compendium/spells/charged-javelin-logm.md @@ -12,10 +12,10 @@ aliases: ["Charged Javelin"] # Charged Javelin *Focus 1* [attack](rules/traits/attack.md "Attack Combat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Domains**: [lightning](compendium/setting/domains.md#Lightning) +- **Domains** [lightning](compendium/setting/domains.md#Lightning) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 or more creatures +- **Range**: 60 foot +- **Targets**: 1 or more creatures You fire a javelin of electricity that leaves a charged field around its target. Make a spell attack roll. The javelin deals `1d6` electricity damage and 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/charitable-urge-apg.md b/compendium/spells/charitable-urge-apg.md index fd15e8650..7ce31e2b7 100644 --- a/compendium/spells/charitable-urge-apg.md +++ b/compendium/spells/charitable-urge-apg.md @@ -12,12 +12,12 @@ aliases: ["Charitable Urge"] # Charitable Urge *Spell 2* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. diff --git a/compendium/spells/charm.md b/compendium/spells/charm.md index 37da74cda..e3245a9e4 100644 --- a/compendium/spells/charm.md +++ b/compendium/spells/charm.md @@ -13,12 +13,12 @@ aliases: ["Charm"] # Charm *Spell 1* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 hour To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used [hostile](rules/conditions.md#Hostile) actions against it. diff --git a/compendium/spells/charming-touch.md b/compendium/spells/charming-touch.md index 769a48a45..a9ad9b405 100644 --- a/compendium/spells/charming-touch.md +++ b/compendium/spells/charming-touch.md @@ -15,12 +15,12 @@ aliases: ["Charming Touch"] # Charming Touch *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [passion](compendium/setting/domains.md#Passion) +- **Domains** [passion](compendium/setting/domains.md#Passion) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature that could find you attractive -- **Saving Throw** Will -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature that could find you attractive +- **Saving Throw**: Will +- **Duration**: 10 minutes You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were [hostile](rules/conditions.md#Hostile) to it. diff --git a/compendium/spells/charming-words.md b/compendium/spells/charming-words.md index 3fb505a9f..24f12f391 100644 --- a/compendium/spells/charming-words.md +++ b/compendium/spells/charming-words.md @@ -17,10 +17,10 @@ aliases: ["Charming Words"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the start of your next turn +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: until the start of your next turn You whisper enchanting words to deflect your foe's ire. The target must attempt a Will save. diff --git a/compendium/spells/chill-touch.md b/compendium/spells/chill-touch.md index 59cc18a48..e5d60c6d8 100644 --- a/compendium/spells/chill-touch.md +++ b/compendium/spells/chill-touch.md @@ -12,11 +12,11 @@ aliases: ["Chill Touch"] # Chill Touch *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living or undead creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 living or undead creature +- **Saving Throw**: Fortitude Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead. diff --git a/compendium/spells/chilling-darkness.md b/compendium/spells/chilling-darkness.md index 18f38644f..1ebd86b0e 100644 --- a/compendium/spells/chilling-darkness.md +++ b/compendium/spells/chilling-darkness.md @@ -14,10 +14,10 @@ aliases: ["Chilling Darkness"] # Chilling Darkness *Spell 3* [attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature +- **Range**: 120 foot +- **Targets**: 1 creature You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal `5d6` cold damage, plus `5d6` evil damage if the target is a celestial. diff --git a/compendium/spells/chilling-spray-logm.md b/compendium/spells/chilling-spray-logm.md index a2f9af2f6..89cfd8abc 100644 --- a/compendium/spells/chilling-spray-logm.md +++ b/compendium/spells/chilling-spray-logm.md @@ -12,10 +12,10 @@ aliases: ["Chilling Spray"] # Chilling Spray *Spell 1* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex +- **Area**: 15-foot cone +- **Saving Throw**: Reflex A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal `2d4` cold damage to creatures in the area; they must each attempt a Reflex save. diff --git a/compendium/spells/chroma-leach-apg.md b/compendium/spells/chroma-leach-apg.md index 2b47f42b3..59616cf9b 100644 --- a/compendium/spells/chroma-leach-apg.md +++ b/compendium/spells/chroma-leach-apg.md @@ -10,11 +10,11 @@ aliases: ["Chroma Leach"] # Chroma Leach *Spell 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. diff --git a/compendium/spells/chromatic-armor-som.md b/compendium/spells/chromatic-armor-som.md index 36716c969..12606c0eb 100644 --- a/compendium/spells/chromatic-armor-som.md +++ b/compendium/spells/chromatic-armor-som.md @@ -11,11 +11,11 @@ aliases: ["Chromatic Armor"] # Chromatic Armor *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 minute You wrap the target in armor made of sheets of colored light. diff --git a/compendium/spells/chromatic-image-som.md b/compendium/spells/chromatic-image-som.md index 0418ab9b7..1a230d1e0 100644 --- a/compendium/spells/chromatic-image-som.md +++ b/compendium/spells/chromatic-image-som.md @@ -11,9 +11,10 @@ aliases: ["Chromatic Image"] # Chromatic Image *Spell 6* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll `1d4` to see which color the image was when it was destroyed. The attacker takes the corresponding effect. diff --git a/compendium/spells/chromatic-ray-som.md b/compendium/spells/chromatic-ray-som.md index 6b80dc893..6acf01126 100644 --- a/compendium/spells/chromatic-ray-som.md +++ b/compendium/spells/chromatic-ray-som.md @@ -12,10 +12,10 @@ aliases: ["Chromatic Ray"] # Chromatic Ray *Spell 4* [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You send out a ray of colored light streaming toward your enemy, with a [magical](rules/traits/magical.md "Magical Item Trait") effect depending on the ray's color. diff --git a/compendium/spells/chromatic-wall.md b/compendium/spells/chromatic-wall.md index fa0bad3fb..51b693ad1 100644 --- a/compendium/spells/chromatic-wall.md +++ b/compendium/spells/chromatic-wall.md @@ -10,10 +10,10 @@ aliases: ["Chromatic Wall"] # Chromatic Wall *Spell 5* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**10 minutes +- **Range**: 120 foot +- **Duration**: 10 minutes You create an opaque wall of light in a single vibrant color. diff --git a/compendium/spells/cinder-gaze-da.md b/compendium/spells/cinder-gaze-da.md index 0c7665dde..f8dcb449d 100644 --- a/compendium/spells/cinder-gaze-da.md +++ b/compendium/spells/cinder-gaze-da.md @@ -13,8 +13,9 @@ aliases: ["Cinder Gaze"] # Cinder Gaze *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [fire (apocryphal)](compendium/setting/domains.md#Fire) +- **Domains** [fire (apocryphal)](compendium/setting/domains.md#Fire) - **Cast** 1 minute +- You've learned to read the future in the patterns of flames and smoke. Though inexact and often symbolic, these readings help prepare you for upcoming events. When Casting this Spell, you must be near a fire (of any size) for the duration. diff --git a/compendium/spells/circle-of-protection.md b/compendium/spells/circle-of-protection.md index f57e0bf2f..e272b7453 100644 --- a/compendium/spells/circle-of-protection.md +++ b/compendium/spells/circle-of-protection.md @@ -12,11 +12,11 @@ aliases: ["Circle Of Protection"] # Circle Of Protection *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Area**10-foot emanation centered on the touched creature -- **Duration**1 minute +- **Range**: touch +- **Area**: 10-foot emanation centered on the touched creature +- **Duration**: 1 minute You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result. diff --git a/compendium/spells/claim-curse-som.md b/compendium/spells/claim-curse-som.md index b9b2ba427..1e3a2125a 100644 --- a/compendium/spells/claim-curse-som.md +++ b/compendium/spells/claim-curse-som.md @@ -10,11 +10,11 @@ aliases: ["Claim Curse"] # Claim Curse *Spell 3* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature affected by a curse -- **Duration**5 minutes +- **Range**: touch +- **Targets**: 1 creature affected by a curse +- **Duration**: 5 minutes By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. diff --git a/compendium/spells/claim-undead-apg.md b/compendium/spells/claim-undead-apg.md index 17684229f..10949bf60 100644 --- a/compendium/spells/claim-undead-apg.md +++ b/compendium/spells/claim-undead-apg.md @@ -16,10 +16,10 @@ aliases: ["Claim Undead"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 undead creature -- **Saving Throw** Will -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 undead creature +- **Saving Throw**: Will +- **Duration**: 10 minutes You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is [controlled](rules/conditions.md#Controlled) by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save. diff --git a/compendium/spells/clairaudience.md b/compendium/spells/clairaudience.md index e0d8c8630..ffbf3bc15 100644 --- a/compendium/spells/clairaudience.md +++ b/compendium/spells/clairaudience.md @@ -11,10 +11,10 @@ aliases: ["Clairaudience"] # Clairaudience *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**500 foot -- **Duration**10 minutes +- **Range**: 500 foot +- **Duration**: 10 minutes You create an [invisible](rules/conditions.md#Invisible) floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses. diff --git a/compendium/spells/clairvoyance.md b/compendium/spells/clairvoyance.md index 28cda20c6..09fa1e4bf 100644 --- a/compendium/spells/clairvoyance.md +++ b/compendium/spells/clairvoyance.md @@ -11,10 +11,10 @@ aliases: ["Clairvoyance"] # Clairvoyance *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**500 foot -- **Duration**10 minutes +- **Range**: 500 foot +- **Duration**: 10 minutes You create an [invisible](rules/conditions.md#Invisible) floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses. diff --git a/compendium/spells/clawsong-sot3.md b/compendium/spells/clawsong-sot3.md index e16322ef3..1a1dc9f47 100644 --- a/compendium/spells/clawsong-sot3.md +++ b/compendium/spells/clawsong-sot3.md @@ -11,11 +11,11 @@ aliases: ["Clawsong"] # Clawsong *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature with an unarmed claw [Strike](rules/actions/strike.md) -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 willing creature with an unarmed claw [Strike](rules/actions/strike.md) +- **Duration**: sustained up to 1 minute You sing a fierce prayer, low and growling, and awaken the ancient spirit of a Terwa beast to guide and strengthen the target's unarmed blows. The target's claw attack gains the versatile (piercing) trait, and deals `1d6` slashing damage. If the target's claw attack already deals `1d6` slashing damage, it deals `1d8` instead. If its claw attack already had the versatile (piercing) trait, it gains the deadly `1d8` trait. diff --git a/compendium/spells/cleansing-flames-frp3.md b/compendium/spells/cleansing-flames-frp3.md index c37787f8c..190d42831 100644 --- a/compendium/spells/cleansing-flames-frp3.md +++ b/compendium/spells/cleansing-flames-frp3.md @@ -16,8 +16,8 @@ aliases: ["Cleansing Flames"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature You wrap the target in purifying flames. You can attempt to counteract a single poison or non-curse effect imparting the [clumsy](rules/conditions.md#Clumsy), [dazzled](rules/conditions.md#Dazzled), [enfeebled](rules/conditions.md#Enfeebled), [fatigued](rules/conditions.md#Fatigued), [frightened](rules/conditions.md#Frightened), [paralyzed](rules/conditions.md#Paralyzed), [sickened](rules/conditions.md#Sickened), or [stupefied](rules/conditions.md#Stupefied) condition. diff --git a/compendium/spells/clinging-ice-apg.md b/compendium/spells/clinging-ice-apg.md index 7f08993d8..9f2fbafb5 100644 --- a/compendium/spells/clinging-ice-apg.md +++ b/compendium/spells/clinging-ice-apg.md @@ -17,10 +17,10 @@ aliases: ["Clinging Ice"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**sustained, up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex +- **Duration**: sustained, up to 1 minute Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing `1d4` cold damage and other effects depending on its Reflex save. Once this spell ends, the target becomes temporarily immune for 1 minute. diff --git a/compendium/spells/clinging-shadows-stance-apg.md b/compendium/spells/clinging-shadows-stance-apg.md index 083e130d3..7d7639076 100644 --- a/compendium/spells/clinging-shadows-stance-apg.md +++ b/compendium/spells/clinging-shadows-stance-apg.md @@ -15,7 +15,8 @@ aliases: ["Clinging Shadows Stance"] [evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until you leave the stance +- +- **Duration**: until you leave the stance You adopt the stance of clinging shadows. You can make shadow grasp [Strikes](rules/actions/strike.md). These deal `1d4` negative damage; are in the brawling group; and have the agile, grapple, [reach](rules/traits/reach.md "Reach Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. diff --git a/compendium/spells/cloak-of-colors.md b/compendium/spells/cloak-of-colors.md index 35ea6ba4a..e9064c6a5 100644 --- a/compendium/spells/cloak-of-colors.md +++ b/compendium/spells/cloak-of-colors.md @@ -11,11 +11,11 @@ aliases: ["Cloak Of Colors"] # Cloak Of Colors *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 minute A cloak of swirling colors shrouds the target. Creatures are [dazzled](rules/conditions.md#Dazzled) while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save. diff --git a/compendium/spells/cloak-of-light-sot4.md b/compendium/spells/cloak-of-light-sot4.md index 67f795f96..6f43cd705 100644 --- a/compendium/spells/cloak-of-light-sot4.md +++ b/compendium/spells/cloak-of-light-sot4.md @@ -14,9 +14,10 @@ aliases: ["Cloak of Light"] # Cloak of Light *Spell 4* [healing](rules/traits/healing.md "Healing Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 5 rounds +- +- **Duration**: sustained up to 5 rounds You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover `2d4` Hit Points. Undead creatures that begin their turn adjacent to you take `4d4` positive damage. diff --git a/compendium/spells/cloak-of-shadow.md b/compendium/spells/cloak-of-shadow.md index f378300d6..e1ad504cd 100644 --- a/compendium/spells/cloak-of-shadow.md +++ b/compendium/spells/cloak-of-shadow.md @@ -14,11 +14,11 @@ aliases: ["Cloak Of Shadow"] # Cloak Of Shadow *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [darkness](compendium/setting/domains.md#Darkness) +- **Domains** [darkness](compendium/setting/domains.md#Darkness) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 minute You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. diff --git a/compendium/spells/clone-companion-som.md b/compendium/spells/clone-companion-som.md index 16d567f58..33c92d4ea 100644 --- a/compendium/spells/clone-companion-som.md +++ b/compendium/spells/clone-companion-som.md @@ -10,11 +10,11 @@ aliases: ["Clone Companion"] # Clone Companion *Spell 8* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**your companion -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: your companion +- **Duration**: sustained up to 1 minute You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. diff --git a/compendium/spells/cloudkill.md b/compendium/spells/cloudkill.md index 1dc71dc86..a994d8034 100644 --- a/compendium/spells/cloudkill.md +++ b/compendium/spells/cloudkill.md @@ -13,12 +13,12 @@ aliases: ["Cloudkill"] # Cloudkill *Spell 5* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Fortitude -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: basic Fortitude +- **Duration**: 1 minute You conjure a poisonous fog. This functions as [obscuring mist](compendium/spells/obscuring-mist.md), except the area moves 10 feet away from you each round. You deal `6d8` poison damage to each breathing creature that starts its turn in the spell's area. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/clownish-curse-ec2.md b/compendium/spells/clownish-curse-ec2.md index ac876be70..c6d95e140 100644 --- a/compendium/spells/clownish-curse-ec2.md +++ b/compendium/spells/clownish-curse-ec2.md @@ -15,12 +15,12 @@ aliases: ["Clownish Curse"] # Clownish Curse *Spell 4* [attack](rules/traits/attack.md "Attack Combat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target's hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes. diff --git a/compendium/spells/collective-transposition.md b/compendium/spells/collective-transposition.md index 7e040634a..83560bca5 100644 --- a/compendium/spells/collective-transposition.md +++ b/compendium/spells/collective-transposition.md @@ -12,10 +12,10 @@ aliases: ["Collective Transposition"] # Collective Transposition *Spell 6* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Targets**up to 2 creatures +- **Area**: 30-foot emanation +- **Targets**: up to 2 creatures You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save. diff --git a/compendium/spells/color-spray.md b/compendium/spells/color-spray.md index 4f0446f34..50756dc63 100644 --- a/compendium/spells/color-spray.md +++ b/compendium/spells/color-spray.md @@ -13,11 +13,11 @@ aliases: ["Color Spray"] # Color Spray *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Will -- **Duration**1 or more rounds (see below) +- **Area**: 15-foot cone +- **Saving Throw**: Will +- **Duration**: 1 or more rounds (see below) Swirling colors affect viewers based on their Will saves. diff --git a/compendium/spells/combustion-som.md b/compendium/spells/combustion-som.md index 0129a3d07..b8a16b11d 100644 --- a/compendium/spells/combustion-som.md +++ b/compendium/spells/combustion-som.md @@ -13,9 +13,9 @@ aliases: ["Combustion"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You ignite a creature in lasting flames. The fire deals `4d8` fire damage and `2d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to the creature, which must attempt a Fortitude save. diff --git a/compendium/spells/command.md b/compendium/spells/command.md index 3201d7aa0..4fe049ded 100644 --- a/compendium/spells/command.md +++ b/compendium/spells/command.md @@ -13,12 +13,12 @@ aliases: ["Command"] # Command *Spell 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the end of the target's next turn +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: until the end of the target's next turn You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the [fleeing](rules/conditions.md#Fleeing) condition), release what it's holding, [Drop Prone](rules/actions/drop-prone.md), or stand in place. It can't [Delay](rules/actions/delay.md) or take any reactions until it has obeyed your command. The effects depend on the target's Will save. diff --git a/compendium/spells/commanding-lash.md b/compendium/spells/commanding-lash.md index 64ce64135..e719cd471 100644 --- a/compendium/spells/commanding-lash.md +++ b/compendium/spells/commanding-lash.md @@ -14,13 +14,13 @@ aliases: ["Commanding Lash"] # Commanding Lash *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [tyranny](compendium/setting/domains.md#Tyranny) +- **Domains** [tyranny](compendium/setting/domains.md#Tyranny) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**Your most recent action dealt damage to a target. -- **Range**100 foot -- **Targets**A creature you dealt damage to on your most recent action. -- **Saving Throw** Will -- **Duration**until the end of the target's next turn +- **Requirements**: Your most recent action dealt damage to a target. +- **Range**: 100 foot +- **Targets**: A creature you dealt damage to on your most recent action. +- **Saving Throw**: Will +- **Duration**: until the end of the target's next turn With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command. diff --git a/compendium/spells/compel-true-name-som.md b/compendium/spells/compel-true-name-som.md index a4a0acc36..775808ee3 100644 --- a/compendium/spells/compel-true-name-som.md +++ b/compendium/spells/compel-true-name-som.md @@ -16,12 +16,12 @@ aliases: ["Compel True Name"] # Compel True Name *Spell 4* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [true name](rules/traits/true-name-som.md "True Name General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature whose true name you know -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature whose true name you know +- **Saving Throw**: Will +- **Duration**: varies You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. diff --git a/compendium/spells/competitive-edge.md b/compendium/spells/competitive-edge.md index e20dc1a6c..7a45eed72 100644 --- a/compendium/spells/competitive-edge.md +++ b/compendium/spells/competitive-edge.md @@ -14,9 +14,10 @@ aliases: ["Competitive Edge"] # Competitive Edge *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [ambition](compendium/setting/domains.md#Ambition) +- **Domains** [ambition](compendium/setting/domains.md#Ambition) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round. diff --git a/compendium/spells/comprehend-language.md b/compendium/spells/comprehend-language.md index 70dbc034d..6e4598de4 100644 --- a/compendium/spells/comprehend-language.md +++ b/compendium/spells/comprehend-language.md @@ -10,11 +10,11 @@ aliases: ["Comprehend Language"] # Comprehend Language *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 hour The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly. diff --git a/compendium/spells/concordant-choir-som.md b/compendium/spells/concordant-choir-som.md index a0c1007a2..1e4066520 100644 --- a/compendium/spells/concordant-choir-som.md +++ b/compendium/spells/concordant-choir-som.md @@ -11,11 +11,11 @@ aliases: ["Concordant Choir"] # Concordant Choir *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**varies -- **Saving Throw** basic Fortitude +- **Range**: 30 foot +- **Targets**: varies +- **Saving Throw**: basic Fortitude You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. diff --git a/compendium/spells/cone-of-cold.md b/compendium/spells/cone-of-cold.md index 71f4aaf74..aa6018d36 100644 --- a/compendium/spells/cone-of-cold.md +++ b/compendium/spells/cone-of-cold.md @@ -12,10 +12,10 @@ aliases: ["Cone Of Cold"] # Cone Of Cold *Spell 5* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot cone -- **Saving Throw** basic Reflex +- **Area**: 60-foot cone +- **Saving Throw**: basic Reflex Icy cold rushes forth from your hands. You deal `12d6` cold damage to creatures in the area. diff --git a/compendium/spells/confusion.md b/compendium/spells/confusion.md index 4e027acf1..c11858e4e 100644 --- a/compendium/spells/confusion.md +++ b/compendium/spells/confusion.md @@ -12,12 +12,12 @@ aliases: ["Confusion"] # Confusion *Spell 4* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 minute You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/consecrate-flesh-lokl.md b/compendium/spells/consecrate-flesh-lokl.md index 7cceeb2fe..dc14738ba 100644 --- a/compendium/spells/consecrate-flesh-lokl.md +++ b/compendium/spells/consecrate-flesh-lokl.md @@ -12,9 +12,10 @@ aliases: ["Consecrate Flesh"] # Consecrate Flesh *Spell 3* [good](rules/traits/good.md "Good Alignment Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Through the strength of your faith, your body becomes infused with holy energy. You have weakness 5 to evil. Any creature that touches or damages you with an unarmed attack or non-reach melee weapon takes `1d6` good damage. diff --git a/compendium/spells/consuming-darkness-apg.md b/compendium/spells/consuming-darkness-apg.md index 44e126af4..83a21e60f 100644 --- a/compendium/spells/consuming-darkness-apg.md +++ b/compendium/spells/consuming-darkness-apg.md @@ -16,10 +16,10 @@ aliases: ["Consuming Darkness"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute +- **Area**: 10-foot emanation +- **Targets**: enemies in the area +- **Saving Throw**: Reflex +- **Duration**: sustained up to 1 minute Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you [Sustain the Spell](rules/actions/sustain-a-spell.md), the radius increases by 5 feet. diff --git a/compendium/spells/contagious-idea-da.md b/compendium/spells/contagious-idea-da.md index 65d6d9662..057c96c2c 100644 --- a/compendium/spells/contagious-idea-da.md +++ b/compendium/spells/contagious-idea-da.md @@ -16,8 +16,8 @@ aliases: ["Contagious Idea"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 or 2 creatures other than yourself (see text) +- **Range**: 30 foot +- **Targets**: 1 or 2 creatures other than yourself (see text) Nothing is so contagious as a thought. You place either a pleasant thought or a terrifying one in a creature's mind. You can then plant the same thought in a second creature's mind. You can't choose a creature that's already been a target of this casting of contagious idea, nor can you choose yourself. The second target can be beyond the range of the spell, but it must be within 30 feet of the first target. diff --git a/compendium/spells/contingency.md b/compendium/spells/contingency.md index 869079f68..16f5c0948 100644 --- a/compendium/spells/contingency.md +++ b/compendium/spells/contingency.md @@ -10,16 +10,17 @@ aliases: ["Contingency"] # Contingency *Spell 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** 10 minutes -- **Duration**until the next time you make your daily preparations +- +- **Duration**: until the next time you make your daily preparations You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast [contingency](compendium/spells/contingency.md), such as choosing a damage type for [resist energy](compendium/spells/resist-energy.md). During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a [Ready](rules/actions/ready.md) action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast [contingency](compendium/spells/contingency.md) again, the newer casting supersedes the older. +**Heightened (10th)** You can choose a spell of 7th level or lower. + **Heightened (8th)** You can choose a spell of 5th level or lower. **Heightened (9th)** You can choose a spell of 6th level or lower. -**Heightened (10th)** You can choose a spell of 7th level or lower. - *Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/compendium/spells/continual-flame.md b/compendium/spells/continual-flame.md index 65d8c1b05..b042df60a 100644 --- a/compendium/spells/continual-flame.md +++ b/compendium/spells/continual-flame.md @@ -11,12 +11,12 @@ aliases: ["Continual Flame"] # Continual Flame *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Cost**6 gp of ruby dust -- **Range**touch -- **Targets**1 object -- **Duration** +- **Cost**: 6 gp of ruby dust +- **Range**: touch +- **Targets**: 1 object +- A magical flame springs up from the object, as bright as a torch. diff --git a/compendium/spells/control-sand-ec5.md b/compendium/spells/control-sand-ec5.md index f4056851e..32a84e814 100644 --- a/compendium/spells/control-sand-ec5.md +++ b/compendium/spells/control-sand-ec5.md @@ -13,10 +13,10 @@ aliases: ["Control Sand"] # Control Sand *Spell 7* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Duration**sustained up to 1 minute +- **Area**: 5-foot emanation +- **Duration**: sustained up to 1 minute You whip up a small sandstorm around your body. When a creature starts its turn in the area or moves into the area, it must succeed at a Fortitude save or become [dazzled](rules/conditions.md#Dazzled) for as long as it remains in the area; it is then temporarily immune to this dazzling effect for 10 minutes. diff --git a/compendium/spells/control-water.md b/compendium/spells/control-water.md index b5e2c8058..bcd37c9d7 100644 --- a/compendium/spells/control-water.md +++ b/compendium/spells/control-water.md @@ -12,10 +12,10 @@ aliases: ["Control Water"] # Control Water *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**50 feet long by 50 feet wide +- **Range**: 500 foot +- **Area**: 50 feet long by 50 feet wide By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow. diff --git a/compendium/spells/coral-eruption-som.md b/compendium/spells/coral-eruption-som.md index fd1c07ddd..6a420ea4b 100644 --- a/compendium/spells/coral-eruption-som.md +++ b/compendium/spells/coral-eruption-som.md @@ -11,12 +11,12 @@ aliases: ["Coral Eruption"] # Coral Eruption *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**two 10-foot bursts that don't overlap -- **Saving Throw** basic Reflex -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: two 10-foot bursts that don't overlap +- **Saving Throw**: basic Reflex +- **Duration**: 1 minute Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. diff --git a/compendium/spells/corrosive-body-som.md b/compendium/spells/corrosive-body-som.md index d07eec390..fa1a35abc 100644 --- a/compendium/spells/corrosive-body-som.md +++ b/compendium/spells/corrosive-body-som.md @@ -12,9 +12,10 @@ aliases: ["Corrosive Body"] # Corrosive Body *Spell 7* [acid](rules/traits/acid.md "Acid Energy & Element Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes `3d6` acid damage, and your unarmed attacks deal `1d4` additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain `3d6` temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid. diff --git a/compendium/spells/cosmic-form-som.md b/compendium/spells/cosmic-form-som.md index 2fd98ce7d..7dbd11a3a 100644 --- a/compendium/spells/cosmic-form-som.md +++ b/compendium/spells/cosmic-form-som.md @@ -11,9 +11,10 @@ aliases: ["Cosmic Form"] # Cosmic Form *Spell 7* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/counter-performance.md b/compendium/spells/counter-performance.md index a2bf70fdd..c39143e40 100644 --- a/compendium/spells/counter-performance.md +++ b/compendium/spells/counter-performance.md @@ -17,8 +17,8 @@ aliases: ["Counter Performance"] [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") effect. -- **Area**60-foot emanation +- **Trigger**: You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [visual](rules/traits/visual.md "Visual Effect Trait") effect. +- **Area**: 60-foot emanation Your performance protects you and your allies. Roll a [Performance](compendium/skills.md#Performance) check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your [Performance](compendium/skills.md#Performance) check and the saving throw. diff --git a/compendium/spells/countless-eyes-apg.md b/compendium/spells/countless-eyes-apg.md index ceac89dcb..f1f086b78 100644 --- a/compendium/spells/countless-eyes-apg.md +++ b/compendium/spells/countless-eyes-apg.md @@ -10,11 +10,11 @@ aliases: ["Countless Eyes"] # Countless Eyes *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 minute Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can [Seek](rules/actions/seek.md) in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight. diff --git a/compendium/spells/cozy-cabin-apg.md b/compendium/spells/cozy-cabin-apg.md index 860424979..794b47b66 100644 --- a/compendium/spells/cozy-cabin-apg.md +++ b/compendium/spells/cozy-cabin-apg.md @@ -10,10 +10,10 @@ aliases: ["Cozy Cabin"] # Cozy Cabin *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Duration**12 hours +- **Range**: 30 foot +- **Duration**: 12 hours You shape a cabin 20 feet on each side and 10 feet high. This cabin has the [structure](rules/traits/structure.md "Structure General Trait") trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. diff --git a/compendium/spells/crashing-wave-apg.md b/compendium/spells/crashing-wave-apg.md index fe19ff916..9d1fe9848 100644 --- a/compendium/spells/crashing-wave-apg.md +++ b/compendium/spells/crashing-wave-apg.md @@ -12,10 +12,10 @@ aliases: ["Crashing Wave"] # Crashing Wave *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Reflex +- **Area**: 30-foot cone +- **Saving Throw**: basic Reflex You summon a crashing wave that sweeps away from you. You deal `6d6` bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area. diff --git a/compendium/spells/create-food.md b/compendium/spells/create-food.md index 6e8389254..8191989fa 100644 --- a/compendium/spells/create-food.md +++ b/compendium/spells/create-food.md @@ -10,9 +10,9 @@ aliases: ["Create Food"] # Create Food *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 hour -- **Range**30 foot +- **Range**: 30 foot You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. diff --git a/compendium/spells/create-water.md b/compendium/spells/create-water.md index 35fd77db2..3e85a061e 100644 --- a/compendium/spells/create-water.md +++ b/compendium/spells/create-water.md @@ -11,9 +11,9 @@ aliases: ["Create Water"] # Create Water *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**0 feet +- **Range**: 0 feet As you cup your hands, water begins to flow forth from them. diff --git a/compendium/spells/creation.md b/compendium/spells/creation.md index b5b8e54ce..21e308ff4 100644 --- a/compendium/spells/creation.md +++ b/compendium/spells/creation.md @@ -10,10 +10,10 @@ aliases: ["Creation"] # Creation *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**0 feet -- **Duration**1 hour +- **Range**: 0 feet +- **Duration**: 1 hour You conjure a temporary object from eldritch energy. It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. diff --git a/compendium/spells/crisis-of-faith.md b/compendium/spells/crisis-of-faith.md index 58d37cc22..3cef0bea4 100644 --- a/compendium/spells/crisis-of-faith.md +++ b/compendium/spells/crisis-of-faith.md @@ -11,11 +11,11 @@ aliases: ["Crisis Of Faith"] # Crisis Of Faith *Spell 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You assault the target's faith, riddling the creature with doubt and mental turmoil that deal `6d6` mental damage, or `6d8` mental damage if it can cast divine spells. The effects are determined by its Will save. diff --git a/compendium/spells/crusade.md b/compendium/spells/crusade.md index ddf15b7b4..a7dd3af88 100644 --- a/compendium/spells/crusade.md +++ b/compendium/spells/crusade.md @@ -13,11 +13,11 @@ aliases: ["Crusade"] # Crusade *Spell 9* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 4 creatures -- **Duration**10 minutes +- **Range**: 60 foot +- **Targets**: up to 4 creatures +- **Duration**: 10 minutes You issue a divine mandate to the targets. you pronounce a cause. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful. diff --git a/compendium/spells/crushing-despair.md b/compendium/spells/crushing-despair.md index 9d23b443c..afa40a357 100644 --- a/compendium/spells/crushing-despair.md +++ b/compendium/spells/crushing-despair.md @@ -13,11 +13,11 @@ aliases: ["Crushing Despair"] # Crushing Despair *Spell 5* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** Will -- **Duration**1 or more rounds +- **Area**: 30-foot cone +- **Saving Throw**: Will +- **Duration**: 1 or more rounds You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. diff --git a/compendium/spells/crushing-ground-som.md b/compendium/spells/crushing-ground-som.md index 1e011027a..a35371722 100644 --- a/compendium/spells/crushing-ground-som.md +++ b/compendium/spells/crushing-ground-som.md @@ -13,10 +13,10 @@ aliases: ["Crushing Ground"] [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 round +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex +- **Duration**: 1 round You tear open the ground then slam it shut. The target creature takes `2d6` bludgeoning damage with a Reflex save. diff --git a/compendium/spells/cry-of-destruction.md b/compendium/spells/cry-of-destruction.md index 8a082025a..c4435dab5 100644 --- a/compendium/spells/cry-of-destruction.md +++ b/compendium/spells/cry-of-destruction.md @@ -14,10 +14,10 @@ aliases: ["Cry Of Destruction"] # Cry Of Destruction *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [destruction](compendium/setting/domains.md#Destruction) +- **Domains** [destruction](compendium/setting/domains.md#Destruction) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Fortitude +- **Area**: 15-foot cone +- **Saving Throw**: basic Fortitude Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes `1d8` sonic damage. If you already dealt damage to an enemy this turn with a [Strike](rules/actions/strike.md) or spell, increase the damage dice from this spell to d12s. diff --git a/compendium/spells/cup-of-dust-logm.md b/compendium/spells/cup-of-dust-logm.md index 0af71dc31..53a5b880c 100644 --- a/compendium/spells/cup-of-dust-logm.md +++ b/compendium/spells/cup-of-dust-logm.md @@ -11,12 +11,12 @@ aliases: ["Cup Of Dust"] # Cup Of Dust *Spell 3* [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**1 day +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude +- **Duration**: 1 day You curse the target with a thirst no drink can quench. You can [Dismiss](rules/actions/dismiss.md) the spell. The target must attempt a Fortitude save. diff --git a/compendium/spells/curse-of-death-apg.md b/compendium/spells/curse-of-death-apg.md index 6a1adddb5..70b0c2284 100644 --- a/compendium/spells/curse-of-death-apg.md +++ b/compendium/spells/curse-of-death-apg.md @@ -16,10 +16,10 @@ aliases: ["Curse Of Death"] [curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day. diff --git a/compendium/spells/curse-of-lost-time-apg.md b/compendium/spells/curse-of-lost-time-apg.md index 71b32eee3..f7352f1c1 100644 --- a/compendium/spells/curse-of-lost-time-apg.md +++ b/compendium/spells/curse-of-lost-time-apg.md @@ -12,12 +12,12 @@ aliases: ["Curse Of Lost Time"] # Curse Of Lost Time *Spell 3* [curse](rules/traits/curse.md "Curse Effect Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 Large or smaller object, construct, or living creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: touch +- **Targets**: 1 Large or smaller object, construct, or living creature +- **Saving Throw**: Fortitude +- **Duration**: varies You mimic the process of aging or erosion on the target. diff --git a/compendium/spells/daemon-form-som.md b/compendium/spells/daemon-form-som.md index 633697d83..8c8a00e8c 100644 --- a/compendium/spells/daemon-form-som.md +++ b/compendium/spells/daemon-form-som.md @@ -12,9 +12,10 @@ aliases: ["Daemon Form"] # Daemon Form *Spell 6* [evil](rules/traits/evil.md "Evil Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the [daemon](rules/traits/daemon-b1.md "Daemon Creature Trait") and [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/dance-of-darkness-apg.md b/compendium/spells/dance-of-darkness-apg.md index 6fcbe5f0b..7ec4d40c1 100644 --- a/compendium/spells/dance-of-darkness-apg.md +++ b/compendium/spells/dance-of-darkness-apg.md @@ -13,7 +13,8 @@ aliases: ["Dance Of Darkness"] [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**varies +- +- **Duration**: varies You dance, [Striding](rules/actions/stride.md) up to half your Speed. At either the start or end of your [Stride](rules/actions/stride.md), you create an area of magical darkness in a 10-foot burst centered on your location. This area is filled with magical darkness that works the same way as that created by a [darkness](compendium/spells/darkness.md) spell of the same level. When you create the darkness, attempt a [Performance](compendium/skills.md#Performance) check to dance, with a standard DC for your level, to determine the duration of the darkness. diff --git a/compendium/spells/dancing-blade-da.md b/compendium/spells/dancing-blade-da.md index 8af0cfca1..4a5b07227 100644 --- a/compendium/spells/dancing-blade-da.md +++ b/compendium/spells/dancing-blade-da.md @@ -14,9 +14,9 @@ aliases: ["Dancing Blade"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an [invisible](rules/conditions.md#Invisible) duelist. When you first [Cast the Spell](rules/actions/cast-a-spell.md), the weapon automatically flies to the target and [Strikes](rules/actions/strike.md). It moves along with its target, always remaining within reach. diff --git a/compendium/spells/dancing-lights.md b/compendium/spells/dancing-lights.md index 811e648ec..5d45744b6 100644 --- a/compendium/spells/dancing-lights.md +++ b/compendium/spells/dancing-lights.md @@ -12,10 +12,10 @@ aliases: ["Dancing Lights"] # Dancing Lights *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**sustained +- **Range**: 120 foot +- **Duration**: sustained You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out. diff --git a/compendium/spells/dancing-shield-lokl.md b/compendium/spells/dancing-shield-lokl.md index 802240bc3..2d8c6914a 100644 --- a/compendium/spells/dancing-shield-lokl.md +++ b/compendium/spells/dancing-shield-lokl.md @@ -11,11 +11,11 @@ aliases: ["Dancing Shield"] # Dancing Shield *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 touched shield and 1 willing creature -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Targets**: 1 touched shield and 1 willing creature +- **Duration**: sustained up to 1 minute You levitate the touched shield and orbit it around a nearby ally. When you [Cast the Spell](rules/actions/cast-a-spell.md) and [Sustain the Spell](rules/actions/sustain-a-spell.md), the shield uses the [Raise a Shield](rules/actions/raise-a-shield.md) action to protect the target creature. diff --git a/compendium/spells/darkened-eyes.md b/compendium/spells/darkened-eyes.md index f70f5aa57..2b6436494 100644 --- a/compendium/spells/darkened-eyes.md +++ b/compendium/spells/darkened-eyes.md @@ -13,12 +13,12 @@ aliases: ["Darkened Eyes"] # Darkened Eyes *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [darkness](compendium/setting/domains.md#Darkness) +- **Domains** [darkness](compendium/setting/domains.md#Darkness) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: varies You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours. diff --git a/compendium/spells/darklight-som.md b/compendium/spells/darklight-som.md index a1a6787ed..a0c4330cf 100644 --- a/compendium/spells/darklight-som.md +++ b/compendium/spells/darklight-som.md @@ -15,9 +15,9 @@ aliases: ["Darklight"] [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute Shadows pour forth from your eyes, creating a field of darkness that prevents light from emanating within the area. Light doesn't enter the area; any non-magical light sources, such as a [torches](compendium/equipment/items/torch.md) or lanterns, don't emanate any light while inside the area, even if their light radius would extend beyond the darkness. The spell similarly suppresses magical light of the spell's level or lower. diff --git a/compendium/spells/darkness.md b/compendium/spells/darkness.md index 2770e9472..b5d97bbdc 100644 --- a/compendium/spells/darkness.md +++ b/compendium/spells/darkness.md @@ -12,11 +12,11 @@ aliases: ["Darkness"] # Darkness *Spell 2* [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. diff --git a/compendium/spells/darkvision.md b/compendium/spells/darkvision.md index 4619af7da..4e49c32a3 100644 --- a/compendium/spells/darkvision.md +++ b/compendium/spells/darkvision.md @@ -10,9 +10,10 @@ aliases: ["Darkvision"] # Darkvision *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You grant yourself supernatural sight in areas of darkness. diff --git a/compendium/spells/daydreamers-curse-av2.md b/compendium/spells/daydreamers-curse-av2.md index 5eaa25b82..7bde328af 100644 --- a/compendium/spells/daydreamers-curse-av2.md +++ b/compendium/spells/daydreamers-curse-av2.md @@ -15,12 +15,12 @@ aliases: ["Daydreamer's Curse"] # Daydreamer's Curse *Spell 4* [attack](rules/traits/attack.md "Attack Combat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You impose a curse upon the target that renders it easily distracted and unable to focus its thoughts on tasks that demand insight or discernment. The target must attempt a Will save. diff --git a/compendium/spells/days-weight-som.md b/compendium/spells/days-weight-som.md index 226ffa37a..15f47e4ba 100644 --- a/compendium/spells/days-weight-som.md +++ b/compendium/spells/days-weight-som.md @@ -10,12 +10,12 @@ aliases: ["Day's Weight"] # Day's Weight *Spell 3* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 120 foot +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude +- **Duration**: 1 minute You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. diff --git a/compendium/spells/daze.md b/compendium/spells/daze.md index 5abeb8dba..653392f94 100644 --- a/compendium/spells/daze.md +++ b/compendium/spells/daze.md @@ -13,12 +13,12 @@ aliases: ["Daze"] # Daze *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 round You cloud the target's mind and daze it with a mental jolt. diff --git a/compendium/spells/dazzling-flash.md b/compendium/spells/dazzling-flash.md index 72f22b3de..65f65fa93 100644 --- a/compendium/spells/dazzling-flash.md +++ b/compendium/spells/dazzling-flash.md @@ -15,10 +15,10 @@ aliases: ["Dazzling Flash"] # Dazzling Flash *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [sun](compendium/setting/domains.md#Sun) +- **Domains** [sun](compendium/setting/domains.md#Sun) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude +- **Area**: 15-foot cone +- **Saving Throw**: Fortitude You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save. diff --git a/compendium/spells/deafness.md b/compendium/spells/deafness.md index c4baaf6e8..49a806c16 100644 --- a/compendium/spells/deafness.md +++ b/compendium/spells/deafness.md @@ -10,11 +10,11 @@ aliases: ["Deafness"] # Deafness *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute. diff --git a/compendium/spells/death-knell.md b/compendium/spells/death-knell.md index 6cf0438ea..1e0e398fb 100644 --- a/compendium/spells/death-knell.md +++ b/compendium/spells/death-knell.md @@ -11,11 +11,11 @@ aliases: ["Death Knell"] # Death Knell *Spell 2* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature that has 0 HP -- **Saving Throw** Will +- **Range**: touch +- **Targets**: 1 living creature that has 0 HP +- **Saving Throw**: Will You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. diff --git a/compendium/spells/death-ward.md b/compendium/spells/death-ward.md index d819b1a02..e476456b8 100644 --- a/compendium/spells/death-ward.md +++ b/compendium/spells/death-ward.md @@ -10,11 +10,11 @@ aliases: ["Death Ward"] # Death Ward *Spell 5* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature touched -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 living creature touched +- **Duration**: 10 minutes You shield a creature from the ravages of negative energy. diff --git a/compendium/spells/deaths-call.md b/compendium/spells/deaths-call.md index 020163f76..85435dab4 100644 --- a/compendium/spells/deaths-call.md +++ b/compendium/spells/deaths-call.md @@ -12,10 +12,11 @@ aliases: ["Death's Call"] # Death's Call *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [death](compendium/setting/domains.md#Death) +- **Domains** [death](compendium/setting/domains.md#Death) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. -- **Duration**1 minute +- **Trigger**: A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. +- +- **Duration**: 1 minute Seeing another pass from this world to the next invigorates you. diff --git a/compendium/spells/debilitating-dichotomy-apg.md b/compendium/spells/debilitating-dichotomy-apg.md index 0a7d9e9c2..a87e5b791 100644 --- a/compendium/spells/debilitating-dichotomy-apg.md +++ b/compendium/spells/debilitating-dichotomy-apg.md @@ -15,9 +15,9 @@ aliases: ["Debilitating Dichotomy"] [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature other than you -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature other than you +- **Saving Throw**: Will You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take `9d6` mental damage with a basic Will save, and the target is [stunned](rules/conditions.md#Stunned) if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. diff --git a/compendium/spells/deceivers-cloak-apg.md b/compendium/spells/deceivers-cloak-apg.md index 296b8756e..44d08d88e 100644 --- a/compendium/spells/deceivers-cloak-apg.md +++ b/compendium/spells/deceivers-cloak-apg.md @@ -14,7 +14,8 @@ aliases: ["Deceiver's Cloak"] [hex](rules/traits/hex-apg.md "Hex Combat Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained +- +- **Duration**: sustained You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level [illusory disguise](compendium/spells/illusory-disguise.md). diff --git a/compendium/spells/deitys-strike-som.md b/compendium/spells/deitys-strike-som.md index ba8f5c40c..1759e8e5a 100644 --- a/compendium/spells/deitys-strike-som.md +++ b/compendium/spells/deitys-strike-som.md @@ -11,11 +11,11 @@ aliases: ["Deity's Strike"] # Deity's Strike *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have a deity. -- **Range**500 foot -- **Targets**1 creature (see text) +- **Requirements**: You have a deity. +- **Range**: 500 foot +- **Targets**: 1 creature (see text) A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals `7d12` force damage, or double damage on a critical hit. diff --git a/compendium/spells/deja-vu-apg.md b/compendium/spells/deja-vu-apg.md index cb9f94bfe..44b17903c 100644 --- a/compendium/spells/deja-vu-apg.md +++ b/compendium/spells/deja-vu-apg.md @@ -12,12 +12,12 @@ aliases: ["Déjà Vu", "Deja Vu"] # Déjà Vu *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**2 rounds +- **Range**: 100 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 2 rounds You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. diff --git a/compendium/spells/delay-affliction-apg.md b/compendium/spells/delay-affliction-apg.md index fa3b98788..5d188499d 100644 --- a/compendium/spells/delay-affliction-apg.md +++ b/compendium/spells/delay-affliction-apg.md @@ -17,8 +17,8 @@ aliases: ["Delay Affliction"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers `3d8` Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison. diff --git a/compendium/spells/delay-consequence-logm.md b/compendium/spells/delay-consequence-logm.md index 49a7614b0..37eaa9064 100644 --- a/compendium/spells/delay-consequence-logm.md +++ b/compendium/spells/delay-consequence-logm.md @@ -10,12 +10,12 @@ aliases: ["Delay Consequence"] # Delay Consequence *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Domains**: [time](compendium/setting/domains.md#Time) +- **Domains** [time](compendium/setting/domains.md#Time) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature or object within range is hit by an attack. -- **Range**30 foot -- **Targets**the triggering creature -- **Duration**1 round +- **Trigger**: A creature or object within range is hit by an attack. +- **Range**: 30 foot +- **Targets**: the triggering creature +- **Duration**: 1 round You transpose the moment that the target would be injured to later in its timestream. Roll damage normally, but do not reduce Hit Points or apply any other effects of the attack until the spell's duration has elapsed. When the spell ends, the target is immediately affected by the attack, taking damage and being affected by any additional effects. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/deluge-ec6.md b/compendium/spells/deluge-ec6.md index 674627d6c..5c7a435f6 100644 --- a/compendium/spells/deluge-ec6.md +++ b/compendium/spells/deluge-ec6.md @@ -13,10 +13,10 @@ aliases: ["Deluge"] # Deluge *Spell 8* [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**40-foot burst +- **Range**: 500 foot +- **Area**: 40-foot burst You unleash a catastrophic downpour in the area that vanishes an instant later. All flying creatures in the area descend 50 feet or until blocked by the ground or firm surface. Each creature whose descent was blocked by the ground or firm surface takes bludgeoning damage equal to the number of feet it fell (the creature does not also take falling damage) and is knocked [prone](rules/conditions.md#Prone). Creatures on the ground, including flying creatures forced to the ground by the spell, must succeed at a Reflex save or be pushed 50 feet away from the center of the area. diff --git a/compendium/spells/delusional-pride.md b/compendium/spells/delusional-pride.md index 87ff5d743..c6ced56d6 100644 --- a/compendium/spells/delusional-pride.md +++ b/compendium/spells/delusional-pride.md @@ -14,12 +14,12 @@ aliases: ["Delusional Pride"] # Delusional Pride *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [confidence](compendium/setting/domains.md#Confidence) +- **Domains** [confidence](compendium/setting/domains.md#Confidence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to –2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours. diff --git a/compendium/spells/demon-form-som.md b/compendium/spells/demon-form-som.md index b1c5420a4..b158b7ba9 100644 --- a/compendium/spells/demon-form-som.md +++ b/compendium/spells/demon-form-som.md @@ -13,9 +13,10 @@ aliases: ["Demon Form"] # Demon Form *Spell 6* [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the [demon](rules/traits/demon.md "Demon Creature Trait") and [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") traits. You have hands in this battle form and can use manipulate actions. diff --git a/compendium/spells/desperate-repair-lokl.md b/compendium/spells/desperate-repair-lokl.md index 73ed66676..172cc0f2c 100644 --- a/compendium/spells/desperate-repair-lokl.md +++ b/compendium/spells/desperate-repair-lokl.md @@ -11,12 +11,12 @@ aliases: ["Desperate Repair"] # Desperate Repair *Spell 5* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A shield within range would be reduced to 0 Hit Points by a damaging effect -- **Requirements**The triggering shield had more than 1 Hit Point before taking damage. -- **Range**60 foot -- **Targets**1 shield +- **Trigger**: A shield within range would be reduced to 0 Hit Points by a damaging effect +- **Requirements**: The triggering shield had more than 1 Hit Point before taking damage. +- **Range**: 60 foot +- **Targets**: 1 shield You hold a shield together with the power of your magic, forcing wood and steel to fuse back together. The shield remains at 1 Hit Point and isn't destroyed. Its construction is weakened until someone takes the time to repair it, preventing desperate repair or a similar ability from saving the same shield until your next daily preparations. diff --git a/compendium/spells/destructive-aura.md b/compendium/spells/destructive-aura.md index f7fc6d792..aa5ddba06 100644 --- a/compendium/spells/destructive-aura.md +++ b/compendium/spells/destructive-aura.md @@ -14,10 +14,10 @@ aliases: ["Destructive Aura"] # Destructive Aura *Focus 4* [aura](rules/traits/aura.md "Aura Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [destruction](compendium/setting/domains.md#Destruction) +- **Domains** [destruction](compendium/setting/domains.md#Destruction) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Duration**1 minute +- **Area**: 15-foot emanation +- **Duration**: 1 minute Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2. diff --git a/compendium/spells/detect-alignment.md b/compendium/spells/detect-alignment.md index 8203c99b1..9c46a8a0a 100644 --- a/compendium/spells/detect-alignment.md +++ b/compendium/spells/detect-alignment.md @@ -13,9 +13,9 @@ aliases: ["Detect Alignment"] # Detect Alignment *Spell 1* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation +- **Area**: 30-foot emanation Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. diff --git a/compendium/spells/detect-creator-lokl.md b/compendium/spells/detect-creator-lokl.md index 4b8d4177c..acfeb5da9 100644 --- a/compendium/spells/detect-creator-lokl.md +++ b/compendium/spells/detect-creator-lokl.md @@ -12,11 +12,11 @@ aliases: ["Detect Creator"] # Detect Creator *Spell 4* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**mile -- **Targets**1 destroyed undead -- **Duration**sustained +- **Range**: mile +- **Targets**: 1 destroyed undead +- **Duration**: sustained You examine the remains or spiritual residue of a destroyed undead creature to locate that undead's creator, perhaps a necromancer or vampire. If the creator is within range, you can sense the direction to them. If the creator is within 100 feet, you sense their presence within 100 feet, and the spell ends; you can't further home in on their location. If there's lead or running water between you and the undead's creator, this spell can't locate them. This spell fails automatically if the undead doesn't have a specific creator or the specific creator isn't on the same plane. diff --git a/compendium/spells/detect-magic.md b/compendium/spells/detect-magic.md index 4297cb55b..7c51c3116 100644 --- a/compendium/spells/detect-magic.md +++ b/compendium/spells/detect-magic.md @@ -13,9 +13,9 @@ aliases: ["Detect Magic"] # Detect Magic *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation +- **Area**: 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. diff --git a/compendium/spells/detect-poison.md b/compendium/spells/detect-poison.md index 98047d3bb..fc90e378d 100644 --- a/compendium/spells/detect-poison.md +++ b/compendium/spells/detect-poison.md @@ -12,10 +12,10 @@ aliases: ["Detect Poison"] # Detect Poison *Spell 1* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 object or creature +- **Range**: 30 foot +- **Targets**: 1 object or creature You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons. diff --git a/compendium/spells/detect-scrying.md b/compendium/spells/detect-scrying.md index add2d0303..d35567dce 100644 --- a/compendium/spells/detect-scrying.md +++ b/compendium/spells/detect-scrying.md @@ -13,10 +13,10 @@ aliases: ["Detect Scrying"] # Detect Scrying *Spell 4* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Duration**1 hour +- **Area**: 30-foot emanation +- **Duration**: 1 hour By tapping into trace divinatory auras, you detect the presence of [scrying](rules/traits/scrying.md "Scrying Effect Trait") effects in the area. If detect scrying is higher level than a [scrying](rules/traits/scrying.md "Scrying Effect Trait") effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction. diff --git a/compendium/spells/devil-form-som.md b/compendium/spells/devil-form-som.md index 960d04617..b8b33f92a 100644 --- a/compendium/spells/devil-form-som.md +++ b/compendium/spells/devil-form-som.md @@ -13,9 +13,10 @@ aliases: ["Devil Form"] # Devil Form *Spell 6* [evil](rules/traits/evil.md "Evil Alignment Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the [devil](rules/traits/devil.md "Devil Creature Trait") and [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") traits. diff --git a/compendium/spells/devour-life-ec6.md b/compendium/spells/devour-life-ec6.md index 95aa9064b..2903f1294 100644 --- a/compendium/spells/devour-life-ec6.md +++ b/compendium/spells/devour-life-ec6.md @@ -14,11 +14,11 @@ aliases: ["Devour Life"] # Devour Life *Spell 8* [death](rules/traits/death.md "Death Effect Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: basic Fortitude You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0 Hit Points, it dies immediately. You regain Hit Points equal to half the negative damage the target takes (after applying resistance and the like). Any excess healing is gained as temporary Hit Points, which you lose after 1 minute. diff --git a/compendium/spells/diabolic-edict.md b/compendium/spells/diabolic-edict.md index 80617264d..1dd56c36a 100644 --- a/compendium/spells/diabolic-edict.md +++ b/compendium/spells/diabolic-edict.md @@ -14,9 +14,9 @@ aliases: ["Diabolic Edict"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing living creature -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 willing living creature +- **Duration**: 1 round You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks. diff --git a/compendium/spells/diamond-dust-logm.md b/compendium/spells/diamond-dust-logm.md index 0c80a21da..f4fdc386f 100644 --- a/compendium/spells/diamond-dust-logm.md +++ b/compendium/spells/diamond-dust-logm.md @@ -12,11 +12,11 @@ aliases: ["Diamond Dust"] # Diamond Dust *Focus 4* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Domains**: [cold](compendium/setting/domains.md#Cold) +- **Domains** [cold](compendium/setting/domains.md#Cold) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation centered on you -- **Saving Throw** basic Fortitude -- **Duration**1 minute +- **Area**: 15-foot emanation centered on you +- **Saving Throw**: basic Fortitude +- **Duration**: 1 minute You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes `2d6` cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a [light](rules/traits/light.md "Light Effect Trait") effect enters diamond dust's area, any creatures that effect goes on to affect gain a +2 status bonus to AC and saves against it. diff --git a/compendium/spells/dim-the-light-apg.md b/compendium/spells/dim-the-light-apg.md index a0928bddf..4fe03bacd 100644 --- a/compendium/spells/dim-the-light-apg.md +++ b/compendium/spells/dim-the-light-apg.md @@ -15,7 +15,8 @@ aliases: ["Dim The Light"] - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You cast a darkness or shadow spell. +- **Trigger**: You cast a darkness or shadow spell. +- You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a [Stealth](compendium/skills.md#Stealth) check to [Hide](rules/actions/hide.md), and you can become [hidden](rules/conditions.md#Hidden) to a creature even if you don't have cover and aren't otherwise [concealed](rules/conditions.md#Concealed) from that creature. diff --git a/compendium/spells/dimension-door.md b/compendium/spells/dimension-door.md index 171fa10e2..74abb8dfc 100644 --- a/compendium/spells/dimension-door.md +++ b/compendium/spells/dimension-door.md @@ -11,9 +11,9 @@ aliases: ["Dimension Door"] # Dimension Door *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot +- **Range**: 120 foot Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. diff --git a/compendium/spells/dimensional-anchor.md b/compendium/spells/dimensional-anchor.md index c7c409deb..7e8be3969 100644 --- a/compendium/spells/dimensional-anchor.md +++ b/compendium/spells/dimensional-anchor.md @@ -10,12 +10,12 @@ aliases: ["Dimensional Anchor"] # Dimensional Anchor *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. diff --git a/compendium/spells/dimensional-assault-som.md b/compendium/spells/dimensional-assault-som.md index c0814813e..59b5ee6b8 100644 --- a/compendium/spells/dimensional-assault-som.md +++ b/compendium/spells/dimensional-assault-som.md @@ -14,7 +14,7 @@ aliases: ["Dimensional Assault"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**half your Speed +- **Range**: half your Speed You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee [Strike](rules/actions/strike.md) against one creature within your reach. diff --git a/compendium/spells/dimensional-lock.md b/compendium/spells/dimensional-lock.md index 2c63ad506..564e347a7 100644 --- a/compendium/spells/dimensional-lock.md +++ b/compendium/spells/dimensional-lock.md @@ -12,11 +12,11 @@ aliases: ["Dimensional Lock"] # Dimensional Lock *Spell 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**60-foot burst -- **Duration**until the next time you make your daily preparations +- **Range**: 120 foot +- **Area**: 60-foot burst +- **Duration**: until the next time you make your daily preparations You create a shimmering barrier that attempts to counteract [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends. diff --git a/compendium/spells/dimensional-steps.md b/compendium/spells/dimensional-steps.md index a3dcd6a5e..b6495d024 100644 --- a/compendium/spells/dimensional-steps.md +++ b/compendium/spells/dimensional-steps.md @@ -14,7 +14,7 @@ aliases: ["Dimensional Steps"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**20 foot +- **Range**: 20 foot You teleport to a location up to 20 feet away within your line of sight. diff --git a/compendium/spells/dinosaur-form.md b/compendium/spells/dinosaur-form.md index 1c134e526..4d05b26fa 100644 --- a/compendium/spells/dinosaur-form.md +++ b/compendium/spells/dinosaur-form.md @@ -11,9 +11,10 @@ aliases: ["Dinosaur Form"] # Dinosaur Form *Spell 4* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. diff --git a/compendium/spells/dirge-of-doom.md b/compendium/spells/dirge-of-doom.md index d657a4e7d..368df2614 100644 --- a/compendium/spells/dirge-of-doom.md +++ b/compendium/spells/dirge-of-doom.md @@ -19,8 +19,8 @@ aliases: ["Dirge Of Doom"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot emanation -- **Duration**1 round +- **Area**: 30-foot emanation +- **Duration**: 1 round Foes within the area are [frightened](rules/conditions.md#Frightened). They can't reduce their [frightened](rules/conditions.md#Frightened) value below 1 while they remain in the area. diff --git a/compendium/spells/disappearance.md b/compendium/spells/disappearance.md index 41508c8e9..dcb8ab8ae 100644 --- a/compendium/spells/disappearance.md +++ b/compendium/spells/disappearance.md @@ -10,11 +10,11 @@ aliases: ["Disappearance"] # Disappearance *Spell 8* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 10 minutes You shroud a creature from others' senses. The target becomes [undetected](rules/conditions.md#Undetected), not just to sight but to all senses, allowing the target to count as [invisible](rules/conditions.md#Invisible) no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature. diff --git a/compendium/spells/discern-lies.md b/compendium/spells/discern-lies.md index 27556aedc..b78896a6b 100644 --- a/compendium/spells/discern-lies.md +++ b/compendium/spells/discern-lies.md @@ -13,9 +13,10 @@ aliases: ["Discern Lies"] # Discern Lies *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to [Perception](compendium/skills.md#Perception) checks when someone Lies. diff --git a/compendium/spells/discern-location.md b/compendium/spells/discern-location.md index 49fe46f0d..7cec61519 100644 --- a/compendium/spells/discern-location.md +++ b/compendium/spells/discern-location.md @@ -12,10 +12,10 @@ aliases: ["Discern Location"] # Discern Location *Spell 8* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**unlimited -- **Targets**1 creature or object +- **Range**: unlimited +- **Targets**: 1 creature or object You learn the name of the target's exact location (including the building, community, and country) and plane of existence. diff --git a/compendium/spells/discern-secrets-apg.md b/compendium/spells/discern-secrets-apg.md index ab1b2bcac..8254d4287 100644 --- a/compendium/spells/discern-secrets-apg.md +++ b/compendium/spells/discern-secrets-apg.md @@ -16,9 +16,9 @@ aliases: ["Discern Secrets"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute You call upon your patron's power to better uncover secrets. diff --git a/compendium/spells/disintegrate.md b/compendium/spells/disintegrate.md index 8e7b6189f..813036e49 100644 --- a/compendium/spells/disintegrate.md +++ b/compendium/spells/disintegrate.md @@ -11,11 +11,11 @@ aliases: ["Disintegrate"] # Disintegrate *Spell 6* [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature or unattended object -- **Saving Throw** Fortitude +- **Range**: 120 foot +- **Targets**: 1 creature or unattended object +- **Saving Throw**: Fortitude You fire a green ray at your target. Make a spell attack. On a hit you deal `12d10` damage, and the target must attempt a basic Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; its gear remains. diff --git a/compendium/spells/disjunction.md b/compendium/spells/disjunction.md index 134493053..78de1672e 100644 --- a/compendium/spells/disjunction.md +++ b/compendium/spells/disjunction.md @@ -11,10 +11,10 @@ aliases: ["Disjunction"] # Disjunction *Spell 9* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 magic item +- **Range**: 120 foot +- **Targets**: 1 magic item Crackling energy disjoins the target. You attempt to counteract it (page 458). If you succeed, it's deactivated for 1 week. On a critical success, it's destroyed. If it's an artifact or similar item, you automatically fail. diff --git a/compendium/spells/dismantle-apg.md b/compendium/spells/dismantle-apg.md index 125257f5b..6bedfdae0 100644 --- a/compendium/spells/dismantle-apg.md +++ b/compendium/spells/dismantle-apg.md @@ -10,11 +10,11 @@ aliases: ["Dismantle"] # Dismantle *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 non-magical object in your possession of 1 Bulk or less -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 non-magical object in your possession of 1 Bulk or less +- **Duration**: 1 minute You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the [broken](rules/conditions.md#Broken) condition, and the component pieces become small enough to be [hidden](rules/conditions.md#Hidden) under normal clothing and armor. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/dispel-magic.md b/compendium/spells/dispel-magic.md index fc24326e4..205079185 100644 --- a/compendium/spells/dispel-magic.md +++ b/compendium/spells/dispel-magic.md @@ -10,10 +10,10 @@ aliases: ["Dispel Magic"] # Dispel Magic *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 spell effect or unattended magic item +- **Range**: 120 foot +- **Targets**: 1 spell effect or unattended magic item You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. diff --git a/compendium/spells/disperse-into-air.md b/compendium/spells/disperse-into-air.md index 50e0c5e55..b4d17cc63 100644 --- a/compendium/spells/disperse-into-air.md +++ b/compendium/spells/disperse-into-air.md @@ -14,9 +14,10 @@ aliases: ["Disperse Into Air"] # Disperse Into Air *Focus 4* [air](rules/traits/air.md "Air Energy & Element Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [air](compendium/setting/domains.md#Air) +- **Domains** [air](compendium/setting/domains.md#Air) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You take damage from an enemy or a hazard. +- **Trigger**: You take damage from an enemy or a hazard. +- After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. diff --git a/compendium/spells/disrupt-undead.md b/compendium/spells/disrupt-undead.md index a020c95ec..bc23b96d3 100644 --- a/compendium/spells/disrupt-undead.md +++ b/compendium/spells/disrupt-undead.md @@ -12,11 +12,11 @@ aliases: ["Disrupt Undead"] # Disrupt Undead *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 undead creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 undead creature +- **Saving Throw**: Fortitude You lance the target with energy. You deal `1d6` positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also [enfeebled](rules/conditions.md#Enfeebled) for 1 round. diff --git a/compendium/spells/disrupting-weapons.md b/compendium/spells/disrupting-weapons.md index 2dc034d4a..237793096 100644 --- a/compendium/spells/disrupting-weapons.md +++ b/compendium/spells/disrupting-weapons.md @@ -11,11 +11,11 @@ aliases: ["Disrupting Weapons"] # Disrupting Weapons *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to two weapons, each of which must be wielded by you or a willing ally, or else unattended -- **Duration**1 minute +- **Range**: touch +- **Targets**: up to two weapons, each of which must be wielded by you or a willing ally, or else unattended +- **Duration**: 1 minute You infuse weapons with positive energy. Attacks with these weapons deal an extra `1d4` positive damage to undead. diff --git a/compendium/spells/distortion-lens-da.md b/compendium/spells/distortion-lens-da.md index 876e1d458..16c6a90eb 100644 --- a/compendium/spells/distortion-lens-da.md +++ b/compendium/spells/distortion-lens-da.md @@ -15,9 +15,9 @@ aliases: ["Distortion Lens"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Area**one 5-foot square -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: one 5-foot square +- **Duration**: sustained up to 1 minute You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. diff --git a/compendium/spells/distracting-chatter-som.md b/compendium/spells/distracting-chatter-som.md index 17381976d..29e1ca19b 100644 --- a/compendium/spells/distracting-chatter-som.md +++ b/compendium/spells/distracting-chatter-som.md @@ -11,12 +11,12 @@ aliases: ["Distracting Chatter"] # Distracting Chatter *Spell 3* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. diff --git a/compendium/spells/dividing-trench-lokl.md b/compendium/spells/dividing-trench-lokl.md index 4ff4dfc50..f0dc523eb 100644 --- a/compendium/spells/dividing-trench-lokl.md +++ b/compendium/spells/dividing-trench-lokl.md @@ -12,10 +12,10 @@ aliases: ["Dividing Trench"] # Dividing Trench *Spell 3* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute You dig an earthen trench across the surrounding terrain, which must be soil, clay, sand, or other soft earth, but not flooring or stone. The trench is 5 feet wide, 5 feet deep, and up to 15 feet long. You can shape the trench's path, but it must be one continuous line. You must conjure the trench in an open space so it doesn't pass through any creatures or objects. diff --git a/compendium/spells/divine-armageddon-som.md b/compendium/spells/divine-armageddon-som.md index e586266d7..47b1469f3 100644 --- a/compendium/spells/divine-armageddon-som.md +++ b/compendium/spells/divine-armageddon-som.md @@ -13,11 +13,11 @@ aliases: ["Divine Armageddon"] # Divine Armageddon *Spell 8* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**60-foot burst -- **Saving Throw** basic Fortitude +- **Range**: 120 foot +- **Area**: 60-foot burst +- **Saving Throw**: basic Fortitude You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take `10d6` negative damage and `10d6` alignment damage (good, evil, lawful, or chaotic), chosen from among the alignments your deity has. If your deity is true neutral, increase the negative damage by `4d6` instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell. diff --git a/compendium/spells/divine-aura.md b/compendium/spells/divine-aura.md index 52090d41d..8367745c3 100644 --- a/compendium/spells/divine-aura.md +++ b/compendium/spells/divine-aura.md @@ -12,11 +12,11 @@ aliases: ["Divine Aura"] # Divine Aura *Spell 8* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Targets**allies in the area -- **Duration**sustained up to 1 minute +- **Area**: 10-foot emanation +- **Targets**: allies in the area +- **Duration**: sustained up to 1 minute Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. diff --git a/compendium/spells/divine-decree.md b/compendium/spells/divine-decree.md index 4218c2694..699bdbd21 100644 --- a/compendium/spells/divine-decree.md +++ b/compendium/spells/divine-decree.md @@ -11,12 +11,12 @@ aliases: ["Divine Decree"] # Divine Decree *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**40 foot -- **Area**40-foot emanation -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 40 foot +- **Area**: 40-foot emanation +- **Saving Throw**: Fortitude +- **Duration**: varies You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. diff --git a/compendium/spells/divine-inspiration.md b/compendium/spells/divine-inspiration.md index f487193ee..372dfa4e8 100644 --- a/compendium/spells/divine-inspiration.md +++ b/compendium/spells/divine-inspiration.md @@ -11,10 +11,10 @@ aliases: ["Divine Inspiration"] # Divine Inspiration *Spell 8* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature +- **Range**: touch +- **Targets**: 1 willing creature You infuse a target with spiritual energy, refreshing its magic. diff --git a/compendium/spells/divine-lance.md b/compendium/spells/divine-lance.md index d30bb6bdf..e7216c2d6 100644 --- a/compendium/spells/divine-lance.md +++ b/compendium/spells/divine-lance.md @@ -12,10 +12,10 @@ aliases: ["Divine Lance"] # Divine Lance *Cantrip 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to `1d4` + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose. diff --git a/compendium/spells/divine-plagues-logm.md b/compendium/spells/divine-plagues-logm.md index 7e6fae354..71ded4fbb 100644 --- a/compendium/spells/divine-plagues-logm.md +++ b/compendium/spells/divine-plagues-logm.md @@ -11,10 +11,10 @@ aliases: ["Divine Plagues"] # Divine Plagues *Focus 1* [disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Domains**: [plague](compendium/setting/domains.md#Plague) +- **Domains** [plague](compendium/setting/domains.md#Plague) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**15 foot -- **Saving Throw** Fortitude +- **Range**: 15 foot +- **Saving Throw**: Fortitude Your deity sends wracking plagues. The target must attempt a Fortitude save. When you [Cast the Spell](rules/actions/cast-a-spell.md), decide whether the disease inflicts the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) condition. diff --git a/compendium/spells/divine-vessel.md b/compendium/spells/divine-vessel.md index 45abbafd4..ce81671fd 100644 --- a/compendium/spells/divine-vessel.md +++ b/compendium/spells/divine-vessel.md @@ -11,9 +11,10 @@ aliases: ["Divine Vessel"] # Divine Vessel *Spell 7* [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. diff --git a/compendium/spells/divine-wrath.md b/compendium/spells/divine-wrath.md index c3263b5ca..ca9a85065 100644 --- a/compendium/spells/divine-wrath.md +++ b/compendium/spells/divine-wrath.md @@ -11,11 +11,11 @@ aliases: ["Divine Wrath"] # Divine Wrath *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: Fortitude You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal `4d10` damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better. diff --git a/compendium/spells/diviners-sight.md b/compendium/spells/diviners-sight.md index e35afbafd..d8d8e92d5 100644 --- a/compendium/spells/diviners-sight.md +++ b/compendium/spells/diviners-sight.md @@ -15,9 +15,9 @@ aliases: ["Diviner's Sight"] [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing living creature -- **Duration**until the end of your next turn +- **Range**: 30 foot +- **Targets**: 1 willing living creature +- **Duration**: until the end of your next turn You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. diff --git a/compendium/spells/divinity-leech-aoe6.md b/compendium/spells/divinity-leech-aoe6.md index a53ac82a3..24042494c 100644 --- a/compendium/spells/divinity-leech-aoe6.md +++ b/compendium/spells/divinity-leech-aoe6.md @@ -11,12 +11,12 @@ aliases: ["Divinity Leech"] # Divinity Leech *Spell 9* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You disrupt the connection between a divine caster or deific servitor and their deity, blocking their use of divine power. diff --git a/compendium/spells/dominate.md b/compendium/spells/dominate.md index 9184b8d43..8b6c16140 100644 --- a/compendium/spells/dominate.md +++ b/compendium/spells/dominate.md @@ -13,12 +13,12 @@ aliases: ["Dominate"] # Dominate *Spell 6* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the next time you make your daily preparations +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: until the next time you make your daily preparations You take command of the target, forcing it to obey your orders. diff --git a/compendium/spells/door-to-beyond-logm.md b/compendium/spells/door-to-beyond-logm.md index 68c1017a5..9748af9f5 100644 --- a/compendium/spells/door-to-beyond-logm.md +++ b/compendium/spells/door-to-beyond-logm.md @@ -11,12 +11,12 @@ aliases: ["Door To Beyond"] # Door To Beyond *Focus 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Domains**: [void](compendium/setting/domains.md#Void) +- **Domains** [void](compendium/setting/domains.md#Void) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**5 foot -- **Area**20-foot emanation -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 5 foot +- **Area**: 20-foot emanation +- **Saving Throw**: Fortitude +- **Duration**: 1 minute Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing Large or smaller creatures and objects of light Bulk or less toward the center. Large or smaller creatures in the area must attempt a Fortitude save at the start of their turn; creatures that move into the area must attempt the save on entering. diff --git a/compendium/spells/downpour.md b/compendium/spells/downpour.md index bf63b3cd2..32aaa8646 100644 --- a/compendium/spells/downpour.md +++ b/compendium/spells/downpour.md @@ -14,11 +14,11 @@ aliases: ["Downpour"] # Downpour *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Domains**: [water](compendium/setting/domains.md#Water) +- **Domains** [water](compendium/setting/domains.md#Water) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**30-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 30-foot burst +- **Duration**: 1 minute You call forth a torrential downpour, which extinguishes nonmagical flames. Creatures in the area are [concealed](rules/conditions.md#Concealed) and gain fire resistance 10. Creatures outside the area are [concealed](rules/conditions.md#Concealed) to those inside the area. Creatures with weakness to water that end their turns in the area take damage equal to their weakness. diff --git a/compendium/spells/draconic-barrage-logm.md b/compendium/spells/draconic-barrage-logm.md index 0a34bd243..179e199bf 100644 --- a/compendium/spells/draconic-barrage-logm.md +++ b/compendium/spells/draconic-barrage-logm.md @@ -10,9 +10,10 @@ aliases: ["Draconic Barrage"] # Draconic Barrage *Focus 1* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Domains**: [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Domains** [wyrmkin](compendium/setting/domains.md#Wyrmkin) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll `1d6` on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This is a ranged [Strike](rules/actions/strike.md) that uses your spell attack bonus and deals `1d6` damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon's breath [Strike](rules/actions/strike.md) uses and contributes to your multiple attack penalty. Once a dragon has used its breath [Strike](rules/actions/strike.md), it winks out of existence; when you have no dragons remaining, the spell ends. diff --git a/compendium/spells/dragon-breath.md b/compendium/spells/dragon-breath.md index eee7c3efe..de77976a4 100644 --- a/compendium/spells/dragon-breath.md +++ b/compendium/spells/dragon-breath.md @@ -17,8 +17,8 @@ aliases: ["Dragon Breath"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone or 60-foot line originating from you or 10-foot burst within 30 feet of you -- **Saving Throw** basic Reflex or Fortitude +- **Area**: 30-foot cone or 60-foot line originating from you or 10-foot burst within 30 feet of you +- **Saving Throw**: basic Reflex or Fortitude You spew energy from your mouth, dealing `5d6` damage. The area, damage type, and save depend on the dragon type in your bloodline. diff --git a/compendium/spells/dragon-claws.md b/compendium/spells/dragon-claws.md index e34e01056..cb4f6d432 100644 --- a/compendium/spells/dragon-claws.md +++ b/compendium/spells/dragon-claws.md @@ -15,7 +15,8 @@ aliases: ["Dragon Claws"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Vicious claws grow from your fingers. They are finesse unarmed attacks that deal `1d4` slashing damage and `1d6` extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type. diff --git a/compendium/spells/dragon-form.md b/compendium/spells/dragon-form.md index 5bd8ae27a..d649ea3b8 100644 --- a/compendium/spells/dragon-form.md +++ b/compendium/spells/dragon-form.md @@ -11,9 +11,10 @@ aliases: ["Dragon Form"] # Dragon Form *Spell 6* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait. diff --git a/compendium/spells/dragon-wings.md b/compendium/spells/dragon-wings.md index 762d7b0d2..f3540ec9c 100644 --- a/compendium/spells/dragon-wings.md +++ b/compendium/spells/dragon-wings.md @@ -15,7 +15,8 @@ aliases: ["Dragon Wings"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last. diff --git a/compendium/spells/drain-life.md b/compendium/spells/drain-life.md index 6dac4e5c2..16e601e6d 100644 --- a/compendium/spells/drain-life.md +++ b/compendium/spells/drain-life.md @@ -15,9 +15,9 @@ aliases: ["Drain Life"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** basic Fortitude +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: basic Fortitude You close your hand and pull life energy from another creature into yourself. This deals `3d4` negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute. diff --git a/compendium/spells/draw-ire-som.md b/compendium/spells/draw-ire-som.md index ec435b3aa..b17c9f8a2 100644 --- a/compendium/spells/draw-ire-som.md +++ b/compendium/spells/draw-ire-som.md @@ -12,12 +12,12 @@ aliases: ["Draw Ire"] # Draw Ire *Spell 1* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 minute You cause mental distress to a creature, goading it to strike back at you. You deal `1d10` mental damage to the creature and cause it to take a –1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. diff --git a/compendium/spells/draw-the-lightning-som.md b/compendium/spells/draw-the-lightning-som.md index de3da65ee..0472015a1 100644 --- a/compendium/spells/draw-the-lightning-som.md +++ b/compendium/spells/draw-the-lightning-som.md @@ -11,12 +11,12 @@ aliases: ["Draw The Lightning"] # Draw The Lightning *Spell 4* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature that is either taller than you or higher in the air than you -- **Saving Throw** Reflex -- **Duration**1 minute +- **Range**: 120 foot +- **Targets**: 1 creature that is either taller than you or higher in the air than you +- **Saving Throw**: Reflex +- **Duration**: 1 minute Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. diff --git a/compendium/spells/dread-aura.md b/compendium/spells/dread-aura.md index ae4a755cc..1f032c7c3 100644 --- a/compendium/spells/dread-aura.md +++ b/compendium/spells/dread-aura.md @@ -18,8 +18,8 @@ aliases: ["Dread Aura"] [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Duration**sustained up to 1 minute +- **Area**: 30-foot-radius emanation centered on you +- **Duration**: sustained up to 1 minute You emit an aura of terror. Foes in the area are [frightened](rules/conditions.md#Frightened) and unable to reduce the condition. diff --git a/compendium/spells/dread-secret-apg.md b/compendium/spells/dread-secret-apg.md index dd9e1ee25..028fcc045 100644 --- a/compendium/spells/dread-secret-apg.md +++ b/compendium/spells/dread-secret-apg.md @@ -18,10 +18,10 @@ aliases: ["Dread Secret"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 6 creatures -- **Saving Throw** Will -- **Duration**until the start of your next turn +- **Range**: 60 foot +- **Targets**: up to 6 creatures +- **Saving Throw**: Will +- **Duration**: until the start of your next turn You utter a powerful secret at odds with the fundamental nature of the target creatures. Choose a specific resistance or weakness that you believe one or more of the targets have due to [Recall Knowledge](rules/actions/recall-knowledge.md) or previous experience with the targets, such as resistance to fire or weakness to silver. If the information is incorrect for a given target, the spell has no effect on that target. Affected targets must attempt a Will saving throw. diff --git a/compendium/spells/dream-council.md b/compendium/spells/dream-council.md index dab4ff90d..0d6594605 100644 --- a/compendium/spells/dream-council.md +++ b/compendium/spells/dream-council.md @@ -12,11 +12,11 @@ aliases: ["Dream Council"] # Dream Council *Spell 8* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**planetary -- **Targets**up to 12 creatures you know by name and have met in person -- **Duration**1 hour +- **Range**: planetary +- **Targets**: up to 12 creatures you know by name and have met in person +- **Duration**: 1 hour When you [Cast this Spell](rules/actions/cast-a-spell.md), any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends. diff --git a/compendium/spells/dream-message.md b/compendium/spells/dream-message.md index fe219ed10..68091ab98 100644 --- a/compendium/spells/dream-message.md +++ b/compendium/spells/dream-message.md @@ -11,11 +11,11 @@ aliases: ["Dream Message"] # Dream Message *Spell 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**planetary -- **Targets**1 creature you know by name and have met in person -- **Duration**until the next time you make your daily preparations +- **Range**: planetary +- **Targets**: 1 creature you know by name and have met in person +- **Duration**: until the next time you make your daily preparations You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent. diff --git a/compendium/spells/dreamers-call.md b/compendium/spells/dreamers-call.md index 3b3e532f0..b405d839b 100644 --- a/compendium/spells/dreamers-call.md +++ b/compendium/spells/dreamers-call.md @@ -14,12 +14,12 @@ aliases: ["Dreamer's Call"] # Dreamer's Call *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [dreams](compendium/setting/domains.md#Dreams) +- **Domains** [dreams](compendium/setting/domains.md#Dreams) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the end of the target's next turn +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: until the end of the target's next turn The target becomes distracted and suggestible, inundated by vivid daydreams. diff --git a/compendium/spells/dreaming-potential.md b/compendium/spells/dreaming-potential.md index 92ec85064..b3a25072d 100644 --- a/compendium/spells/dreaming-potential.md +++ b/compendium/spells/dreaming-potential.md @@ -11,11 +11,11 @@ aliases: ["Dreaming Potential"] # Dreaming Potential *Spell 5* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 willing sleeping creature -- **Duration**8 hours +- **Range**: touch +- **Targets**: 1 willing sleeping creature +- **Duration**: 8 hours You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream. diff --git a/compendium/spells/drop-dead.md b/compendium/spells/drop-dead.md index e4297fad0..5dfe88b51 100644 --- a/compendium/spells/drop-dead.md +++ b/compendium/spells/drop-dead.md @@ -12,12 +12,12 @@ aliases: ["Drop Dead"] # Drop Dead *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range is hit by an attack from an enemy. -- **Range**120 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Trigger**: A creature within range is hit by an attack from an enemy. +- **Range**: 120 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute The target appears to fall down dead, though it actually turns [invisible](rules/conditions.md#Invisible). Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate [Perception](compendium/skills.md#Perception) check to 0. If the target uses [hostile](rules/conditions.md#Hostile) actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too. diff --git a/compendium/spells/dull-ambition-apg.md b/compendium/spells/dull-ambition-apg.md index b531acbe5..6d7a749f9 100644 --- a/compendium/spells/dull-ambition-apg.md +++ b/compendium/spells/dull-ambition-apg.md @@ -13,12 +13,12 @@ aliases: ["Dull Ambition"] # Dull Ambition *Spell 4* [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. diff --git a/compendium/spells/duplicate-foe.md b/compendium/spells/duplicate-foe.md index 6981507ce..6d58734bd 100644 --- a/compendium/spells/duplicate-foe.md +++ b/compendium/spells/duplicate-foe.md @@ -10,12 +10,12 @@ aliases: ["Duplicate Foe"] # Duplicate Foe *Spell 7* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 enemy of level 15 or lower -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 enemy of level 15 or lower +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, [Perception](compendium/skills.md#Perception), and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. diff --git a/compendium/spells/dust-storm-logm.md b/compendium/spells/dust-storm-logm.md index 45d408abd..3f73bd8eb 100644 --- a/compendium/spells/dust-storm-logm.md +++ b/compendium/spells/dust-storm-logm.md @@ -13,11 +13,11 @@ aliases: ["Dust Storm"] # Dust Storm *Focus 4* [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Domains**: [dust](compendium/setting/domains.md#Dust) +- **Domains** [dust](compendium/setting/domains.md#Dust) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot-radius burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot-radius burst +- **Duration**: 1 minute You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath (Core Rulebook 478), though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take `1d6` slashing damage. Creatures that have the [water](rules/traits/water.md "Water Energy & Element Trait") trait or that are made primarily of liquid take double damage. diff --git a/compendium/spells/dutiful-challenge-logm.md b/compendium/spells/dutiful-challenge-logm.md index 749f0c662..e17930436 100644 --- a/compendium/spells/dutiful-challenge-logm.md +++ b/compendium/spells/dutiful-challenge-logm.md @@ -10,11 +10,11 @@ aliases: ["Dutiful Challenge"] # Dutiful Challenge *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Domains**: [duty](compendium/setting/domains.md#Duty) +- **Domains** [duty](compendium/setting/domains.md#Duty) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 minute As you challenge an enemy, you take some of its attention away from your allies. The target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and you take a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than the target. Each time a creature other than you uses a [hostile](rules/conditions.md#Hostile) action that affects the challenged enemy, the enemy can attempt a Will save. On a success, the enemy no longer takes the penalty against that creature. You can [Dismiss](rules/actions/dismiss.md) the spell, and it ends automatically if you or the target is defeated. diff --git a/compendium/spells/earthbind.md b/compendium/spells/earthbind.md index b21094f24..276189119 100644 --- a/compendium/spells/earthbind.md +++ b/compendium/spells/earthbind.md @@ -10,12 +10,12 @@ aliases: ["Earthbind"] # Earthbind *Spell 3* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 flying creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 120 foot +- **Targets**: 1 flying creature +- **Saving Throw**: Fortitude +- **Duration**: varies Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage. diff --git a/compendium/spells/earthquake.md b/compendium/spells/earthquake.md index 1b8add62a..7cd3cc0c7 100644 --- a/compendium/spells/earthquake.md +++ b/compendium/spells/earthquake.md @@ -12,11 +12,11 @@ aliases: ["Earthquake"] # Earthquake *Spell 8* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**60-foot burst -- **Duration**1 round +- **Range**: 500 foot +- **Area**: 60-foot burst +- **Duration**: 1 round You shake the ground, topple creatures into fissures, and collapse structures. diff --git a/compendium/spells/echoing-weapon-som.md b/compendium/spells/echoing-weapon-som.md index eaf0f4f0c..fc3fa4f66 100644 --- a/compendium/spells/echoing-weapon-som.md +++ b/compendium/spells/echoing-weapon-som.md @@ -11,11 +11,11 @@ aliases: ["Echoing Weapon"] # Echoing Weapon *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 weapon +- **Duration**: 1 minute You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful [Strikes](rules/actions/strike.md) with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four [Strikes](rules/actions/strike.md)). diff --git a/compendium/spells/eclipse-burst.md b/compendium/spells/eclipse-burst.md index 0f5f11e3f..4eaf99e04 100644 --- a/compendium/spells/eclipse-burst.md +++ b/compendium/spells/eclipse-burst.md @@ -14,11 +14,11 @@ aliases: ["Eclipse Burst"] # Eclipse Burst *Spell 7* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [darkness](rules/traits/darkness.md "Darkness Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**60-foot burst -- **Saving Throw** Reflex +- **Range**: 500 foot +- **Area**: 60-foot burst +- **Saving Throw**: Reflex A globe of freezing darkness explodes in the area, dealing `8d10` cold damage to creatures in the area, plus `8d4` additional negative damage to living creatures. Creatures in the area must attempt a Reflex save. diff --git a/compendium/spells/ectoplasmic-expulsion-av3.md b/compendium/spells/ectoplasmic-expulsion-av3.md index 93e5bb516..36742c715 100644 --- a/compendium/spells/ectoplasmic-expulsion-av3.md +++ b/compendium/spells/ectoplasmic-expulsion-av3.md @@ -12,10 +12,10 @@ aliases: ["Ectoplasmic Expulsion"] # Ectoplasmic Expulsion *Spell 5* [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction. diff --git a/compendium/spells/ectoplasmic-interstice-logm.md b/compendium/spells/ectoplasmic-interstice-logm.md index 7a2bdffc6..68c0d689d 100644 --- a/compendium/spells/ectoplasmic-interstice-logm.md +++ b/compendium/spells/ectoplasmic-interstice-logm.md @@ -11,11 +11,11 @@ aliases: ["Ectoplasmic Interstice"] # Ectoplasmic Interstice *Focus 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Domains**: [soul](compendium/setting/domains.md#Soul) +- **Domains** [soul](compendium/setting/domains.md#Soul) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**15-foot emanation -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 15-foot emanation +- **Duration**: sustained up to 1 minute You force the Material and Ethereal Planes to partially overlap, creating a zone that causes incorporeal and spiritual entities to take on many of the aspects of corporeal creatures. Within the ectoplasmic interstice, incorporeal creatures cannot pass through solid objects or corporeal creatures, and they can manipulate and attempt Strength-based checks against physical creatures and objects. An incorporeal PC or other creature with a normal Strength modifier simply uses that modifier, but if the creature had a Strength modifier of –5, like most incorporeal monsters, it uses a +4 modifier instead, increasing its [Athletics](compendium/skills.md#Athletics) modifier by 9 accordingly. Attacks against creatures that are within the interstice overcome resistances as if they were by [ghost touch](compendium/equipment/items/ghost-touch.md) weapons. diff --git a/compendium/spells/efficient-apport-som.md b/compendium/spells/efficient-apport-som.md index 3d3e9991f..04d7230cb 100644 --- a/compendium/spells/efficient-apport-som.md +++ b/compendium/spells/efficient-apport-som.md @@ -14,8 +14,8 @@ aliases: ["Efficient Apport"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 unattended object of light Bulk or less +- **Range**: 60 foot +- **Targets**: 1 unattended object of light Bulk or less Walking over to an item to pick it up is so much effort. diff --git a/compendium/spells/eidolons-wrath-som.md b/compendium/spells/eidolons-wrath-som.md index 3fb16a637..551b7a76c 100644 --- a/compendium/spells/eidolons-wrath-som.md +++ b/compendium/spells/eidolons-wrath-som.md @@ -15,8 +15,8 @@ aliases: ["Eidolon's Wrath"] [eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**20-foot radius emanation around your eidolon -- **Saving Throw** basic Reflex +- **Area**: 20-foot radius emanation around your eidolon +- **Saving Throw**: basic Reflex Your eidolon releases a powerful energy attack that deals `5d6` damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save. diff --git a/compendium/spells/eject-soul-logm.md b/compendium/spells/eject-soul-logm.md index 2cc8e7b20..1b115366d 100644 --- a/compendium/spells/eject-soul-logm.md +++ b/compendium/spells/eject-soul-logm.md @@ -11,10 +11,10 @@ aliases: ["Eject Soul"] # Eject Soul *Focus 1* [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Domains**: [soul](compendium/setting/domains.md#Soul) +- **Domains** [soul](compendium/setting/domains.md#Soul) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature that has a soul +- **Range**: touch +- **Targets**: 1 living creature that has a soul Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw. diff --git a/compendium/spells/electric-arc.md b/compendium/spells/electric-arc.md index 644f6e9b0..0e0fc40e9 100644 --- a/compendium/spells/electric-arc.md +++ b/compendium/spells/electric-arc.md @@ -12,11 +12,11 @@ aliases: ["Electric Arc"] # Electric Arc *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 or 2 creatures -- **Saving Throw** basic Reflex +- **Range**: 30 foot +- **Targets**: 1 or 2 creatures +- **Saving Throw**: basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to `1d4` plus your spellcasting ability modifier. diff --git a/compendium/spells/electrified-crystal-ward-aoa4.md b/compendium/spells/electrified-crystal-ward-aoa4.md index 733b336b7..ae72e6b21 100644 --- a/compendium/spells/electrified-crystal-ward-aoa4.md +++ b/compendium/spells/electrified-crystal-ward-aoa4.md @@ -13,8 +13,8 @@ aliases: ["Electrified Crystal Ward"] [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 hinge or latch +- **Range**: touch +- **Targets**: 1 hinge or latch You create an [electric latch rune](compendium/gm/hazards/electric-latch-rune.md) hazard on the target, creating a special crystalline lock on the object. You can also substitute your spell DC for any of the hazard's listed DCs. You can have only one such hazard active at a time, and if you cast this spell while a previous [electric latch rune](compendium/gm/hazards/electric-latch-rune.md) is active, the older hazard discharges harmlessly. diff --git a/compendium/spells/element-embodied-som.md b/compendium/spells/element-embodied-som.md index e08a5f404..21bcef387 100644 --- a/compendium/spells/element-embodied-som.md +++ b/compendium/spells/element-embodied-som.md @@ -11,9 +11,10 @@ aliases: ["Element Embodied"] # Element Embodied *Spell 10* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait"), and you must have enough space to expand into or the spell is lost. While in this form, you gain the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait and the trait for the element you choose. diff --git a/compendium/spells/elemental-absorption-som.md b/compendium/spells/elemental-absorption-som.md index 3fd7c05a3..e3fcdc46e 100644 --- a/compendium/spells/elemental-absorption-som.md +++ b/compendium/spells/elemental-absorption-som.md @@ -10,9 +10,10 @@ aliases: ["Elemental Absorption"] # Elemental Absorption *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. diff --git a/compendium/spells/elemental-annihilation-wave-som.md b/compendium/spells/elemental-annihilation-wave-som.md index f8d2bc1dc..da5ce7158 100644 --- a/compendium/spells/elemental-annihilation-wave-som.md +++ b/compendium/spells/elemental-annihilation-wave-som.md @@ -15,10 +15,10 @@ aliases: ["Elemental Annihilation Wave"] # Elemental Annihilation Wave *Spell 3* [air](rules/traits/air.md "Air Energy & Element Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds -- **Area**30-foot cone -- **Saving Throw** basic Reflex +- **Area**: 30-foot cone +- **Saving Throw**: basic Reflex You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals `1d6` fire damage and `3d6` bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. diff --git a/compendium/spells/elemental-betrayal-apg.md b/compendium/spells/elemental-betrayal-apg.md index acf3ae30c..a5c8c5f68 100644 --- a/compendium/spells/elemental-betrayal-apg.md +++ b/compendium/spells/elemental-betrayal-apg.md @@ -14,9 +14,9 @@ aliases: ["Elemental Betrayal"] [evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute You call upon the elements to undermine your foe. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait. diff --git a/compendium/spells/elemental-blast.md b/compendium/spells/elemental-blast.md index c6189b1c1..80b647b8d 100644 --- a/compendium/spells/elemental-blast.md +++ b/compendium/spells/elemental-blast.md @@ -17,9 +17,9 @@ aliases: ["Elemental Blast"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot-radius burst, 30-foot cone, or 60-foot line -- **Saving Throw** basic Reflex +- **Range**: 30 foot +- **Area**: 10-foot-radius burst, 30-foot cone, or 60-foot line +- **Saving Throw**: basic Reflex You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing `8d6` bludgeoning damage (or fire damage if your element is fire) diff --git a/compendium/spells/elemental-confluence-som.md b/compendium/spells/elemental-confluence-som.md index c2ac2b5bf..43f3e01e2 100644 --- a/compendium/spells/elemental-confluence-som.md +++ b/compendium/spells/elemental-confluence-som.md @@ -15,11 +15,11 @@ aliases: ["Elemental Confluence"] # Elemental Confluence *Spell 6* [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Area**: 10-foot burst +- **Duration**: sustained up to 1 minute You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are [concealed](rules/conditions.md#Concealed), and all creatures outside the confluence are [concealed](rules/conditions.md#Concealed) to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. diff --git a/compendium/spells/elemental-form.md b/compendium/spells/elemental-form.md index 443d2211e..6142be81b 100644 --- a/compendium/spells/elemental-form.md +++ b/compendium/spells/elemental-form.md @@ -11,9 +11,10 @@ aliases: ["Elemental Form"] # Elemental Form *Spell 5* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait. You have hands in this battle form and can take manipulate actions. diff --git a/compendium/spells/elemental-gift-som.md b/compendium/spells/elemental-gift-som.md index b8cd7471d..5d28fbbd9 100644 --- a/compendium/spells/elemental-gift-som.md +++ b/compendium/spells/elemental-gift-som.md @@ -10,11 +10,11 @@ aliases: ["Elemental Gift"] # Elemental Gift *Spell 4* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 1 minute An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you [Cast the Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/spells/elemental-motion.md b/compendium/spells/elemental-motion.md index 979503842..be13dd7e2 100644 --- a/compendium/spells/elemental-motion.md +++ b/compendium/spells/elemental-motion.md @@ -14,7 +14,8 @@ aliases: ["Elemental Motion"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. diff --git a/compendium/spells/elemental-tempest.md b/compendium/spells/elemental-tempest.md index c670e8506..a64c5cddf 100644 --- a/compendium/spells/elemental-tempest.md +++ b/compendium/spells/elemental-tempest.md @@ -14,6 +14,7 @@ aliases: ["Elemental Tempest"] [evocation](rules/traits/evocation.md "Evocation School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- Your spellcasting surrounds you in a storm of elemental energy. diff --git a/compendium/spells/elemental-toss.md b/compendium/spells/elemental-toss.md index f3b39ef7b..e7a77a580 100644 --- a/compendium/spells/elemental-toss.md +++ b/compendium/spells/elemental-toss.md @@ -15,8 +15,8 @@ aliases: ["Elemental Toss"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing `1d8` bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait. diff --git a/compendium/spells/elemental-zone-som.md b/compendium/spells/elemental-zone-som.md index f00fd8e8e..105e4aa74 100644 --- a/compendium/spells/elemental-zone-som.md +++ b/compendium/spells/elemental-zone-som.md @@ -11,11 +11,11 @@ aliases: ["Elemental Zone"] # Elemental Zone *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot radius burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot radius burst +- **Duration**: 1 minute Select an elemental trait: [air](rules/traits/air.md "Air Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait"). Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for [air](rules/traits/air.md "Air Energy & Element Trait"), bludgeoning for [earth](rules/traits/earth.md "Earth Energy & Element Trait"), fire for [fire](rules/traits/fire.md "Fire Energy & Element Trait"), and bludgeoning or cold for [water](rules/traits/water.md "Water Energy & Element Trait"). The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). diff --git a/compendium/spells/embrace-the-pit.md b/compendium/spells/embrace-the-pit.md index 14b5295fc..97d6f67fc 100644 --- a/compendium/spells/embrace-the-pit.md +++ b/compendium/spells/embrace-the-pit.md @@ -16,7 +16,8 @@ aliases: ["Embrace The Pit"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. diff --git a/compendium/spells/empathic-link-lokl.md b/compendium/spells/empathic-link-lokl.md index 6361983d9..c71b54173 100644 --- a/compendium/spells/empathic-link-lokl.md +++ b/compendium/spells/empathic-link-lokl.md @@ -13,11 +13,11 @@ aliases: ["Empathic Link"] # Empathic Link *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 hour You forge a bond between yourself and the target, enabling you to feel each other's emotions. You and the target can communicate empathetically, sharing emotions, at a distance of up to 1 mile. diff --git a/compendium/spells/empty-body.md b/compendium/spells/empty-body.md index c3ed66b9e..49241b093 100644 --- a/compendium/spells/empty-body.md +++ b/compendium/spells/empty-body.md @@ -14,7 +14,8 @@ aliases: ["Empty Body"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You turn ethereal, with the effects of ethereal jaunt, but you don't need to concentrate. diff --git a/compendium/spells/empty-inside-logm.md b/compendium/spells/empty-inside-logm.md index 7d5c7dfbc..75d644ec4 100644 --- a/compendium/spells/empty-inside-logm.md +++ b/compendium/spells/empty-inside-logm.md @@ -11,8 +11,9 @@ aliases: ["Empty Inside"] # Empty Inside *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Domains**: [void](compendium/setting/domains.md#Void) +- **Domains** [void](compendium/setting/domains.md#Void) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect affecting you. diff --git a/compendium/spells/empty-pack-da.md b/compendium/spells/empty-pack-da.md index cfd8a1de7..0e7204318 100644 --- a/compendium/spells/empty-pack-da.md +++ b/compendium/spells/empty-pack-da.md @@ -10,11 +10,11 @@ aliases: ["Empty Pack"] # Empty Pack *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 container of 2 Bulk or less -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 container of 2 Bulk or less +- **Duration**: 1 hour You render every item inside the container you touch [invisible](rules/conditions.md#Invisible), although the container itself remains visible. The items within are [undetected](rules/conditions.md#Undetected) to all creatures, though a creature can attempt to find an item by reaching into the bag, making an item [hidden](rules/conditions.md#Hidden) to them instead if they succeed. Additionally, the spell doesn't prevent the items from making protrusions in the bag, adding weight, making noise when jostling around, and so on. diff --git a/compendium/spells/endure-elements.md b/compendium/spells/endure-elements.md index 77ed8d36e..23c745a80 100644 --- a/compendium/spells/endure-elements.md +++ b/compendium/spells/endure-elements.md @@ -10,11 +10,11 @@ aliases: ["Endure Elements"] # Endure Elements *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 willing creature -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: until the next time you make your daily preparations You shield the target against dangerous temperatures. diff --git a/compendium/spells/endure-logm.md b/compendium/spells/endure-logm.md index d230d71ec..f253fdee3 100644 --- a/compendium/spells/endure-logm.md +++ b/compendium/spells/endure-logm.md @@ -11,11 +11,11 @@ aliases: ["Endure"] # Endure *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 round +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 round You invigorate the touched creature's mind and urge it to press on. You grant the touched creature 5 temporary Hit Points. diff --git a/compendium/spells/enduring-might.md b/compendium/spells/enduring-might.md index 281694180..63e7c03af 100644 --- a/compendium/spells/enduring-might.md +++ b/compendium/spells/enduring-might.md @@ -12,9 +12,10 @@ aliases: ["Enduring Might"] # Enduring Might *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [might](compendium/setting/domains.md#Might) +- **Domains** [might](compendium/setting/domains.md#Might) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An attack or effect would deal damage to you. +- **Trigger**: An attack or effect would deal damage to you. +- Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect. diff --git a/compendium/spells/energy-absorption.md b/compendium/spells/energy-absorption.md index 4c1aec017..e3519a30f 100644 --- a/compendium/spells/energy-absorption.md +++ b/compendium/spells/energy-absorption.md @@ -13,7 +13,8 @@ aliases: ["Energy Absorption"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An effect would deal acid, cold, electricity, or fire damage to you. +- **Trigger**: An effect would deal acid, cold, electricity, or fire damage to you. +- You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage. diff --git a/compendium/spells/energy-aegis.md b/compendium/spells/energy-aegis.md index 1cd2808d2..2483b43f4 100644 --- a/compendium/spells/energy-aegis.md +++ b/compendium/spells/energy-aegis.md @@ -10,11 +10,11 @@ aliases: ["Energy Aegis"] # Energy Aegis *Spell 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 creature -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: until the next time you make your daily preparations You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage. diff --git a/compendium/spells/enervation-apg.md b/compendium/spells/enervation-apg.md index 560a51e7d..c4d9a365d 100644 --- a/compendium/spells/enervation-apg.md +++ b/compendium/spells/enervation-apg.md @@ -12,10 +12,10 @@ aliases: ["Enervation"] # Enervation *Spell 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot line -- **Saving Throw** Fortitude +- **Area**: 30-foot line +- **Saving Throw**: Fortitude Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save. diff --git a/compendium/spells/enhance-senses-lokl.md b/compendium/spells/enhance-senses-lokl.md index c82fedbc6..5d92a42b1 100644 --- a/compendium/spells/enhance-senses-lokl.md +++ b/compendium/spells/enhance-senses-lokl.md @@ -11,11 +11,11 @@ aliases: ["Enhance Senses"] # Enhance Senses *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 1 hour You enhance the target's senses. The target gains low-light vision, and all of the target's imprecise senses have their distances doubled. If the target already has low-light vision, they gain darkvision. diff --git a/compendium/spells/enhance-victuals.md b/compendium/spells/enhance-victuals.md index 62cd77647..fa649a574 100644 --- a/compendium/spells/enhance-victuals.md +++ b/compendium/spells/enhance-victuals.md @@ -10,11 +10,11 @@ aliases: ["Enhance Victuals"] # Enhance Victuals *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**up to 1 gallon of non-magical water or up to 5 pounds of food -- **Duration**1 hour +- **Range**: touch +- **Targets**: up to 1 gallon of non-magical water or up to 5 pounds of food +- **Duration**: 1 hour You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. diff --git a/compendium/spells/enlarge-companion-apg.md b/compendium/spells/enlarge-companion-apg.md index 96eac41b3..725a0ecb7 100644 --- a/compendium/spells/enlarge-companion-apg.md +++ b/compendium/spells/enlarge-companion-apg.md @@ -14,9 +14,9 @@ aliases: ["Enlarge Companion"] [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your animal companion -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: your animal companion +- **Duration**: 1 minute Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level [enlarge](compendium/spells/enlarge.md) spell. diff --git a/compendium/spells/enlarge.md b/compendium/spells/enlarge.md index e7b1b3452..03644fd82 100644 --- a/compendium/spells/enlarge.md +++ b/compendium/spells/enlarge.md @@ -11,11 +11,11 @@ aliases: ["Enlarge"] # Enlarge *Spell 2* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**5 minutes +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 5 minutes Bolstered by magical power, the target grows to size Large. diff --git a/compendium/spells/entangle.md b/compendium/spells/entangle.md index eb0b7362f..de4232ea4 100644 --- a/compendium/spells/entangle.md +++ b/compendium/spells/entangle.md @@ -12,11 +12,11 @@ aliases: ["Entangle"] # Entangle *Spell 2* [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**all squares in a 20-foot burst that contain plants or fungi -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: all squares in a 20-foot burst that contain plants or fungi +- **Duration**: 1 minute Plants or fungi in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also [immobilized](rules/conditions.md#Immobilized) for 1 round. Creatures can attempt to [Escape](rules/actions/escape.md) at entangle's DC to remove these effects. diff --git a/compendium/spells/enthrall.md b/compendium/spells/enthrall.md index 9a3cb59c7..6988b8e01 100644 --- a/compendium/spells/enthrall.md +++ b/compendium/spells/enthrall.md @@ -12,12 +12,12 @@ aliases: ["Enthrall"] # Enthrall *Spell 3* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**all creatures in range -- **Saving Throw** Will -- **Duration**sustained +- **Range**: 120 foot +- **Targets**: all creatures in range +- **Saving Throw**: Will +- **Duration**: sustained Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying. diff --git a/compendium/spells/entrancing-eyes-ec4.md b/compendium/spells/entrancing-eyes-ec4.md index 7073380fa..c44dd2a0d 100644 --- a/compendium/spells/entrancing-eyes-ec4.md +++ b/compendium/spells/entrancing-eyes-ec4.md @@ -14,10 +14,10 @@ aliases: ["Entrancing Eyes"] # Entrancing Eyes *Spell 7* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation centered on you -- **Duration**sustained up to 1 minute +- **Area**: 30-foot emanation centered on you +- **Duration**: sustained up to 1 minute Your eyes glow with an entrancing radiance that captivates those who meet your gaze. Any creature that ends its turn within the emanation must attempt a Will save. diff --git a/compendium/spells/entropic-wheel-da.md b/compendium/spells/entropic-wheel-da.md index c34713408..4f9d6316b 100644 --- a/compendium/spells/entropic-wheel-da.md +++ b/compendium/spells/entropic-wheel-da.md @@ -16,8 +16,9 @@ aliases: ["Entropic Wheel"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You deal cold or fire damage to an enemy. -- **Duration**1 minute +- **Trigger**: You deal cold or fire damage to an enemy. +- +- **Duration**: 1 minute You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat. When you [Cast the Spell](rules/actions/cast-a-spell.md), the wheel has one mote of thermal energy, and when you use a [cold](rules/traits/cold.md "Cold Energy & Element Trait") or [fire](rules/traits/fire.md "Fire Energy & Element Trait") effect or deal cold or fire damage, the wheel spins, siphoning off a bit of energy and gaining another mote. The wheel can't gain motes more than once on a given turn, and the maximum number of motes is equal to entropic wheel's level. diff --git a/compendium/spells/envenom-companion-som.md b/compendium/spells/envenom-companion-som.md index 718168865..84c110422 100644 --- a/compendium/spells/envenom-companion-som.md +++ b/compendium/spells/envenom-companion-som.md @@ -11,11 +11,11 @@ aliases: ["Envenom Companion"] # Envenom Companion *Spell 3* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your companion or eidolon -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: your companion or eidolon +- **Duration**: 1 minute You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed [Strike](rules/actions/strike.md) that deals piercing or slashing damage, that [Strike](rules/actions/strike.md) deals an additional `1d8` poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also [clumsy](rules/conditions.md#Clumsy) for 1 round. diff --git a/compendium/spells/ephemeral-hazards-logm.md b/compendium/spells/ephemeral-hazards-logm.md index 07c267d7e..fcc6017b2 100644 --- a/compendium/spells/ephemeral-hazards-logm.md +++ b/compendium/spells/ephemeral-hazards-logm.md @@ -12,10 +12,10 @@ aliases: ["Ephemeral Hazards"] # Ephemeral Hazards *Focus 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [delirium](compendium/setting/domains.md#Delirium) +- **Domains** [delirium](compendium/setting/domains.md#Delirium) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Duration**1 minute +- **Range**: 60 foot +- **Duration**: 1 minute You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by-10-foot spaces within range. diff --git a/compendium/spells/ephemeral-tracking-apg.md b/compendium/spells/ephemeral-tracking-apg.md index 20148dfdc..d9b16b6ad 100644 --- a/compendium/spells/ephemeral-tracking-apg.md +++ b/compendium/spells/ephemeral-tracking-apg.md @@ -13,7 +13,8 @@ aliases: ["Ephemeral Tracking"] [divination](rules/traits/divination.md "Divination School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use [Survival](compendium/skills.md#Survival) to [Track](rules/actions/track.md) through both air and water, noticing aerial or aquatic "tracks" of all creatures who passed nearby in the last hour. It's more difficult to [Track](rules/actions/track.md) in this way: the DC to [Track](rules/actions/track.md) through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to [Cover Tracks](rules/actions/cover-tracks.md) against this spell, but creatures might not realize they need to do so. diff --git a/compendium/spells/eradicate-undeath.md b/compendium/spells/eradicate-undeath.md index f7b0fe7f2..5d3f7aa61 100644 --- a/compendium/spells/eradicate-undeath.md +++ b/compendium/spells/eradicate-undeath.md @@ -14,10 +14,10 @@ aliases: ["Eradicate Undeath"] # Eradicate Undeath *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [death](compendium/setting/domains.md#Death) +- **Domains** [death](compendium/setting/domains.md#Death) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Fortitude +- **Area**: 30-foot cone +- **Saving Throw**: basic Fortitude A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes `4d12` positive damage. diff --git a/compendium/spells/erase-trail-lokl.md b/compendium/spells/erase-trail-lokl.md index 8024763e2..5d846e8fe 100644 --- a/compendium/spells/erase-trail-lokl.md +++ b/compendium/spells/erase-trail-lokl.md @@ -12,10 +12,10 @@ aliases: ["Erase Trail"] # Erase Trail *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Area**40-foot burst +- **Range**: 100 foot +- **Area**: 40-foot burst You drastically reduce all signs of one specific creature's passage from the area, including footprints, handprints, dirt, and minor changes caused to the surrounding environment, like the bending of grass. The DC of checks to [Seek](rules/actions/seek.md) or [Search](rules/actions/search.md) and discover such signs within the area gains a +4 status bonus or is equal to your spell DC, whichever is higher. This spell doesn't repair objects the creature damaged, return slain creatures to life, or remove objects or garbage left behind. It also doesn't prevent others from noticing that the creature's trail ends or begins abruptly outside the area. diff --git a/compendium/spells/establish-ward-apg.md b/compendium/spells/establish-ward-apg.md index 87b67e663..331c6a7ae 100644 --- a/compendium/spells/establish-ward-apg.md +++ b/compendium/spells/establish-ward-apg.md @@ -15,8 +15,8 @@ aliases: ["Establish Ward"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot burst -- **Duration**1 minute +- **Area**: 30-foot burst +- **Duration**: 1 minute You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath [Strikes](rules/actions/strike.md) by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee [Strikes](rules/actions/strike.md) that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to `2d8` plus your spellcasting ability modifier. diff --git a/compendium/spells/ethereal-jaunt.md b/compendium/spells/ethereal-jaunt.md index 32ea69e55..7c95445a4 100644 --- a/compendium/spells/ethereal-jaunt.md +++ b/compendium/spells/ethereal-jaunt.md @@ -12,9 +12,10 @@ aliases: ["Ethereal Jaunt"] # Ethereal Jaunt *Spell 7* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down) diff --git a/compendium/spells/etheric-shards-da.md b/compendium/spells/etheric-shards-da.md index 7245ba39d..79ce2bf89 100644 --- a/compendium/spells/etheric-shards-da.md +++ b/compendium/spells/etheric-shards-da.md @@ -12,12 +12,12 @@ aliases: ["Etheric Shards"] # Etheric Shards *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: 20-foot burst +- **Saving Throw**: basic Reflex +- **Duration**: 1 minute You reach out and sow glittering splinters of force throughout the area, otherworldly caltrops of will and ectoplasm. The area is difficult terrain, even to flying or incorporeal creatures. diff --git a/compendium/spells/euphoric-renewal-da.md b/compendium/spells/euphoric-renewal-da.md index 49a599db0..f8128c14d 100644 --- a/compendium/spells/euphoric-renewal-da.md +++ b/compendium/spells/euphoric-renewal-da.md @@ -12,9 +12,10 @@ aliases: ["Euphoric Renewal"] # Euphoric Renewal *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [death (apocryphal)](compendium/setting/domains.md#Death) +- **Domains** [death (apocryphal)](compendium/setting/domains.md#Death) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You view death not as an ending but a beginning, and you delight in dancing on its edge. Each time you gain the [dying](rules/conditions.md#Dying) condition and then regain consciousness while under the effect of euphoric renewal, you gain three benefits. diff --git a/compendium/spells/evil-eye-apg.md b/compendium/spells/evil-eye-apg.md index 1ad612845..ec4bf46b1 100644 --- a/compendium/spells/evil-eye-apg.md +++ b/compendium/spells/evil-eye-apg.md @@ -20,10 +20,10 @@ aliases: ["Evil Eye"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute Your fix your eye on the target, imposing a malevolent hex. diff --git a/compendium/spells/evolution-surge-som.md b/compendium/spells/evolution-surge-som.md index 46bbb9ae6..b497c8921 100644 --- a/compendium/spells/evolution-surge-som.md +++ b/compendium/spells/evolution-surge-som.md @@ -14,9 +14,9 @@ aliases: ["Evolution Surge"] [morph](rules/traits/morph.md "Morph Effect Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 minute +- **Range**: 100 foot +- **Targets**: your eidolon +- **Duration**: 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: diff --git a/compendium/spells/exchange-image-aoa3.md b/compendium/spells/exchange-image-aoa3.md index fc10a358c..5f2878fa3 100644 --- a/compendium/spells/exchange-image-aoa3.md +++ b/compendium/spells/exchange-image-aoa3.md @@ -12,13 +12,13 @@ aliases: ["Exchange Image"] # Exchange Image *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait. -- **Range**touch -- **Targets**you and 1 other humanoid -- **Saving Throw** Will -- **Duration**varies +- **Requirements**: You have the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait. +- **Range**: touch +- **Targets**: you and 1 other humanoid +- **Saving Throw**: Will +- **Duration**: varies To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and [unconscious](rules/conditions.md#Unconscious) targets automatically critically fail this saving throw. diff --git a/compendium/spells/expeditious-excavation-logm.md b/compendium/spells/expeditious-excavation-logm.md index c2a2ef872..659daa533 100644 --- a/compendium/spells/expeditious-excavation-logm.md +++ b/compendium/spells/expeditious-excavation-logm.md @@ -12,10 +12,10 @@ aliases: ["Expeditious Excavation"] # Expeditious Excavation *Spell 2* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Area**cube of dirt 5 feet across or smaller +- **Range**: touch +- **Area**: cube of dirt 5 feet across or smaller You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check. diff --git a/compendium/spells/extend-boost-som.md b/compendium/spells/extend-boost-som.md index f45443164..c5a7db8f5 100644 --- a/compendium/spells/extend-boost-som.md +++ b/compendium/spells/extend-boost-som.md @@ -14,6 +14,7 @@ aliases: ["Extend Boost"] [divination](rules/traits/divination.md "Divination School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md) spell. If your next action is to cast [boost eidolon](compendium/spells/boost-eidolon-som.md) or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as [Nature](compendium/skills.md#Nature) for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. diff --git a/compendium/spells/extend-spell.md b/compendium/spells/extend-spell.md index 41087c110..db5d325b2 100644 --- a/compendium/spells/extend-spell.md +++ b/compendium/spells/extend-spell.md @@ -15,6 +15,7 @@ aliases: ["Extend Spell"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with a duration of 1 minute on a single target, and the spell isn't of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way. diff --git a/compendium/spells/extract-poison-som.md b/compendium/spells/extract-poison-som.md index ed6942038..2d4a0fe36 100644 --- a/compendium/spells/extract-poison-som.md +++ b/compendium/spells/extract-poison-som.md @@ -10,10 +10,10 @@ aliases: ["Extract Poison"] # Extract Poison *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 poison on or in an object +- **Range**: touch +- **Targets**: 1 poison on or in an object With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add `1d6` poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal. diff --git a/compendium/spells/eyes-of-the-dead-botd.md b/compendium/spells/eyes-of-the-dead-botd.md index 9abf00ba2..c7017bb9b 100644 --- a/compendium/spells/eyes-of-the-dead-botd.md +++ b/compendium/spells/eyes-of-the-dead-botd.md @@ -13,9 +13,9 @@ aliases: ["Eyes of the Dead"] [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**mile -- **Targets**one undead creature under your control -- **Duration**sustained up to 1 minute +- **Range**: mile +- **Targets**: one undead creature under your control +- **Duration**: sustained up to 1 minute You enter a magical trance that allows you to perceive through the senses of the target creature. You attempt [Perception](compendium/skills.md#Perception) checks using your own [Perception](compendium/skills.md#Perception), but you have any special senses the target has, such as low-light vision or darkvision. diff --git a/compendium/spells/fabricated-truth.md b/compendium/spells/fabricated-truth.md index 640cb1c7b..4f152ed77 100644 --- a/compendium/spells/fabricated-truth.md +++ b/compendium/spells/fabricated-truth.md @@ -12,12 +12,12 @@ aliases: ["Fabricated Truth"] # Fabricated Truth *Spell 10* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Targets**up to 5 creatures -- **Saving Throw** Will -- **Duration**varies +- **Range**: 100 foot +- **Targets**: up to 5 creatures +- **Saving Throw**: Will +- **Duration**: varies Choose a single statement you want the targets to believe. The fact could be narrow, such as "a dragon is circling overhead and wants to kill me"; wide-reaching, such as "all humanoids are disguised abominations"; or conceptual, such as "if I don't live a kinder life, I'll be punished in the afterlife." The targets' experiences color how they react to this "truth" and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. diff --git a/compendium/spells/face-in-the-crowd.md b/compendium/spells/face-in-the-crowd.md index 1731cf455..091f34cc6 100644 --- a/compendium/spells/face-in-the-crowd.md +++ b/compendium/spells/face-in-the-crowd.md @@ -13,9 +13,10 @@ aliases: ["Face In The Crowd"] # Face In The Crowd *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [cities](compendium/setting/domains.md#Cities) +- **Domains** [cities](compendium/setting/domains.md#Cities) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth) checks to go [unnoticed](rules/conditions.md#Unnoticed) among the crowd, and you ignore difficult terrain caused by the crowd. diff --git a/compendium/spells/faerie-dust.md b/compendium/spells/faerie-dust.md index 8404cfb31..fb77ebbd3 100644 --- a/compendium/spells/faerie-dust.md +++ b/compendium/spells/faerie-dust.md @@ -16,10 +16,10 @@ aliases: ["Faerie Dust"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or more -- **Range**30 foot -- **Area**5-foot burst or more -- **Saving Throw** Will -- **Duration**1 round +- **Range**: 30 foot +- **Area**: 5-foot burst or more +- **Saving Throw**: Will +- **Duration**: 1 round You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use [Casting the Spell](rules/actions/cast-a-spell.md), the burst's radius increases by 5 feet. diff --git a/compendium/spells/faerie-fire.md b/compendium/spells/faerie-fire.md index 3a611ded2..1b3d21819 100644 --- a/compendium/spells/faerie-fire.md +++ b/compendium/spells/faerie-fire.md @@ -12,11 +12,11 @@ aliases: ["Faerie Fire"] # Faerie Fire *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Duration**5 minutes +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Duration**: 5 minutes All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be [concealed](rules/conditions.md#Concealed) while affected by faerie fire. If the creatures are [invisible](rules/conditions.md#Invisible), they are [concealed](rules/conditions.md#Concealed) while affected by faerie fire, rather than being [undetected](rules/conditions.md#Undetected). diff --git a/compendium/spells/falling-sky-da.md b/compendium/spells/falling-sky-da.md index b655d644d..b57747043 100644 --- a/compendium/spells/falling-sky-da.md +++ b/compendium/spells/falling-sky-da.md @@ -12,10 +12,10 @@ aliases: ["Falling Sky"] # Falling Sky *Spell 8* [evocation](rules/traits/evocation.md "Evocation School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**60-foot tall, 30-foot radius cylinder +- **Range**: 120 foot +- **Area**: 60-foot tall, 30-foot radius cylinder Extraordinary telekinetic pressure smashes down through the area, battering creatures within it to the ground. All flying creatures in the area descend to the bottom of the spell's area, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling damage if they fall 60 feet. They take this falling damage even if the spell's area is entirely in the air and they don't hit the ground, as they concuss against the bottom of the spell's area at great speed. Creatures on the ground and within the spell's area, including flying creatures forced to the ground, must attempt Fortitude saves. diff --git a/compendium/spells/fallow-field-logm.md b/compendium/spells/fallow-field-logm.md index 62df1a687..94d6b74ad 100644 --- a/compendium/spells/fallow-field-logm.md +++ b/compendium/spells/fallow-field-logm.md @@ -12,12 +12,12 @@ aliases: ["Fallow Field"] # Fallow Field *Focus 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Domains**: [decay](compendium/setting/domains.md#Decay) +- **Domains** [decay](compendium/setting/domains.md#Decay) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot emanation -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Area**: 15-foot emanation +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute A sickly yellow light fills the area as entropic forces prevent healing. When a creature within the area would regain Hit Points, such as from a [healing](rules/traits/healing.md "Healing Effect Trait") effect or an ability like fast healing or regeneration, it must attempt a Will save. diff --git a/compendium/spells/false-life.md b/compendium/spells/false-life.md index e08b4ab0e..8a33ceb2a 100644 --- a/compendium/spells/false-life.md +++ b/compendium/spells/false-life.md @@ -10,9 +10,10 @@ aliases: ["False Life"] # False Life *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**8 hours +- +- **Duration**: 8 hours You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier. diff --git a/compendium/spells/false-nature-da.md b/compendium/spells/false-nature-da.md index d8f2051c6..585e3e3cc 100644 --- a/compendium/spells/false-nature-da.md +++ b/compendium/spells/false-nature-da.md @@ -11,11 +11,11 @@ aliases: ["False Nature"] # False Nature *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**one unattended item or one item you're holding -- **Duration**until your next daily preparations +- **Range**: touch +- **Targets**: one unattended item or one item you're holding +- **Duration**: until your next daily preparations You create an illusion that makes an object seem to be something entirely different. When you Cast this Spell, speak aloud a declarative statement that the target is a different, nonspecific object. Your statement can't presuppose any other facts. For instance, you could claim an object is "a stone" or "an antidote," but not "the Starstone" or "the antidote to the lethal poison you already drank. " Creatures who previously [observed](rules/conditions.md#Observed) the target receive an immediate Will save to disbelieve, but on a failure, the illusion temporarily rewrites their memory that the object was something different. A creature who failed their Will save, or didn't already see the item's original form, must [Interact](rules/actions/interact.md) with the illusion as normal to receive a [Perception](compendium/skills.md#Perception) check against the spell DC to disbelieve. diff --git a/compendium/spells/false-vision.md b/compendium/spells/false-vision.md index c96ec133f..3882bc9fa 100644 --- a/compendium/spells/false-vision.md +++ b/compendium/spells/false-vision.md @@ -12,11 +12,11 @@ aliases: ["False Vision"] # False Vision *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Area**100-foot burst -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Area**: 100-foot burst +- **Duration**: until the next time you make your daily preparations You create a false image that fools any attempts to scry on an area. Any [scrying](compendium/spells/scrying.md) spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) each round to change the illusion as you desire, including playing out a complex scene. If the [scrying](compendium/spells/scrying.md) spell is of a higher level than false vision, the scryer can attempt a [Perception](compendium/skills.md#Perception) check to 0, though even if they're successful, they can't learn what's truly going on in the area. diff --git a/compendium/spells/familiar-form-lopsg.md b/compendium/spells/familiar-form-lopsg.md index d3e9affee..9c2cb5f5c 100644 --- a/compendium/spells/familiar-form-lopsg.md +++ b/compendium/spells/familiar-form-lopsg.md @@ -13,7 +13,8 @@ aliases: ["Familiar Form"] [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You transform into a Tiny animal that commonly serves as a spellcaster's familiar. You gain the effects of the spell [pest form](compendium/spells/pest-form.md), heightened to the level of familiar form you cast. However, you can transform into only a bat, cat, raven, snake, or other Tiny animal of a type that you have seen serve as a spellcaster's familiar. diff --git a/compendium/spells/familiars-face-apg.md b/compendium/spells/familiars-face-apg.md index efc0aa754..f01212fe1 100644 --- a/compendium/spells/familiars-face-apg.md +++ b/compendium/spells/familiars-face-apg.md @@ -11,11 +11,11 @@ aliases: ["Familiar's Face"] # Familiar's Face *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**mile -- **Targets**1 willing creature that is your animal companion or familiar -- **Duration**sustained +- **Range**: mile +- **Targets**: 1 willing creature that is your animal companion or familiar +- **Duration**: sustained The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. diff --git a/compendium/spells/fatal-aria.md b/compendium/spells/fatal-aria.md index 2b7d097c2..89737cc89 100644 --- a/compendium/spells/fatal-aria.md +++ b/compendium/spells/fatal-aria.md @@ -17,8 +17,8 @@ aliases: ["Fatal Aria"] [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. diff --git a/compendium/spells/fated-confrontation-som.md b/compendium/spells/fated-confrontation-som.md index d9b0192eb..c64177730 100644 --- a/compendium/spells/fated-confrontation-som.md +++ b/compendium/spells/fated-confrontation-som.md @@ -10,11 +10,11 @@ aliases: ["Fated Confrontation"] # Fated Confrontation *Spell 10* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Targets**1 willing ally and 1 enemy -- **Duration**1 minute +- **Range**: 120 foot +- **Targets**: 1 willing ally and 1 enemy +- **Duration**: 1 minute You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. diff --git a/compendium/spells/favorable-review-ec2.md b/compendium/spells/favorable-review-ec2.md index 355b6a2f0..073c39de6 100644 --- a/compendium/spells/favorable-review-ec2.md +++ b/compendium/spells/favorable-review-ec2.md @@ -13,12 +13,12 @@ aliases: ["Favorable Review"] # Favorable Review *Spell 4* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You enchant a creature to ensure they have only good things to say about your show. Identify a single creature, location, or performance, such as "Dame Ellendia," "Savories Meats," or "the Theater of the Mind's latest magic show." The target must attempt Will save. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/fear-the-sun-sot4.md b/compendium/spells/fear-the-sun-sot4.md index 2f6fceada..762410f23 100644 --- a/compendium/spells/fear-the-sun-sot4.md +++ b/compendium/spells/fear-the-sun-sot4.md @@ -11,11 +11,11 @@ aliases: ["Fear the Sun"] # Fear the Sun *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You cause the creature's vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute. diff --git a/compendium/spells/fear.md b/compendium/spells/fear.md index 98b93928d..1591d3548 100644 --- a/compendium/spells/fear.md +++ b/compendium/spells/fear.md @@ -13,12 +13,12 @@ aliases: ["Fear"] # Fear *Spell 1* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You plant fear in the target; it must attempt a Will save. diff --git a/compendium/spells/fearful-feast-av3.md b/compendium/spells/fearful-feast-av3.md index d3842168f..328dfe082 100644 --- a/compendium/spells/fearful-feast-av3.md +++ b/compendium/spells/fearful-feast-av3.md @@ -13,13 +13,13 @@ aliases: ["Fearful Feast"] # Fearful Feast *Focus 4* [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [abomination](compendium/setting/domains.md#Abomination) +- **Domains** [abomination](compendium/setting/domains.md#Abomination) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range becomes [frightened](rules/conditions.md#Frightened). -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** Will -- **Duration**varies +- **Trigger**: A creature within range becomes [frightened](rules/conditions.md#Frightened). +- **Range**: 30 foot +- **Targets**: the triggering creature +- **Saving Throw**: Will +- **Duration**: varies You open your mouth wide and inhale sharply; you draw in the bravery, self-confidence, and hope to which the [frightened](rules/conditions.md#Frightened) target clings and then strip away the target's false assumption that these fragile emotions can save them from the oblivion of terror. diff --git a/compendium/spells/feast-of-ashes-logm.md b/compendium/spells/feast-of-ashes-logm.md index 995e6a8e0..0ad8c599f 100644 --- a/compendium/spells/feast-of-ashes-logm.md +++ b/compendium/spells/feast-of-ashes-logm.md @@ -11,12 +11,12 @@ aliases: ["Feast Of Ashes"] # Feast Of Ashes *Spell 2* [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**1 week +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude +- **Duration**: 1 week You curse the target with a hunger no food can sate. You can [Dismiss](rules/actions/dismiss.md) the spell. The target must attempt a Fortitude save. diff --git a/compendium/spells/feather-fall.md b/compendium/spells/feather-fall.md index aac5b381f..aa6b98f52 100644 --- a/compendium/spells/feather-fall.md +++ b/compendium/spells/feather-fall.md @@ -10,12 +10,12 @@ aliases: ["Feather Fall"] # Feather Fall *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range is falling. -- **Range**60 foot -- **Targets**1 falling creature -- **Duration**1 minute +- **Trigger**: A creature within range is falling. +- **Range**: 60 foot +- **Targets**: 1 falling creature +- **Duration**: 1 minute You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. diff --git a/compendium/spells/feeblemind.md b/compendium/spells/feeblemind.md index 5e7c46b44..1c3feeffd 100644 --- a/compendium/spells/feeblemind.md +++ b/compendium/spells/feeblemind.md @@ -13,12 +13,12 @@ aliases: ["Feeblemind"] # Feeblemind *Spell 6* [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You drastically reduce the target's mental faculties. The target must attempt a Will save. diff --git a/compendium/spells/feet-to-fins.md b/compendium/spells/feet-to-fins.md index f96ec5377..8cdc08d7d 100644 --- a/compendium/spells/feet-to-fins.md +++ b/compendium/spells/feet-to-fins.md @@ -11,11 +11,11 @@ aliases: ["Feet To Fins"] # Feet To Fins *Spell 3* [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 10 minutes The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet. diff --git a/compendium/spells/feral-shades-som.md b/compendium/spells/feral-shades-som.md index 5abbd5c7a..fe1762a93 100644 --- a/compendium/spells/feral-shades-som.md +++ b/compendium/spells/feral-shades-som.md @@ -11,10 +11,10 @@ aliases: ["Feral Shades"] # Feral Shades *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Fortitude +- **Area**: 30-foot cone +- **Saving Throw**: basic Fortitude A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal `2d4` slashing damage and `2d4` negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: [prone](rules/conditions.md#Prone) creatures or those taking [persistent bleed damage](rules/conditions.md#Persistent%20Damage) take a –2 status penalty to the save. diff --git a/compendium/spells/fey-disappearance.md b/compendium/spells/fey-disappearance.md index 8ce8c8950..2d026edd8 100644 --- a/compendium/spells/fey-disappearance.md +++ b/compendium/spells/fey-disappearance.md @@ -14,7 +14,8 @@ aliases: ["Fey Disappearance"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of your next turn +- +- **Duration**: until the end of your next turn You become [invisible](rules/conditions.md#Invisible) and ignore natural difficult terrain (such as underbrush). Any [hostile](rules/conditions.md#Hostile) action you use ends this invisibility, but you still ignore natural difficult terrain. diff --git a/compendium/spells/fey-form-som.md b/compendium/spells/fey-form-som.md index 0e3e279a4..3909f6a11 100644 --- a/compendium/spells/fey-form-som.md +++ b/compendium/spells/fey-form-som.md @@ -11,9 +11,10 @@ aliases: ["Fey Form"] # Fey Form *Spell 4* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. diff --git a/compendium/spells/fey-glamour.md b/compendium/spells/fey-glamour.md index 3531d70b9..3bd43186a 100644 --- a/compendium/spells/fey-glamour.md +++ b/compendium/spells/fey-glamour.md @@ -15,9 +15,9 @@ aliases: ["Fey Glamour"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**30-foot burst or Targets up to 10 creatures -- **Duration**10 minutes +- **Range**: 30 foot +- **Area**: 30-foot burst or Targets up to 10 creatures +- **Duration**: 10 minutes You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. diff --git a/compendium/spells/field-of-life.md b/compendium/spells/field-of-life.md index 4fa9f45e7..c9c8a0696 100644 --- a/compendium/spells/field-of-life.md +++ b/compendium/spells/field-of-life.md @@ -13,11 +13,11 @@ aliases: ["Field Of Life"] # Field Of Life *Spell 6* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**20-foot burst -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 20-foot burst +- **Duration**: sustained up to 1 minute A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains `1d8` Hit Points, and any undead creature that starts its turn in the area takes `1d8` positive damage. diff --git a/compendium/spells/fiery-body.md b/compendium/spells/fiery-body.md index f2739007a..2b054e96e 100644 --- a/compendium/spells/fiery-body.md +++ b/compendium/spells/fiery-body.md @@ -12,9 +12,10 @@ aliases: ["Fiery Body"] # Fiery Body *Spell 7* [fire](rules/traits/fire.md "Fire Energy & Element Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes `3d6` fire damage. diff --git a/compendium/spells/final-sacrifice-apg.md b/compendium/spells/final-sacrifice-apg.md index 5db482d39..e60491ef8 100644 --- a/compendium/spells/final-sacrifice-apg.md +++ b/compendium/spells/final-sacrifice-apg.md @@ -11,10 +11,10 @@ aliases: ["Final Sacrifice"] # Final Sacrifice *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature with the minion trait that you summoned or permanently control +- **Range**: 120 foot +- **Targets**: 1 creature with the minion trait that you summoned or permanently control You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take `6d6` fire damage (basic Reflex save) diff --git a/compendium/spells/finger-of-death.md b/compendium/spells/finger-of-death.md index 01150c592..cca745c61 100644 --- a/compendium/spells/finger-of-death.md +++ b/compendium/spells/finger-of-death.md @@ -11,11 +11,11 @@ aliases: ["Finger Of Death"] # Finger Of Death *Spell 7* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: basic Fortitude You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly. diff --git a/compendium/spells/fire-ray.md b/compendium/spells/fire-ray.md index 5459254c9..1994c9820 100644 --- a/compendium/spells/fire-ray.md +++ b/compendium/spells/fire-ray.md @@ -14,10 +14,10 @@ aliases: ["Fire Ray"] # Fire Ray *Focus 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [fire](compendium/setting/domains.md#Fire) +- **Domains** [fire](compendium/setting/domains.md#Fire) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals `2d6` fire damage. diff --git a/compendium/spells/fire-seeds.md b/compendium/spells/fire-seeds.md index 48521e15e..41a0d0ad8 100644 --- a/compendium/spells/fire-seeds.md +++ b/compendium/spells/fire-seeds.md @@ -12,10 +12,11 @@ aliases: ["Fire Seeds"] # Fire Seeds *Spell 6* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** basic Reflex -- **Duration**1 minute +- +- **Saving Throw**: basic Reflex +- **Duration**: 1 minute Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an [Interact](rules/actions/interact.md) action. It explodes in a 5-foot burst, dealing `4d6` fire damage. diff --git a/compendium/spells/fire-shield.md b/compendium/spells/fire-shield.md index e1a4ab5ca..efd0fe447 100644 --- a/compendium/spells/fire-shield.md +++ b/compendium/spells/fire-shield.md @@ -11,9 +11,10 @@ aliases: ["Fire Shield"] # Fire Shield *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take `2d6` fire damage each time they do. diff --git a/compendium/spells/fireball.md b/compendium/spells/fireball.md index 5f5d3fcaa..9af5a61be 100644 --- a/compendium/spells/fireball.md +++ b/compendium/spells/fireball.md @@ -12,11 +12,11 @@ aliases: ["Fireball"] # Fireball *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex +- **Range**: 500 foot +- **Area**: 20-foot burst +- **Saving Throw**: basic Reflex A roaring blast of fire appears at a spot you designate, dealing `6d6` fire damage. diff --git a/compendium/spells/flame-barrier.md b/compendium/spells/flame-barrier.md index 527f5a4c3..cd02ea59c 100644 --- a/compendium/spells/flame-barrier.md +++ b/compendium/spells/flame-barrier.md @@ -12,11 +12,11 @@ aliases: ["Flame Barrier"] # Flame Barrier *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [fire](compendium/setting/domains.md#Fire) +- **Domains** [fire](compendium/setting/domains.md#Fire) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An effect would deal fire damage to either you or an ally within range. -- **Range**60 foot -- **Targets**the creature that would take fire damage +- **Trigger**: An effect would deal fire damage to either you or an ally within range. +- **Range**: 60 foot +- **Targets**: the creature that would take fire damage You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect. diff --git a/compendium/spells/flame-strike.md b/compendium/spells/flame-strike.md index 26f6b920c..629a07129 100644 --- a/compendium/spells/flame-strike.md +++ b/compendium/spells/flame-strike.md @@ -12,11 +12,11 @@ aliases: ["Flame Strike"] # Flame Strike *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot radius, 40-foot-tall cylinder -- **Saving Throw** basic Reflex +- **Range**: 120 foot +- **Area**: 10-foot radius, 40-foot-tall cylinder +- **Saving Throw**: basic Reflex You call a rain of divine fire that plummets down from above, dealing `8d6` fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better. diff --git a/compendium/spells/flame-vortex-som.md b/compendium/spells/flame-vortex-som.md index 6baa2d797..20044ffbc 100644 --- a/compendium/spells/flame-vortex-som.md +++ b/compendium/spells/flame-vortex-som.md @@ -13,12 +13,12 @@ aliases: ["Flame Vortex"] # Flame Vortex *Spell 6* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**5-foot radius, 40-foot tall cylinder -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 5-foot radius, 40-foot tall cylinder +- **Saving Throw**: basic Reflex +- **Duration**: sustained up to 1 minute You combine a blazing inferno and air currents into a fiery vortex. You can [Cast this Spell](rules/actions/cast-a-spell.md) only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. diff --git a/compendium/spells/flame-wisp-som.md b/compendium/spells/flame-wisp-som.md index 00fb1b7cf..48a023ee0 100644 --- a/compendium/spells/flame-wisp-som.md +++ b/compendium/spells/flame-wisp-som.md @@ -11,9 +11,10 @@ aliases: ["Flame Wisp"] # Flame Wisp *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Three faintly glowing wisps of fire float around your head. diff --git a/compendium/spells/flaming-fusillade-apg.md b/compendium/spells/flaming-fusillade-apg.md index 53ce8d5fb..88606d013 100644 --- a/compendium/spells/flaming-fusillade-apg.md +++ b/compendium/spells/flaming-fusillade-apg.md @@ -16,7 +16,8 @@ aliases: ["Flaming Fusillade"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast [produce flame](compendium/spells/produce-flame.md) as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1. diff --git a/compendium/spells/flaming-sphere.md b/compendium/spells/flaming-sphere.md index b65959d2c..70209be2e 100644 --- a/compendium/spells/flaming-sphere.md +++ b/compendium/spells/flaming-sphere.md @@ -12,12 +12,12 @@ aliases: ["Flaming Sphere"] # Flaming Sphere *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**1 5-foot square -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 1 5-foot square +- **Saving Throw**: Reflex +- **Duration**: sustained up to 1 minute You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals `3d6` fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you can leave the sphere in its square or roll it to another square within range. It deals `3d6` fire damage (basic Reflex save) to each creature in that square. diff --git a/compendium/spells/flammable-fumes-som.md b/compendium/spells/flammable-fumes-som.md index cf2ac650e..cf3c3c36b 100644 --- a/compendium/spells/flammable-fumes-som.md +++ b/compendium/spells/flammable-fumes-som.md @@ -12,11 +12,11 @@ aliases: ["Flammable Fumes"] # Flammable Fumes *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. diff --git a/compendium/spells/fleet-step.md b/compendium/spells/fleet-step.md index fd9d0f007..c00c1c330 100644 --- a/compendium/spells/fleet-step.md +++ b/compendium/spells/fleet-step.md @@ -10,9 +10,10 @@ aliases: ["Fleet Step"] # Fleet Step *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You gain a +30-foot status bonus to your Speed. diff --git a/compendium/spells/flesh-to-stone.md b/compendium/spells/flesh-to-stone.md index 62e0de96f..6cbd418e1 100644 --- a/compendium/spells/flesh-to-stone.md +++ b/compendium/spells/flesh-to-stone.md @@ -10,12 +10,12 @@ aliases: ["Flesh To Stone"] # Flesh To Stone *Spell 6* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature made of flesh -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 120 foot +- **Targets**: 1 creature made of flesh +- **Saving Throw**: Fortitude +- **Duration**: varies You try to turn the target's flesh into stone. The target must attempt a Fortitude save. diff --git a/compendium/spells/floating-disk.md b/compendium/spells/floating-disk.md index ce1604606..08501d7cf 100644 --- a/compendium/spells/floating-disk.md +++ b/compendium/spells/floating-disk.md @@ -11,9 +11,10 @@ aliases: ["Floating Disk"] # Floating Disk *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**8 hours +- +- **Duration**: 8 hours A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. diff --git a/compendium/spells/flowing-strike-som.md b/compendium/spells/flowing-strike-som.md index 559669152..d2b603150 100644 --- a/compendium/spells/flowing-strike-som.md +++ b/compendium/spells/flowing-strike-som.md @@ -11,8 +11,9 @@ aliases: ["Flowing Strike"] # Flowing Strike *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. diff --git a/compendium/spells/fly.md b/compendium/spells/fly.md index 2acad7754..03a88bafd 100644 --- a/compendium/spells/fly.md +++ b/compendium/spells/fly.md @@ -10,11 +10,11 @@ aliases: ["Fly"] # Fly *Spell 4* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**5 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 5 minutes The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater. diff --git a/compendium/spells/focusing-hum-da.md b/compendium/spells/focusing-hum-da.md index 4de7a1abf..ac5b68d1a 100644 --- a/compendium/spells/focusing-hum-da.md +++ b/compendium/spells/focusing-hum-da.md @@ -12,10 +12,10 @@ aliases: ["Focusing Hum"] # Focusing Hum *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**15-foot emanation centered on you -- **Duration**sustained up to 1 minute +- **Area**: 15-foot emanation centered on you +- **Duration**: sustained up to 1 minute You infuse the air around you with a sustained hum that allows creatures within it to resist distractions. The DC of any flat check to [Cast a Spell](rules/actions/cast-a-spell.md) while [stupefied](rules/conditions.md#Stupefied) for creatures within the area is 2 lower. [Confused](rules/conditions.md#Confused) creatures in the area don't attack anyone, including themselves, and instead lose the ability to speak coherently. You take a –2 penalty to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md). diff --git a/compendium/spells/font-of-serenity-logm.md b/compendium/spells/font-of-serenity-logm.md index fe6839d4b..ac27cddf0 100644 --- a/compendium/spells/font-of-serenity-logm.md +++ b/compendium/spells/font-of-serenity-logm.md @@ -13,11 +13,11 @@ aliases: ["Font Of Serenity"] # Font Of Serenity *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Domains**: [repose](compendium/setting/domains.md#Repose) +- **Domains** [repose](compendium/setting/domains.md#Repose) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**15-foot emanation -- **Duration**1 minute +- **Range**: 30 foot +- **Area**: 15-foot emanation +- **Duration**: 1 minute A divine beacon radiates serenity, soothing nearby allies. diff --git a/compendium/spells/for-love-for-lightning-lokl.md b/compendium/spells/for-love-for-lightning-lokl.md index 44a73dd99..62e449cc8 100644 --- a/compendium/spells/for-love-for-lightning-lokl.md +++ b/compendium/spells/for-love-for-lightning-lokl.md @@ -13,8 +13,9 @@ aliases: ["For Love, for Lightning"] [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Requirements**You are wielding a sword or spear made partly or wholly of metal. -- **Duration**sustained +- **Requirements**: You are wielding a sword or spear made partly or wholly of metal. +- +- **Duration**: sustained When you [Cast the Spell](rules/actions/cast-a-spell.md), you plunge the required weapon into the ground, where it crackles with crimson lightning. When you [Cast the Spell](rules/actions/cast-a-spell.md), and the first time during each of your subsequent turns that you [Sustain the spell](rules/actions/sustain-a-spell.md), the crimson lightning arcs. When the weapon arcs, one enemy of your choice within 30 feet of the weapon takes `3d12` electricity damage (basic Reflex save). If you [Interact](rules/actions/interact.md) to draw the weapon from the ground, the spell ends. diff --git a/compendium/spells/forbidden-thought-da.md b/compendium/spells/forbidden-thought-da.md index 35f25c792..30745fe47 100644 --- a/compendium/spells/forbidden-thought-da.md +++ b/compendium/spells/forbidden-thought-da.md @@ -15,9 +15,9 @@ aliases: ["Forbidden Thought"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You place a psychic lock in a foe's mind that prevents it from a specific action. Choose "[Strike](rules/actions/strike.md)," "[Stride](rules/actions/stride.md)," "[Cast a Spell](rules/actions/cast-a-spell.md)," or a specific action you know the creature to have (such as "Breath Weapon" against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take `1d6` mental damage plus your spellcasting ability modifier (with a basic Will save). The target is then temporarily immune for 1 minute. diff --git a/compendium/spells/forbidding-ward.md b/compendium/spells/forbidding-ward.md index 6526858c6..f545d3c10 100644 --- a/compendium/spells/forbidding-ward.md +++ b/compendium/spells/forbidding-ward.md @@ -11,11 +11,11 @@ aliases: ["Forbidding Ward"] # Forbidding Ward *Cantrip 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 ally and 1 enemy -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 ally and 1 enemy +- **Duration**: sustained up to 1 minute You ward an ally against the attacks and [hostile](rules/conditions.md#Hostile) spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects. diff --git a/compendium/spells/force-bolt.md b/compendium/spells/force-bolt.md index 48375b5ce..096c5d77d 100644 --- a/compendium/spells/force-bolt.md +++ b/compendium/spells/force-bolt.md @@ -14,8 +14,8 @@ aliases: ["Force Bolt"] [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You fire an unerring dart of force from your fingertips. It automatically hits and deals `1d4+1` force damage to the target. diff --git a/compendium/spells/force-cage-apg.md b/compendium/spells/force-cage-apg.md index 47d158840..174c48727 100644 --- a/compendium/spells/force-cage-apg.md +++ b/compendium/spells/force-cage-apg.md @@ -12,12 +12,12 @@ aliases: ["Force Cage"] # Force Cage *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**1 cube 20 feet on each side -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 1 cube 20 feet on each side +- **Saving Throw**: Reflex +- **Duration**: sustained up to 1 minute You create an immobile, [invisible](rules/conditions.md#Invisible) prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. diff --git a/compendium/spells/force-fang-som.md b/compendium/spells/force-fang-som.md index c3ff3ecb7..9eeb1680b 100644 --- a/compendium/spells/force-fang-som.md +++ b/compendium/spells/force-fang-som.md @@ -14,8 +14,8 @@ aliases: ["Force Fang"] [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**varies -- **Targets**1 creature +- **Range**: varies +- **Targets**: 1 creature You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. diff --git a/compendium/spells/forced-mercy-lokl.md b/compendium/spells/forced-mercy-lokl.md index aaf720040..8845545a7 100644 --- a/compendium/spells/forced-mercy-lokl.md +++ b/compendium/spells/forced-mercy-lokl.md @@ -13,12 +13,12 @@ aliases: ["Forced Mercy"] # Forced Mercy *Spell 1* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all [persistent bleed damage](rules/conditions.md#Persistent%20Damage) dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw. diff --git a/compendium/spells/forced-quiet.md b/compendium/spells/forced-quiet.md index 8d0df3b40..fe799bf8a 100644 --- a/compendium/spells/forced-quiet.md +++ b/compendium/spells/forced-quiet.md @@ -12,12 +12,12 @@ aliases: ["Forced Quiet"] # Forced Quiet *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [secrecy](compendium/setting/domains.md#Secrecy) +- **Domains** [secrecy](compendium/setting/domains.md#Secrecy) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: varies You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a [Perception](compendium/skills.md#Perception) check against your spell DC, which might interfere with [auditory](rules/traits/auditory.md "Auditory Effect Trait") or [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. diff --git a/compendium/spells/forceful-hand-som.md b/compendium/spells/forceful-hand-som.md index 31a7ef1a3..2e6e96577 100644 --- a/compendium/spells/forceful-hand-som.md +++ b/compendium/spells/forceful-hand-som.md @@ -11,10 +11,10 @@ aliases: ["Forceful Hand"] # Forceful Hand *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Duration**: sustained up to 1 minute A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the hand moves to an unoccupied space of your choice adjacent to you. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can have the hand [Fly](rules/actions/fly.md) to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. diff --git a/compendium/spells/foresee-the-path-da.md b/compendium/spells/foresee-the-path-da.md index 03d2af26b..1421bdab3 100644 --- a/compendium/spells/foresee-the-path-da.md +++ b/compendium/spells/foresee-the-path-da.md @@ -14,9 +14,9 @@ aliases: ["Foresee the Path"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 ally and 1 enemy -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Targets**: 1 ally and 1 enemy +- **Duration**: sustained up to 1 minute You see just a split second into the future and glean how an enemy will move, making it easier for your allies to strike it mid-action. Make a [Perception](compendium/skills.md#Perception) check against the target enemy's Will DC or [Deception](compendium/skills.md#Deception) DC, whichever is higher. The GM may judge a different DC is more appropriate if it's higher; for instance, using the [Warfare Lore](compendium/skills.md#Lore) DC of a military captain. The target is then temporarily immune for 1 minute. diff --git a/compendium/spells/foresight.md b/compendium/spells/foresight.md index e4e446c77..fae8deebe 100644 --- a/compendium/spells/foresight.md +++ b/compendium/spells/foresight.md @@ -12,16 +12,16 @@ aliases: ["Foresight"] # Foresight *Spell 9* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 hour You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a [mental](rules/traits/mental.md "Mental Effect Trait") effect. Due to the amount of information this spell requires you to process, you can't have more than one [foresight](compendium/spells/foresight.md) spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't [flat-footed](rules/conditions.md#Flat-footed) against [undetected](rules/conditions.md#Undetected) creatures or when flanked. In addition, you gain the following reaction. ```ad-embed-ability -title: Foresight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Foresight** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The target of foresight defends against a [hostile](rules/conditions.md#Hostile) creature or other danger. diff --git a/compendium/spells/forgotten-lines-aoa3.md b/compendium/spells/forgotten-lines-aoa3.md index 41a78c9c0..ca66b9bb4 100644 --- a/compendium/spells/forgotten-lines-aoa3.md +++ b/compendium/spells/forgotten-lines-aoa3.md @@ -11,10 +11,10 @@ aliases: ["Forgotten Lines"] # Forgotten Lines *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 text or remnants thereof +- **Range**: touch +- **Targets**: 1 text or remnants thereof Members of the Lacunafex and other allies use this spell to restore material that Thrune agents have redacted from historical or otherwise valuable texts. You learn one piece of information that was removed from the target text after its creation. You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings. diff --git a/compendium/spells/foul-miasma-logm.md b/compendium/spells/foul-miasma-logm.md index bf0217705..cd886bf66 100644 --- a/compendium/spells/foul-miasma-logm.md +++ b/compendium/spells/foul-miasma-logm.md @@ -11,12 +11,12 @@ aliases: ["Foul Miasma"] # Foul Miasma *Focus 4* [disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Domains**: [plague](compendium/setting/domains.md#Plague) +- **Domains** [plague](compendium/setting/domains.md#Plague) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature affected by a disease -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature affected by a disease +- **Saving Throw**: Will +- **Duration**: 1 minute You multiply the disease within a creature, drawing it into an infectious mist outside their body where it can spread to other creatures. The target must attempt a Will save. If the target is willing, it can choose to take the effects of critical failure. diff --git a/compendium/spells/freedom-of-movement.md b/compendium/spells/freedom-of-movement.md index a89997d90..4b6ae775a 100644 --- a/compendium/spells/freedom-of-movement.md +++ b/compendium/spells/freedom-of-movement.md @@ -10,11 +10,11 @@ aliases: ["Freedom Of Movement"] # Freedom Of Movement *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature touched -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature touched +- **Duration**: 10 minutes You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to [Escape](rules/actions/escape.md) an effect that has them [immobilized](rules/conditions.md#Immobilized), [grabbed](rules/conditions.md#Grabbed), or [restrained](rules/conditions.md#Restrained), they automatically succeed unless the effect is magical and of a higher level than the [freedom of movement](compendium/spells/freedom-of-movement.md) spell. diff --git a/compendium/spells/frenzied-revelry-da.md b/compendium/spells/frenzied-revelry-da.md index b498fdbec..72b09ded9 100644 --- a/compendium/spells/frenzied-revelry-da.md +++ b/compendium/spells/frenzied-revelry-da.md @@ -15,11 +15,11 @@ aliases: ["Frenzied Revelry"] # Frenzied Revelry *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [indulgence (apocryphal)](compendium/setting/domains.md#Indulgence) +- **Domains** [indulgence (apocryphal)](compendium/setting/domains.md#Indulgence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**you and allies in the area -- **Duration**1 minute +- **Area**: 5-foot emanation +- **Targets**: you and allies in the area +- **Duration**: 1 minute You recall memories of hedonistic rites to send yourself into an infectious frenzy, dancing and howling wildly to encourage your companions to join in. You and your allies gain a +1 status bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects while in the area. Whenever someone benefiting from this bonus critically succeeds at a saving throw against an enemy's [mental](rules/traits/mental.md "Mental Effect Trait") effect, its revelry increases, granting it a +1 status bonus to attack rolls and damage rolls for 1 round. diff --git a/compendium/spells/friendfetch-sot1.md b/compendium/spells/friendfetch-sot1.md index 07780710c..ab7f4a8c6 100644 --- a/compendium/spells/friendfetch-sot1.md +++ b/compendium/spells/friendfetch-sot1.md @@ -12,10 +12,10 @@ aliases: ["Friendfetch"] # Friendfetch *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 or 2 willing creatures +- **Range**: 30 foot +- **Targets**: 1 or 2 willing creatures You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement. diff --git a/compendium/spells/frigid-flurry-som.md b/compendium/spells/frigid-flurry-som.md index 809137762..9c543db0c 100644 --- a/compendium/spells/frigid-flurry-som.md +++ b/compendium/spells/frigid-flurry-som.md @@ -13,10 +13,10 @@ aliases: ["Frigid Flurry"] # Frigid Flurry *Spell 7* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**line up to 120 feet -- **Saving Throw** basic Reflex +- **Area**: line up to 120 feet +- **Saving Throw**: basic Reflex You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals `9d6` cold damage and `9d6` slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow. diff --git a/compendium/spells/frosts-touch-tv.md b/compendium/spells/frosts-touch-tv.md index f4834824f..5fdee0eae 100644 --- a/compendium/spells/frosts-touch-tv.md +++ b/compendium/spells/frosts-touch-tv.md @@ -15,8 +15,8 @@ aliases: ["Frost's Touch"] [arcane](rules/traits/arcane.md "Arcane Tradition Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 object +- **Range**: 30 foot +- **Targets**: 1 object Your gelid shard drinks down nearby heat in a futile attempt to sate itself and achieve a level of frigid cold unheard of on the Material Plane. This allows you to cool a drink, make a hot pot safe to handle, or other, similar minor effects. Once cooled, the object's temperature is subject to its environment as usual. You can also solidify ambient moisture into a solid object; this temporary object is of negligible Bulk, made of non-magical ice. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component. Once created, it melts as normal for ice for the ambient conditions. diff --git a/compendium/spells/fungal-hyphae-logm.md b/compendium/spells/fungal-hyphae-logm.md index ffb7c21ba..24f36c122 100644 --- a/compendium/spells/fungal-hyphae-logm.md +++ b/compendium/spells/fungal-hyphae-logm.md @@ -11,9 +11,10 @@ aliases: ["Fungal Hyphae"] # Fungal Hyphae *Spell 2* [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems. diff --git a/compendium/spells/fungal-infestation-apg.md b/compendium/spells/fungal-infestation-apg.md index dd39326f5..d0916dcd3 100644 --- a/compendium/spells/fungal-infestation-apg.md +++ b/compendium/spells/fungal-infestation-apg.md @@ -11,11 +11,11 @@ aliases: ["Fungal Infestation"] # Fungal Infestation *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Area**15-foot cone -- **Saving Throw** Fortitude +- **Range**: touch +- **Area**: 15-foot cone +- **Saving Throw**: Fortitude Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage), and each creature must attempt a Fortitude save. diff --git a/compendium/spells/gale-blast-som.md b/compendium/spells/gale-blast-som.md index 7dd86338c..15fe6370c 100644 --- a/compendium/spells/gale-blast-som.md +++ b/compendium/spells/gale-blast-som.md @@ -12,9 +12,10 @@ aliases: ["Gale Blast"] # Gale Blast *Cantrip 1* [air](rules/traits/air.md "Air Energy & Element Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Fortitude +- +- **Saving Throw**: Fortitude Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save. diff --git a/compendium/spells/gaseous-form.md b/compendium/spells/gaseous-form.md index ace4a41a1..5683a0cdf 100644 --- a/compendium/spells/gaseous-form.md +++ b/compendium/spells/gaseous-form.md @@ -11,11 +11,11 @@ aliases: ["Gaseous Form"] # Gaseous Form *Spell 4* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**5 minutes +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 5 minutes The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. diff --git a/compendium/spells/gasping-marsh-sot3.md b/compendium/spells/gasping-marsh-sot3.md index fd5451391..1da620d31 100644 --- a/compendium/spells/gasping-marsh-sot3.md +++ b/compendium/spells/gasping-marsh-sot3.md @@ -13,12 +13,12 @@ aliases: ["Gasping Marsh"] # Gasping Marsh *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Saving Throw**: basic Fortitude +- **Duration**: sustained up to 1 minute With a rattling hiss, you create a quickly evaporating mist of [invisible](rules/conditions.md#Invisible) poisonous marsh gas to smother creatures in the area. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), the mist dissipates completely from the previous area, and you can select a new area within range to fill with the mist. If you don't [Sustain the Spell](rules/actions/sustain-a-spell.md), the mist dissipates and the spell ends. You deal `4d6` poison damage to each breathing creature that starts its turn in the area. Each affected creature must attempt a Fortitude save. The creature is then temporarily immune to gasping marsh for 1 minute. diff --git a/compendium/spells/gate.md b/compendium/spells/gate.md index fcecbdf1d..dbe32db97 100644 --- a/compendium/spells/gate.md +++ b/compendium/spells/gate.md @@ -12,10 +12,10 @@ aliases: ["Gate"] # Gate *Spell 10* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Duration**: sustained up to 1 minute You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming. diff --git a/compendium/spells/genies-veil-apg.md b/compendium/spells/genies-veil-apg.md index b84e6e314..f93a8b9c2 100644 --- a/compendium/spells/genies-veil-apg.md +++ b/compendium/spells/genies-veil-apg.md @@ -14,9 +14,9 @@ aliases: ["Genie's Veil"] - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range is attacked. -- **Range**30 foot -- **Targets**1 willing creature +- **Trigger**: A creature within range is attacked. +- **Range**: 30 foot +- **Targets**: 1 willing creature With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become [concealed](rules/conditions.md#Concealed) against the triggering attack and until the end of the current creature's turn. diff --git a/compendium/spells/gentle-repose.md b/compendium/spells/gentle-repose.md index 0c69cd664..e8bb9ebb1 100644 --- a/compendium/spells/gentle-repose.md +++ b/compendium/spells/gentle-repose.md @@ -10,11 +10,11 @@ aliases: ["Gentle Repose"] # Gentle Repose *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 corpse -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 corpse +- **Duration**: until the next time you make your daily preparations The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body. diff --git a/compendium/spells/geyser-som.md b/compendium/spells/geyser-som.md index f975f9d76..76930e74c 100644 --- a/compendium/spells/geyser-som.md +++ b/compendium/spells/geyser-som.md @@ -13,12 +13,12 @@ aliases: ["Geyser"] # Geyser *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**10-foot radius, 50-foot-tall cylinder -- **Saving Throw** Reflex -- **Duration**1 round +- **Range**: 500 foot +- **Area**: 10-foot radius, 50-foot-tall cylinder +- **Saving Throw**: Reflex +- **Duration**: 1 round A powerful geyser blasts up from the ground, potentially pushing creatures on top of it into the air. The bottom of this spell's area must be on solid ground. Each creature in the area takes `3d6` bludgeoning damage and `4d6` fire damage, with a Reflex save. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage (normally equal to half the distance it fell). After the geyser erupts, its area is filled with a cloud of steam for 1 round. diff --git a/compendium/spells/ghost-sound.md b/compendium/spells/ghost-sound.md index b2cfcf66e..b02c70d81 100644 --- a/compendium/spells/ghost-sound.md +++ b/compendium/spells/ghost-sound.md @@ -12,10 +12,10 @@ aliases: ["Ghost Sound"] # Ghost Sound *Cantrip 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**sustained +- **Range**: 30 foot +- **Duration**: sustained You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. diff --git a/compendium/spells/ghostly-shift-da.md b/compendium/spells/ghostly-shift-da.md index 90fed8695..7576c83e2 100644 --- a/compendium/spells/ghostly-shift-da.md +++ b/compendium/spells/ghostly-shift-da.md @@ -14,9 +14,9 @@ aliases: ["Ghostly Shift"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force). diff --git a/compendium/spells/ghostly-tragedy-apg.md b/compendium/spells/ghostly-tragedy-apg.md index 65341273f..71a1c8a10 100644 --- a/compendium/spells/ghostly-tragedy-apg.md +++ b/compendium/spells/ghostly-tragedy-apg.md @@ -12,10 +12,10 @@ aliases: ["Ghostly Tragedy"] # Ghostly Tragedy *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** (1 minute) -- **Area**60-foot emanation -- **Duration**10 minutes +- **Area**: 60-foot emanation +- **Duration**: 10 minutes This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you [Cast the Spell](rules/actions/cast-a-spell.md). You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. diff --git a/compendium/spells/ghostly-transcription-logm.md b/compendium/spells/ghostly-transcription-logm.md index 4f5f386d5..fb7f7eec0 100644 --- a/compendium/spells/ghostly-transcription-logm.md +++ b/compendium/spells/ghostly-transcription-logm.md @@ -11,11 +11,11 @@ aliases: ["Ghostly Transcription"] # Ghostly Transcription *Focus 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [glyph](compendium/setting/domains.md#Glyph) +- **Domains** [glyph](compendium/setting/domains.md#Glyph) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 minute Glowing letters assemble in the air, providing a transcription of the target's speech in all languages you speak. For the spell's duration, any words spoken aloud by the target are spelled out in letters in front of them. When you [Cast the Spell](rules/actions/cast-a-spell.md), you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn't carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target's [auditory](rules/traits/auditory.md "Auditory Effect Trait") abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the [visual](rules/traits/visual.md "Visual Effect Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/ghostly-weapon.md b/compendium/spells/ghostly-weapon.md index 809acb43e..740b0a1e0 100644 --- a/compendium/spells/ghostly-weapon.md +++ b/compendium/spells/ghostly-weapon.md @@ -10,11 +10,11 @@ aliases: ["Ghostly Weapon"] # Ghostly Weapon *Spell 3* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon that is either unattended or wielded by you or a willing ally -- **Duration**5 minutes +- **Range**: touch +- **Targets**: 1 weapon that is either unattended or wielded by you or a willing ally +- **Duration**: 5 minutes The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. diff --git a/compendium/spells/ghoulish-cravings.md b/compendium/spells/ghoulish-cravings.md index 43c13f7d4..467dcdc56 100644 --- a/compendium/spells/ghoulish-cravings.md +++ b/compendium/spells/ghoulish-cravings.md @@ -12,11 +12,11 @@ aliases: ["Ghoulish Cravings"] # Ghoulish Cravings *Spell 2* [disease](rules/traits/disease.md "Disease Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save. diff --git a/compendium/spells/girzanjes-march-sot3.md b/compendium/spells/girzanjes-march-sot3.md index 4e9f1d228..c41d00b61 100644 --- a/compendium/spells/girzanjes-march-sot3.md +++ b/compendium/spells/girzanjes-march-sot3.md @@ -15,15 +15,15 @@ aliases: ["Girzanje's March"] # Girzanje's March *Spell 4* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot burst -- **Duration**sustained up to 1 minute +- **Area**: 30-foot burst +- **Duration**: sustained up to 1 minute You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. -**Heightened (7th)** The status bonus increases to +2. - **Heightened (10th)** The status bonus increases to +3. +**Heightened (7th)** The status bonus increases to +2. + *Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/compendium/spells/glacial-heart-lol.md b/compendium/spells/glacial-heart-lol.md index b9e52ea0e..55ca3c5bc 100644 --- a/compendium/spells/glacial-heart-lol.md +++ b/compendium/spells/glacial-heart-lol.md @@ -14,10 +14,10 @@ aliases: ["Glacial Heart"] [evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: 1 minute Ice and bone-deep cold assail the target, freezing it from the inside out. The frosty assault deals `10d6` cold damage, subject to the target's Fortitude save. After the effects are resolved, the target is temporarily immune for 1 day. diff --git a/compendium/spells/glibness.md b/compendium/spells/glibness.md index 473abc6ff..5ae0f8618 100644 --- a/compendium/spells/glibness.md +++ b/compendium/spells/glibness.md @@ -12,9 +12,10 @@ aliases: ["Glibness"] # Glibness *Spell 4* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) and against [Perception](compendium/skills.md#Perception) checks to discern if you are telling the truth, and you add your level even if you're untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half. diff --git a/compendium/spells/glimmer-of-charm-som.md b/compendium/spells/glimmer-of-charm-som.md index 736e2cfeb..796b9aced 100644 --- a/compendium/spells/glimmer-of-charm-som.md +++ b/compendium/spells/glimmer-of-charm-som.md @@ -15,11 +15,11 @@ aliases: ["Glimmer Of Charm"] # Glimmer Of Charm *Spell 5* [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**20-foot emanation centered on you -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Area**: 20-foot emanation centered on you +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. diff --git a/compendium/spells/glimpse-the-truth.md b/compendium/spells/glimpse-the-truth.md index 84013fbb1..532cd1158 100644 --- a/compendium/spells/glimpse-the-truth.md +++ b/compendium/spells/glimpse-the-truth.md @@ -14,10 +14,10 @@ aliases: ["Glimpse The Truth"] # Glimpse The Truth *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [truth](compendium/setting/domains.md#Truth) +- **Domains** [truth](compendium/setting/domains.md#Truth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot emanation -- **Duration**1 round +- **Area**: 30-foot emanation +- **Duration**: 1 round Divine insight lets you see things as they truly are. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an [illusory disguise](compendium/spells/illusory-disguise.md) spell, you see the creature's true form but illusory disguise doesn't end) diff --git a/compendium/spells/glimpse-weakness-da.md b/compendium/spells/glimpse-weakness-da.md index 0162b04c6..67bc0d634 100644 --- a/compendium/spells/glimpse-weakness-da.md +++ b/compendium/spells/glimpse-weakness-da.md @@ -14,9 +14,9 @@ aliases: ["Glimpse Weakness"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Duration**1 minute +- **Range**: 60 foot +- **Targets**: 1 creature +- **Duration**: 1 minute You glimpse a loose scale, a seam in a foe's armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that hits the target with a successful [Strike](rules/actions/strike.md) deals additional precision damage equal to 1 + this spell's level, and then the spell ends. diff --git a/compendium/spells/glitterdust.md b/compendium/spells/glitterdust.md index 6e86f2812..989ed09c4 100644 --- a/compendium/spells/glitterdust.md +++ b/compendium/spells/glitterdust.md @@ -11,11 +11,11 @@ aliases: ["Glitterdust"] # Glitterdust *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Reflex +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Saving Throw**: Reflex Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is [concealed](rules/conditions.md#Concealed) instead of [invisible](rules/conditions.md#Invisible). This applies both if the creature was already [invisible](rules/conditions.md#Invisible) and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell. diff --git a/compendium/spells/globe-of-invulnerability.md b/compendium/spells/globe-of-invulnerability.md index 824fd1518..33fd840ec 100644 --- a/compendium/spells/globe-of-invulnerability.md +++ b/compendium/spells/globe-of-invulnerability.md @@ -12,10 +12,10 @@ aliases: ["Globe Of Invulnerability"] # Globe Of Invulnerability *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot burst centered on one corner of your space -- **Duration**10 minutes +- **Area**: 10-foot burst centered on one corner of your space +- **Duration**: 10 minutes You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a [dispel magic](compendium/spells/dispel-magic.md) spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast). diff --git a/compendium/spells/gluttons-jaws.md b/compendium/spells/gluttons-jaws.md index 1717f012e..a6cdda223 100644 --- a/compendium/spells/gluttons-jaws.md +++ b/compendium/spells/gluttons-jaws.md @@ -15,7 +15,8 @@ aliases: ["Glutton's Jaws"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the [forceful](rules/traits/forceful.md "Forceful Weapon Trait") trait dealing `1d8` piercing damage. If you hit with your jaws and deal damage, you gain `1d6` temporary Hit Points. diff --git a/compendium/spells/glyph-of-warding.md b/compendium/spells/glyph-of-warding.md index fea8338e5..e3f5d5216 100644 --- a/compendium/spells/glyph-of-warding.md +++ b/compendium/spells/glyph-of-warding.md @@ -10,11 +10,11 @@ aliases: ["Glyph Of Warding"] # Glyph Of Warding *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 container or a 10-foot-by-10-foot area -- **Duration** +- **Range**: touch +- **Targets**: 1 container or a 10-foot-by-10-foot area +- You craft a trap by binding a [hostile](rules/conditions.md#Hostile) spell into a symbol. While [Casting this Spell](rules/actions/cast-a-spell.md), you also [Cast a Spell](rules/actions/cast-a-spell.md) of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a [hostile](rules/conditions.md#Hostile) effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. diff --git a/compendium/spells/goblin-pox.md b/compendium/spells/goblin-pox.md index 36c455a48..f11bc11be 100644 --- a/compendium/spells/goblin-pox.md +++ b/compendium/spells/goblin-pox.md @@ -11,11 +11,11 @@ aliases: ["Goblin Pox"] # Goblin Pox *Spell 1* [disease](rules/traits/disease.md "Disease Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. diff --git a/compendium/spells/goodberry.md b/compendium/spells/goodberry.md index 26cb06027..2cc2e22a1 100644 --- a/compendium/spells/goodberry.md +++ b/compendium/spells/goodberry.md @@ -14,9 +14,9 @@ aliases: ["Goodberry"] [druid](rules/traits/druid.md "Druid Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 ripe berry -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 ripe berry +- **Duration**: 10 minutes You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an [Interact](rules/actions/interact.md) action to regain `1d6+4` Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. diff --git a/compendium/spells/gouging-claw-som.md b/compendium/spells/gouging-claw-som.md index 5dab1a5f7..fe7a64dd1 100644 --- a/compendium/spells/gouging-claw-som.md +++ b/compendium/spells/gouging-claw-som.md @@ -13,10 +13,10 @@ aliases: ["Gouging Claw"] # Gouging Claw *Cantrip 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature You temporarily morph your limb into a clawed appendage. diff --git a/compendium/spells/grasping-grave.md b/compendium/spells/grasping-grave.md index aafff9acf..ef662e36c 100644 --- a/compendium/spells/grasping-grave.md +++ b/compendium/spells/grasping-grave.md @@ -15,9 +15,9 @@ aliases: ["Grasping Grave"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**20-foot radius on the ground -- **Saving Throw** Reflex +- **Range**: 60 foot +- **Area**: 20-foot radius on the ground +- **Saving Throw**: Reflex Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. The skeletal arms deal `6d6` slashing damage. Each creature in the area must attempt a Reflex save. diff --git a/compendium/spells/grave-impressions-sot1.md b/compendium/spells/grave-impressions-sot1.md index d6b96cdd4..3a8016604 100644 --- a/compendium/spells/grave-impressions-sot1.md +++ b/compendium/spells/grave-impressions-sot1.md @@ -11,11 +11,11 @@ aliases: ["Grave Impressions"] # Grave Impressions *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 corpse -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 corpse +- **Duration**: 10 minutes You project a fragment of your senses into the corpse. diff --git a/compendium/spells/gravitational-pull-som.md b/compendium/spells/gravitational-pull-som.md index 5157d0db5..a61c6d4ee 100644 --- a/compendium/spells/gravitational-pull-som.md +++ b/compendium/spells/gravitational-pull-som.md @@ -10,11 +10,11 @@ aliases: ["Gravitational Pull"] # Gravitational Pull *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude By suddenly altering gravity, you pull the target toward you. diff --git a/compendium/spells/gravity-weapon-apg.md b/compendium/spells/gravity-weapon-apg.md index d2913fefe..282e81043 100644 --- a/compendium/spells/gravity-weapon-apg.md +++ b/compendium/spells/gravity-weapon-apg.md @@ -13,7 +13,8 @@ aliases: ["Gravity Weapon"] [evocation](rules/traits/evocation.md "Evocation School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. diff --git a/compendium/spells/gravity-well-logm.md b/compendium/spells/gravity-well-logm.md index d095c6e80..d0f1f79c6 100644 --- a/compendium/spells/gravity-well-logm.md +++ b/compendium/spells/gravity-well-logm.md @@ -11,11 +11,11 @@ aliases: ["Gravity Well"] # Gravity Well *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**30-foot-radius burst -- **Saving Throw** Reflex +- **Range**: 120 foot +- **Area**: 30-foot-radius burst +- **Saving Throw**: Reflex You create a sphere of altered gravity. All creatures and unsecured objects in the area move towards the center, depending on their Reflex saving throws. This follows the rules for forced movement. diff --git a/compendium/spells/gray-shadow-sot3.md b/compendium/spells/gray-shadow-sot3.md index 4ffa6eb02..71225c12d 100644 --- a/compendium/spells/gray-shadow-sot3.md +++ b/compendium/spells/gray-shadow-sot3.md @@ -12,11 +12,11 @@ aliases: ["Gray Shadow"] # Gray Shadow *Spell 6* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 [dying](rules/conditions.md#Dying) creature -- **Duration**sustained +- **Range**: 30 foot +- **Targets**: 1 [dying](rules/conditions.md#Dying) creature +- **Duration**: sustained You pray over a [dying](rules/conditions.md#Dying) creature, drawing its shadow into your service as long as its owner is stooped at death's door. You summon a greater shadow in a space adjacent to the [dying](rules/conditions.md#Dying) creature. The greater shadow has its usual stats (Pathfinder Bestiary 289), with the following modifications: diff --git a/compendium/spells/grease.md b/compendium/spells/grease.md index 8cd7b4461..5638372ee 100644 --- a/compendium/spells/grease.md +++ b/compendium/spells/grease.md @@ -11,12 +11,12 @@ aliases: ["Grease"] # Grease *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**4 contiguous 5-foot squares or -- **Targets**1 object of 1 Bulk or less -- **Duration**1 minute +- **Range**: 30 foot +- **Area**: 4 contiguous 5-foot squares or +- **Targets**: 1 object of 1 Bulk or less +- **Duration**: 1 minute You conjure grease, with effects based on choosing area or target. diff --git a/compendium/spells/grim-tendrils.md b/compendium/spells/grim-tendrils.md index 5b999d35f..e5560e224 100644 --- a/compendium/spells/grim-tendrils.md +++ b/compendium/spells/grim-tendrils.md @@ -12,10 +12,10 @@ aliases: ["Grim Tendrils"] # Grim Tendrils *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot line -- **Saving Throw** Fortitude +- **Area**: 30-foot line +- **Saving Throw**: Fortitude Tendrils of darkness curl out from your fingertips and race through the air. You deal `2d4` negative damage and 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to living creatures in the line. Each living creature in the line must attempt a Fortitude save. diff --git a/compendium/spells/grisly-growths-apg.md b/compendium/spells/grisly-growths-apg.md index c987114b6..00b68f960 100644 --- a/compendium/spells/grisly-growths-apg.md +++ b/compendium/spells/grisly-growths-apg.md @@ -10,11 +10,11 @@ aliases: ["Grisly Growths"] # Grisly Growths *Spell 5* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 corporeal creature -- **Saving Throw** basic Fortitude +- **Range**: 60 foot +- **Targets**: 1 corporeal creature +- **Saving Throw**: basic Fortitude This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. diff --git a/compendium/spells/gritty-wheeze-tok.md b/compendium/spells/gritty-wheeze-tok.md index 6a1127e74..e18dd6edc 100644 --- a/compendium/spells/gritty-wheeze-tok.md +++ b/compendium/spells/gritty-wheeze-tok.md @@ -14,11 +14,11 @@ aliases: ["Gritty Wheeze"] # Gritty Wheeze *Spell 1* [air](rules/traits/air.md "Air Energy & Element Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude -- **Duration**see below +- **Area**: 15-foot cone +- **Saving Throw**: Fortitude +- **Duration**: see below You exhale desiccating grit and sand in a small cloud. Creatures in the area take `2d4` bludgeoning damage and must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. diff --git a/compendium/spells/guidance.md b/compendium/spells/guidance.md index 9ce2fcb1c..f7c7157e1 100644 --- a/compendium/spells/guidance.md +++ b/compendium/spells/guidance.md @@ -11,11 +11,11 @@ aliases: ["Guidance"] # Guidance *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**until the start of your next turn +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: until the start of your next turn You ask for divine guidance, granting the target a +1 status bonus to one attack roll, [Perception](compendium/skills.md#Perception) check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. diff --git a/compendium/spells/guiding-star-som.md b/compendium/spells/guiding-star-som.md index 6d56b3ee9..f96fa8414 100644 --- a/compendium/spells/guiding-star-som.md +++ b/compendium/spells/guiding-star-som.md @@ -12,11 +12,11 @@ aliases: ["Guiding Star"] # Guiding Star *Spell 2* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**planetary -- **Targets**1 creature you've met -- **Duration**until your next daily preparations +- **Range**: planetary +- **Targets**: 1 creature you've met +- **Duration**: until your next daily preparations You call on the constellations of the night sky to guide a creature to the location where you [Cast the Spell](rules/actions/cast-a-spell.md). Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns. diff --git a/compendium/spells/gust-of-wind.md b/compendium/spells/gust-of-wind.md index 45a363dcf..fb63d41fa 100644 --- a/compendium/spells/gust-of-wind.md +++ b/compendium/spells/gust-of-wind.md @@ -12,10 +12,10 @@ aliases: ["Gust Of Wind"] # Gust Of Wind *Spell 1* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot line -- **Duration**until the start of your next turn +- **Area**: 60-foot line +- **Duration**: until the start of your next turn A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. diff --git a/compendium/spells/halcyon-infusion-lol.md b/compendium/spells/halcyon-infusion-lol.md index 9e011e7fe..a23316934 100644 --- a/compendium/spells/halcyon-infusion-lol.md +++ b/compendium/spells/halcyon-infusion-lol.md @@ -12,11 +12,11 @@ aliases: ["Halcyon Infusion"] # Halcyon Infusion *Spell 6* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**one willing creature of lower level than you -- **Duration**until your next daily preparations +- **Range**: touch +- **Targets**: one willing creature of lower level than you +- **Duration**: until your next daily preparations You infuse magical energy into your target, opening up their mind to the pathways of magic and granting them the ability to use magic to affect the world around them. @@ -24,8 +24,8 @@ Choose a 1st-level spell you prepared today or that's in your repertoire, of the Unlike most abilities that can only be used once per day, the target refreshes their use of the granted innate spell each day only after you make your daily preparations and choose to extend halcyon infusion's duration by either refraining from preparing a spell in the slot (if you're a prepared spellcaster) or expending another spell slot (if you're a spontaneous spellcaster). -**Heightened (8th)** If the target is at least 7th level, you can choose a 4th-level spell. - **Heightened (10th)** As 8th, and if the target is at least 9th level, you can choose a 5th-level spell. +**Heightened (8th)** If the target is at least 7th level, you can choose a 4th-level spell. + *Source: Lost Omens: Legends p. 66* \ No newline at end of file diff --git a/compendium/spells/hallowed-ground-botd.md b/compendium/spells/hallowed-ground-botd.md index b830484e8..fa2af945a 100644 --- a/compendium/spells/hallowed-ground-botd.md +++ b/compendium/spells/hallowed-ground-botd.md @@ -15,9 +15,9 @@ aliases: ["Hallowed Ground"] [good](rules/traits/good.md "Good Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: 10-foot burst +- **Duration**: 1 minute One small space becomes inhospitable to undead as you fill it with life-infused benevolent magic. Each undead creature in the area takes `1d6` positive damage and `1d4` good damage when you [Cast the Spell](rules/actions/cast-a-spell.md), with a basic Fortitude save. After that, undead creatures have weakness 1 to positive damage and your necromancy spells while in the area. diff --git a/compendium/spells/hallucination.md b/compendium/spells/hallucination.md index a29b51230..fe49fbb29 100644 --- a/compendium/spells/hallucination.md +++ b/compendium/spells/hallucination.md @@ -12,11 +12,11 @@ aliases: ["Hallucination"] # Hallucination *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 hour The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn't, or see a tower in the center of town. diff --git a/compendium/spells/hallucinatory-terrain.md b/compendium/spells/hallucinatory-terrain.md index d24dc1039..64218d0cc 100644 --- a/compendium/spells/hallucinatory-terrain.md +++ b/compendium/spells/hallucinatory-terrain.md @@ -12,11 +12,11 @@ aliases: ["Hallucinatory Terrain"] # Hallucinatory Terrain *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**500 foot -- **Area**50-foot burst -- **Duration**until the next time you make your daily preparations +- **Range**: 500 foot +- **Area**: 50-foot burst +- **Duration**: until the next time you make your daily preparations You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. diff --git a/compendium/spells/hand-of-the-apprentice.md b/compendium/spells/hand-of-the-apprentice.md index 37c291025..d0790a15f 100644 --- a/compendium/spells/hand-of-the-apprentice.md +++ b/compendium/spells/hand-of-the-apprentice.md @@ -14,8 +14,8 @@ aliases: ["Hand Of The Apprentice"] [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**500 foot -- **Targets**1 creature +- **Range**: 500 foot +- **Targets**: 1 creature You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee [Strike](rules/actions/strike.md), but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand. diff --git a/compendium/spells/harm.md b/compendium/spells/harm.md index 8f8502cfb..7b32b4541 100644 --- a/compendium/spells/harm.md +++ b/compendium/spells/harm.md @@ -11,10 +11,10 @@ aliases: ["Harm"] # Harm *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**varies -- **Targets**1 living creature or 1 willing undead creature +- **Range**: varies +- **Targets**: 1 living creature or 1 willing undead creature You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal `1d8` negative damage to it, and it gets a basic Fortitude save. diff --git a/compendium/spells/haste.md b/compendium/spells/haste.md index 9259c26db..c7aa089c0 100644 --- a/compendium/spells/haste.md +++ b/compendium/spells/haste.md @@ -10,11 +10,11 @@ aliases: ["Haste"] # Haste *Spell 3* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 minute Magic empowers the target to act faster. It gains the [quickened](rules/conditions.md#Quickened) condition and can use the extra action each round only for [Strike](rules/actions/strike.md) and [Stride](rules/actions/stride.md) actions. diff --git a/compendium/spells/hasted-assault-som.md b/compendium/spells/hasted-assault-som.md index 6b31a065a..7c55177ea 100644 --- a/compendium/spells/hasted-assault-som.md +++ b/compendium/spells/hasted-assault-som.md @@ -13,7 +13,8 @@ aliases: ["Hasted Assault"] [magus](rules/traits/magus-som.md "Magus Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You call upon your magic to speed up your attacks. You gain the [quickened](rules/conditions.md#Quickened) condition and can use the extra action each round for only [Strike](rules/actions/strike.md) actions. diff --git a/compendium/spells/haunting-hymn-som.md b/compendium/spells/haunting-hymn-som.md index 9b180ff52..7987dce70 100644 --- a/compendium/spells/haunting-hymn-som.md +++ b/compendium/spells/haunting-hymn-som.md @@ -14,10 +14,10 @@ aliases: ["Haunting Hymn"] # Haunting Hymn *Cantrip 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude +- **Area**: 15-foot cone +- **Saving Throw**: Fortitude You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also [deafened](rules/conditions.md#Deafened) for 1 minute. diff --git a/compendium/spells/heal-animal.md b/compendium/spells/heal-animal.md index 0a59af2c0..4864dc890 100644 --- a/compendium/spells/heal-animal.md +++ b/compendium/spells/heal-animal.md @@ -15,8 +15,8 @@ aliases: ["Heal Animal"] [druid](rules/traits/druid.md "Druid Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing living animal creature +- **Range**: 30 foot +- **Targets**: 1 willing living animal creature You heal an animal's wounds, restoring `1d8` Hit Points to the target. The number of actions spent [Casting this Spell](rules/actions/cast-a-spell.md) determines its effect. diff --git a/compendium/spells/heal-companion-apg.md b/compendium/spells/heal-companion-apg.md index ebc4e686c..0ff4b2ea8 100644 --- a/compendium/spells/heal-companion-apg.md +++ b/compendium/spells/heal-companion-apg.md @@ -15,8 +15,8 @@ aliases: ["Heal Companion"] [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your animal companion +- **Range**: 30 foot +- **Targets**: your animal companion You harness positive energy to heal your animal companion's wounds. You restore `1d10` Hit Points to your animal companion. The number of actions you spend [Casting this Spell](rules/actions/cast-a-spell.md) determines range and other parameters. diff --git a/compendium/spells/heal.md b/compendium/spells/heal.md index 663e40cf7..e07420f17 100644 --- a/compendium/spells/heal.md +++ b/compendium/spells/heal.md @@ -12,10 +12,10 @@ aliases: ["Heal"] # Heal *Spell 1* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**varies -- **Targets**1 willing living creature or 1 undead creature +- **Range**: varies +- **Targets**: 1 willing living creature or 1 undead creature You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore `1d8` Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when [Casting this Spell](rules/actions/cast-a-spell.md) determines its targets, range, area, and other parameters. diff --git a/compendium/spells/healers-blessing.md b/compendium/spells/healers-blessing.md index feffde63f..812074afc 100644 --- a/compendium/spells/healers-blessing.md +++ b/compendium/spells/healers-blessing.md @@ -12,11 +12,11 @@ aliases: ["Healer's Blessing"] # Healer's Blessing *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [healing](compendium/setting/domains.md#Healing) +- **Domains** [healing](compendium/setting/domains.md#Healing) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing living creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 willing living creature +- **Duration**: 1 minute Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Point. diff --git a/compendium/spells/healing-plaster-som.md b/compendium/spells/healing-plaster-som.md index 3c5ebb204..7b14cc09c 100644 --- a/compendium/spells/healing-plaster-som.md +++ b/compendium/spells/healing-plaster-som.md @@ -12,11 +12,11 @@ aliases: ["Healing Plaster"] # Healing Plaster *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**5 foot -- **Targets**a handful of dirt or mud -- **Duration**10 minutes +- **Range**: 5 foot +- **Targets**: a handful of dirt or mud +- **Duration**: 10 minutes You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for [Medicine](compendium/skills.md#Medicine) checks to [Administer First Aid](rules/actions/administer-first-aid.md) or [Treat Wounds](rules/actions/treat-wounds.md). If the plaster isn't used within the spell's duration, or if you [Cast the Spell](rules/actions/cast-a-spell.md) again before using the plaster, it reverts to being normal non-magical earth. diff --git a/compendium/spells/healing-well-som.md b/compendium/spells/healing-well-som.md index d019cfafc..48eecd47c 100644 --- a/compendium/spells/healing-well-som.md +++ b/compendium/spells/healing-well-som.md @@ -12,10 +12,10 @@ aliases: ["Healing Well"] # Healing Well *Spell 5* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute +- **Range**: 30 foot +- **Duration**: 1 minute You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can [Interact](rules/actions/interact.md) to tap into the well's power, recovering `4d8` Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. diff --git a/compendium/spells/hearts-desire-apg.md b/compendium/spells/hearts-desire-apg.md index 0f082b35d..a4b6d1c33 100644 --- a/compendium/spells/hearts-desire-apg.md +++ b/compendium/spells/hearts-desire-apg.md @@ -16,10 +16,10 @@ aliases: ["Heart's Desire"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save. diff --git a/compendium/spells/heat-metal-apg.md b/compendium/spells/heat-metal-apg.md index 92d2c6713..e765dd463 100644 --- a/compendium/spells/heat-metal-apg.md +++ b/compendium/spells/heat-metal-apg.md @@ -11,10 +11,10 @@ aliases: ["Heat Metal"] # Heat Metal *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 metal item or metal creature +- **Range**: 30 foot +- **Targets**: 1 metal item or metal creature This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals `4d6` fire damage and `2d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage) to the creature, which must attempt a Reflex saving throw. diff --git a/compendium/spells/hellfire-plume.md b/compendium/spells/hellfire-plume.md index 4ba7f2070..91944f9e6 100644 --- a/compendium/spells/hellfire-plume.md +++ b/compendium/spells/hellfire-plume.md @@ -17,9 +17,9 @@ aliases: ["Hellfire Plume"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot radius, 60-foot-tall cylinder -- **Saving Throw** basic Reflex +- **Range**: 60 foot +- **Area**: 10-foot radius, 60-foot-tall cylinder +- **Saving Throw**: basic Reflex You call forth a plume of hellfire that erupts from below, dealing `4d6` fire damage and `4d6` evil damage. diff --git a/compendium/spells/heroic-feat-apg.md b/compendium/spells/heroic-feat-apg.md index b257da152..0831ee9af 100644 --- a/compendium/spells/heroic-feat-apg.md +++ b/compendium/spells/heroic-feat-apg.md @@ -16,6 +16,7 @@ aliases: ["Heroic Feat"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you [Cast this Spell](rules/actions/cast-a-spell.md), you use the action granted by one common fighter feat from pages 144–153 of the Core Rulebook or pages 126–127 of this book (your GM might add feats to this list). If you [Cast this Spell](rules/actions/cast-a-spell.md) using 2 actions, the granted action must be a single action, and if you [Cast this Spell](rules/actions/cast-a-spell.md) using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it. diff --git a/compendium/spells/heroism.md b/compendium/spells/heroism.md index 6c00487b8..42f08f5ae 100644 --- a/compendium/spells/heroism.md +++ b/compendium/spells/heroism.md @@ -11,11 +11,11 @@ aliases: ["Heroism"] # Heroism *Spell 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 10 minutes You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks. diff --git a/compendium/spells/heros-defiance.md b/compendium/spells/heros-defiance.md index 941641d01..48a6af789 100644 --- a/compendium/spells/heros-defiance.md +++ b/compendium/spells/heros-defiance.md @@ -15,7 +15,8 @@ aliases: ["Hero's Defiance"] [champion](rules/traits/champion.md "Champion Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**An attack would bring you to 0 Hit Points. +- **Trigger**: An attack would bring you to 0 Hit Points. +- You shout in defiance, filling you with a sudden burst of healing. diff --git a/compendium/spells/hideous-laughter.md b/compendium/spells/hideous-laughter.md index 277764109..d61389532 100644 --- a/compendium/spells/hideous-laughter.md +++ b/compendium/spells/hideous-laughter.md @@ -12,12 +12,12 @@ aliases: ["Hideous Laughter"] # Hideous Laughter *Spell 2* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**sustained +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: Will +- **Duration**: sustained The target is overtaken with uncontrollable laughter. It must attempt a Will save. diff --git a/compendium/spells/hollow-heart-da.md b/compendium/spells/hollow-heart-da.md index 5b17b36bc..b571d581c 100644 --- a/compendium/spells/hollow-heart-da.md +++ b/compendium/spells/hollow-heart-da.md @@ -15,12 +15,12 @@ aliases: ["Hollow Heart"] # Hollow Heart *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [ambition (apocryphal)](compendium/setting/domains.md#Ambition) +- **Domains** [ambition (apocryphal)](compendium/setting/domains.md#Ambition) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You stoke the target's ambition beyond reason, until it believes no one is capable of helping it, or that others aren't to be trusted. The target attempts a Will saving throw. diff --git a/compendium/spells/hologram-cage-da.md b/compendium/spells/hologram-cage-da.md index a814cd475..3e3fe7687 100644 --- a/compendium/spells/hologram-cage-da.md +++ b/compendium/spells/hologram-cage-da.md @@ -16,9 +16,9 @@ aliases: ["Hologram Cage"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [light](rules/traits/light.md "Light Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**1 cube 20 feet on each side -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: 1 cube 20 feet on each side +- **Duration**: 1 minute You weave light into a cube of vivid and fantastic patterns. The walls shed bright light for 10 feet (and dim light for the next 20 feet) and completely block line of sight; creatures within the cage can't be seen by creatures outside of it, though they can see each other, and creatures outside of it can't see into it. You can [Dismiss](rules/actions/dismiss.md) the spell, and if you [Cast the Spell](rules/actions/cast-a-spell.md) again, your previous hologram cage ends. diff --git a/compendium/spells/holy-cascade.md b/compendium/spells/holy-cascade.md index 1cfd857a7..b8e9a4a55 100644 --- a/compendium/spells/holy-cascade.md +++ b/compendium/spells/holy-cascade.md @@ -14,12 +14,12 @@ aliases: ["Holy Cascade"] # Holy Cascade *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Cost**one vial of [holy water](compendium/equipment/items/holy-water.md) -- **Range**500 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex +- **Cost**: one vial of [holy water](compendium/equipment/items/holy-water.md) +- **Range**: 500 foot +- **Area**: 20-foot burst +- **Saving Throw**: basic Reflex You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals `3d6` bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional `6d6` positive damage to undead and `6d6` good damage to fiends. diff --git a/compendium/spells/horizon-thunder-sphere-som.md b/compendium/spells/horizon-thunder-sphere-som.md index 7d3810da7..a4ed51e2f 100644 --- a/compendium/spells/horizon-thunder-sphere-som.md +++ b/compendium/spells/horizon-thunder-sphere-som.md @@ -12,10 +12,10 @@ aliases: ["Horizon Thunder Sphere"] # Horizon Thunder Sphere *Spell 1* [attack](rules/traits/attack.md "Attack Combat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds -- **Range**varies -- **Targets**1 creature +- **Range**: varies +- **Targets**: 1 creature You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal `3d6` electricity damage. On a critical success, the target takes double damage and is [dazzled](rules/conditions.md#Dazzled) for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. diff --git a/compendium/spells/horrid-wilting.md b/compendium/spells/horrid-wilting.md index 804a9eeac..a5442332d 100644 --- a/compendium/spells/horrid-wilting.md +++ b/compendium/spells/horrid-wilting.md @@ -11,11 +11,11 @@ aliases: ["Horrid Wilting"] # Horrid Wilting *Spell 8* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Targets**any number of living creatures -- **Saving Throw** basic Fortitude +- **Range**: 500 foot +- **Targets**: any number of living creatures +- **Saving Throw**: basic Fortitude You pull the moisture from the targets' bodies, dealing `10d10` negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting. diff --git a/compendium/spells/horrific-visage.md b/compendium/spells/horrific-visage.md index 725bb34c2..e768108b1 100644 --- a/compendium/spells/horrific-visage.md +++ b/compendium/spells/horrific-visage.md @@ -19,8 +19,8 @@ aliases: ["Horrific Visage"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Saving Throw** Will +- **Area**: 30-foot-radius emanation centered on you +- **Saving Throw**: Will You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. diff --git a/compendium/spells/house-of-imaginary-walls.md b/compendium/spells/house-of-imaginary-walls.md index 64150f8ae..609250069 100644 --- a/compendium/spells/house-of-imaginary-walls.md +++ b/compendium/spells/house-of-imaginary-walls.md @@ -16,8 +16,8 @@ aliases: ["House Of Imaginary Walls"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Duration**1 round +- **Range**: touch +- **Duration**: 1 round You mime creating an [invisible](rules/conditions.md#Invisible)-foot-by-10-foot stretch of wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that 0 is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level. diff --git a/compendium/spells/humanoid-form.md b/compendium/spells/humanoid-form.md index bf02759dc..c7ac7c9db 100644 --- a/compendium/spells/humanoid-form.md +++ b/compendium/spells/humanoid-form.md @@ -11,9 +11,10 @@ aliases: ["Humanoid Form"] # Humanoid Form *Spell 2* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the [shrink](compendium/spells/shrink.md) spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. diff --git a/compendium/spells/hunters-luck-apg.md b/compendium/spells/hunters-luck-apg.md index 0c718bf41..84d5103c5 100644 --- a/compendium/spells/hunters-luck-apg.md +++ b/compendium/spells/hunters-luck-apg.md @@ -14,7 +14,8 @@ aliases: ["Hunter's Luck"] [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**You attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature, but you haven't rolled yet. +- **Trigger**: You attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature, but you haven't rolled yet. +- You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result. diff --git a/compendium/spells/hunters-vision-apg.md b/compendium/spells/hunters-vision-apg.md index 82e7891dd..d5198ff34 100644 --- a/compendium/spells/hunters-vision-apg.md +++ b/compendium/spells/hunters-vision-apg.md @@ -13,9 +13,9 @@ aliases: ["Hunter's Vision"] [divination](rules/traits/divination.md "Divination School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 hunted prey -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 hunted prey +- **Duration**: 10 minutes Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your [Hunt Prey](rules/actions/hunt-prey.md) benefits even if it wouldn't normally be due to lighting or the [concealed](rules/conditions.md#Concealed) or [invisible](rules/conditions.md#Invisible) conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the [concealed](rules/conditions.md#Concealed) condition, and the target isn't automatically [hidden](rules/conditions.md#Hidden) from you due to darkness or being [invisible](rules/conditions.md#Invisible). diff --git a/compendium/spells/hurtling-stone.md b/compendium/spells/hurtling-stone.md index cf0506dca..9db82aef6 100644 --- a/compendium/spells/hurtling-stone.md +++ b/compendium/spells/hurtling-stone.md @@ -14,10 +14,10 @@ aliases: ["Hurtling Stone"] # Hurtling Stone *Focus 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [earth](compendium/setting/domains.md#Earth) +- **Domains** [earth](compendium/setting/domains.md#Earth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature You evoke a magical stone and throw it, with your god's presence guiding your aim. Make a spell attack roll against the target. The stone deals bludgeoning damage equal to `1d6` plus your Strength modifier. diff --git a/compendium/spells/hydraulic-push.md b/compendium/spells/hydraulic-push.md index 6e7e346ab..723d4887f 100644 --- a/compendium/spells/hydraulic-push.md +++ b/compendium/spells/hydraulic-push.md @@ -12,10 +12,10 @@ aliases: ["Hydraulic Push"] # Hydraulic Push *Spell 1* [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature or object +- **Range**: 60 foot +- **Targets**: 1 creature or object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. diff --git a/compendium/spells/hydraulic-torrent.md b/compendium/spells/hydraulic-torrent.md index 5e6325d69..77b855575 100644 --- a/compendium/spells/hydraulic-torrent.md +++ b/compendium/spells/hydraulic-torrent.md @@ -12,10 +12,10 @@ aliases: ["Hydraulic Torrent"] # Hydraulic Torrent *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot line -- **Saving Throw** Fortitude +- **Area**: 60-foot line +- **Saving Throw**: Fortitude A swirling torrent of water manifests along a straight line, battering those that are its path and possibly pushing them away from you. The torrent deals `8d6` bludgeoning damage. diff --git a/compendium/spells/hymn-of-healing-apg.md b/compendium/spells/hymn-of-healing-apg.md index b9210e313..752a34cb7 100644 --- a/compendium/spells/hymn-of-healing-apg.md +++ b/compendium/spells/hymn-of-healing-apg.md @@ -16,9 +16,9 @@ aliases: ["Hymn of Healing"] [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you or 1 ally -- **Duration**sustained up to 4 rounds +- **Range**: 30 foot +- **Targets**: you or 1 ally +- **Duration**: sustained up to 4 rounds Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you [Cast the Spell](rules/actions/cast-a-spell.md) and the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), the target gains 2 temporary Hit Points, which last for 1 round. diff --git a/compendium/spells/hypercognition.md b/compendium/spells/hypercognition.md index 284b50608..0fbccc784 100644 --- a/compendium/spells/hypercognition.md +++ b/compendium/spells/hypercognition.md @@ -10,8 +10,9 @@ aliases: ["Hypercognition"] # Hypercognition *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 [Recall Knowledge](rules/actions/recall-knowledge.md) actions as part of [Casting this Spell](rules/actions/cast-a-spell.md). For these actions, you can't use any special abilities, reactions, or free actions that trigger when you [Recall Knowledge](rules/actions/recall-knowledge.md). diff --git a/compendium/spells/hyperfocus-logm.md b/compendium/spells/hyperfocus-logm.md index eb2f84ed6..b610446aa 100644 --- a/compendium/spells/hyperfocus-logm.md +++ b/compendium/spells/hyperfocus-logm.md @@ -10,12 +10,12 @@ aliases: ["Hyperfocus"] # Hyperfocus *Focus 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Domains**: [delirium](compendium/setting/domains.md#Delirium) +- **Domains** [delirium](compendium/setting/domains.md#Delirium) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You sharpen a creature's senses, though more distant objects become hazy, indistinct, or muted to it. The target gains a +1 status bonus to [Perception](compendium/skills.md#Perception) checks attempted with any of its precise senses. Furthermore, any imprecise senses the target has are sharpened to precise senses (though they do not receive the status bonus). However, the target cannot perceive anything beyond a range of 20 feet with any of its senses. The duration is determined by the target's Will save. diff --git a/compendium/spells/hypnotic-pattern.md b/compendium/spells/hypnotic-pattern.md index 3a8045f15..2e2f71c13 100644 --- a/compendium/spells/hypnotic-pattern.md +++ b/compendium/spells/hypnotic-pattern.md @@ -12,12 +12,12 @@ aliases: ["Hypnotic Pattern"] # Hypnotic Pattern *Spell 3* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are [dazzled](rules/conditions.md#Dazzled) while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a [Seek](rules/actions/seek.md) or [Interact](rules/actions/interact.md) action on the pattern. A creature currently [fascinated](rules/conditions.md#Fascinated) by the pattern doesn't attempt new saves. diff --git a/compendium/spells/ice-storm-apg.md b/compendium/spells/ice-storm-apg.md index b30a30223..400f03c7c 100644 --- a/compendium/spells/ice-storm-apg.md +++ b/compendium/spells/ice-storm-apg.md @@ -12,12 +12,12 @@ aliases: ["Ice Storm"] # Ice Storm *Spell 4* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: basic Reflex +- **Duration**: sustained up to 1 minute You create a gray storm cloud that pelts creatures with an icy deluge. When you [Cast the Spell](rules/actions/cast-a-spell.md), a burst of magical hail deals `2d8` bludgeoning damage and `2d8` cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain. Any creature that ends its turn in the storm takes 2 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one. As normal, if a big creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn. diff --git a/compendium/spells/ignite-fireworks-som.md b/compendium/spells/ignite-fireworks-som.md index 06d5b8cde..fcfbb37d7 100644 --- a/compendium/spells/ignite-fireworks-som.md +++ b/compendium/spells/ignite-fireworks-som.md @@ -13,11 +13,11 @@ aliases: ["Ignite Fireworks"] # Ignite Fireworks *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Saving Throw** Reflex +- **Range**: 60 foot +- **Area**: 10-foot burst +- **Saving Throw**: Reflex A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing `1d8` fire damage and `1d8` sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. diff --git a/compendium/spells/ill-omen-logm.md b/compendium/spells/ill-omen-logm.md index 7c12b27ec..4fa43c49f 100644 --- a/compendium/spells/ill-omen-logm.md +++ b/compendium/spells/ill-omen-logm.md @@ -12,11 +12,11 @@ aliases: ["Ill Omen"] # Ill Omen *Spell 1* [curse](rules/traits/curse.md "Curse Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 round The target is struck with misfortune, which throws it off balance. The target must attempt a Will save. diff --git a/compendium/spells/illusory-creature.md b/compendium/spells/illusory-creature.md index 4cb648cbb..e97dd9ab9 100644 --- a/compendium/spells/illusory-creature.md +++ b/compendium/spells/illusory-creature.md @@ -12,10 +12,10 @@ aliases: ["Illusory Creature"] # Illusory Creature *Spell 2* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Duration**sustained +- **Range**: 500 foot +- **Duration**: sustained You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. diff --git a/compendium/spells/illusory-disguise.md b/compendium/spells/illusory-disguise.md index 467615024..c770a1ebb 100644 --- a/compendium/spells/illusory-disguise.md +++ b/compendium/spells/illusory-disguise.md @@ -11,9 +11,10 @@ aliases: ["Illusory Disguise"] # Illusory Disguise *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. diff --git a/compendium/spells/illusory-object.md b/compendium/spells/illusory-object.md index e02cdeebd..0eed67a42 100644 --- a/compendium/spells/illusory-object.md +++ b/compendium/spells/illusory-object.md @@ -12,11 +12,11 @@ aliases: ["Illusory Object"] # Illusory Object *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**20-foot burst -- **Duration**10 minutes +- **Range**: 500 foot +- **Area**: 20-foot burst +- **Duration**: 10 minutes You create an illusory visual image of a stationary object. diff --git a/compendium/spells/illusory-scene.md b/compendium/spells/illusory-scene.md index 037b91a3d..51d6e90ea 100644 --- a/compendium/spells/illusory-scene.md +++ b/compendium/spells/illusory-scene.md @@ -13,11 +13,11 @@ aliases: ["Illusory Scene"] # Illusory Scene *Spell 5* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**500 foot -- **Area**30-foot burst -- **Duration**1 hour +- **Range**: 500 foot +- **Area**: 30-foot burst +- **Duration**: 1 hour You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the [illusory creature](compendium/spells/illusory-creature.md) spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md) spell. diff --git a/compendium/spells/imaginary-weapon-da.md b/compendium/spells/imaginary-weapon-da.md index b3dddea87..9151a7f6d 100644 --- a/compendium/spells/imaginary-weapon-da.md +++ b/compendium/spells/imaginary-weapon-da.md @@ -16,8 +16,8 @@ aliases: ["Imaginary Weapon"] [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature You create a simple weapon of force. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of bludgeoning or slashing damage equal to `1d8` plus your spellcasting ability modifier. On a critical success, you deal double damage and can choose to detonate your weapon to push the target 10 feet away from you. diff --git a/compendium/spells/imp-sting-aoe4.md b/compendium/spells/imp-sting-aoe4.md index da3ed68ac..6ce49b6bf 100644 --- a/compendium/spells/imp-sting-aoe4.md +++ b/compendium/spells/imp-sting-aoe4.md @@ -13,11 +13,11 @@ aliases: ["Imp Sting"] # Imp Sting *Spell 2* [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You reproduce an imp's evil, poisonous sting, stabbing at an enemy and possibly affecting them with the devil's benumbing venom. You deal `1d4` piercing damage to the touched creature and afflict the creature with imp venom. diff --git a/compendium/spells/impaling-briars.md b/compendium/spells/impaling-briars.md index 8c010f81d..320dff60b 100644 --- a/compendium/spells/impaling-briars.md +++ b/compendium/spells/impaling-briars.md @@ -15,8 +15,8 @@ aliases: ["Impaling Briars"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [druid](rules/traits/druid.md "Druid Class Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**ground within a 100-foot emanation -- **Duration**sustained up to 1 minute +- **Area**: ground within a 100-foot emanation +- **Duration**: sustained up to 1 minute The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you can select one of the following effects to occur in the area. diff --git a/compendium/spells/impaling-spike-apg.md b/compendium/spells/impaling-spike-apg.md index 05acb63ae..881f73fcf 100644 --- a/compendium/spells/impaling-spike-apg.md +++ b/compendium/spells/impaling-spike-apg.md @@ -10,12 +10,12 @@ aliases: ["Impaling Spike"] # Impaling Spike *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex +- **Duration**: 1 minute You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals `8d6` piercing damage. The target must attempt a Reflex save. diff --git a/compendium/spells/impeccable-flow-sot1.md b/compendium/spells/impeccable-flow-sot1.md index cb5626f20..cc9aa2d1b 100644 --- a/compendium/spells/impeccable-flow-sot1.md +++ b/compendium/spells/impeccable-flow-sot1.md @@ -12,9 +12,10 @@ aliases: ["Impeccable Flow"] # Impeccable Flow *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a –1 status penalty to all checks for the remaining duration. diff --git a/compendium/spells/impending-doom-som.md b/compendium/spells/impending-doom-som.md index 7bf7c4524..62daa55e9 100644 --- a/compendium/spells/impending-doom-som.md +++ b/compendium/spells/impending-doom-som.md @@ -15,12 +15,12 @@ aliases: ["Impending Doom"] # Impending Doom *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**3 rounds +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: Will +- **Duration**: 3 rounds You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes `6d6` mental damage. diff --git a/compendium/spells/implement-of-destruction-da.md b/compendium/spells/implement-of-destruction-da.md index 36c6cf864..742082388 100644 --- a/compendium/spells/implement-of-destruction-da.md +++ b/compendium/spells/implement-of-destruction-da.md @@ -13,12 +13,12 @@ aliases: ["Implement of Destruction"] # Implement of Destruction *Spell 4* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally +- **Saving Throw**: Will +- **Duration**: 1 minute You solemnly declare that the target weapon will bring death to a foe, implanting an irrational fear of the weapon into the target enemy. This link echoes at the forefront of the enemy's mind, forming a looming sense of omnipresent dread. The effect is based on the target enemy's Will save. diff --git a/compendium/spells/implosion.md b/compendium/spells/implosion.md index a9f1d5433..0a63f05fc 100644 --- a/compendium/spells/implosion.md +++ b/compendium/spells/implosion.md @@ -10,12 +10,12 @@ aliases: ["Implosion"] # Implosion *Spell 9* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 corporeal creature -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 corporeal creature +- **Saving Throw**: basic Fortitude +- **Duration**: sustained up to 1 minute You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form. diff --git a/compendium/spells/imprint-message-apg.md b/compendium/spells/imprint-message-apg.md index e2ae27caf..fe05ae9c6 100644 --- a/compendium/spells/imprint-message-apg.md +++ b/compendium/spells/imprint-message-apg.md @@ -10,10 +10,10 @@ aliases: ["Imprint Message"] # Imprint Message *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object +- **Range**: touch +- **Targets**: 1 object You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts [object reading](compendium/spells/object-reading-apg.md) on the target object, replacing any emotional events the item was present for. If the object is in the area of a [retrocognition](compendium/spells/retrocognition.md) spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. diff --git a/compendium/spells/incendiary-aura-apg.md b/compendium/spells/incendiary-aura-apg.md index acec3a891..8788b822f 100644 --- a/compendium/spells/incendiary-aura-apg.md +++ b/compendium/spells/incendiary-aura-apg.md @@ -17,8 +17,8 @@ aliases: ["Incendiary Aura"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Duration**1 minute +- **Area**: 10-foot emanation +- **Duration**: 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking `2d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/indestructibility-apg.md b/compendium/spells/indestructibility-apg.md index 7934fd3dd..92d891835 100644 --- a/compendium/spells/indestructibility-apg.md +++ b/compendium/spells/indestructibility-apg.md @@ -10,9 +10,10 @@ aliases: ["Indestructibility"] # Indestructibility *Spell 10* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**until the start of your next turn +- +- **Duration**: until the start of your next turn You can't be affected by anything unless you choose to be. diff --git a/compendium/spells/inevitable-destination-da.md b/compendium/spells/inevitable-destination-da.md index 8b1f013ec..5c10586b2 100644 --- a/compendium/spells/inevitable-destination-da.md +++ b/compendium/spells/inevitable-destination-da.md @@ -12,11 +12,11 @@ aliases: ["Inevitable Destination"] # Inevitable Destination *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [travel (apocryphal)](compendium/setting/domains.md#Travel) +- **Domains** [travel (apocryphal)](compendium/setting/domains.md#Travel) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you and 1 enemy -- **Duration**2 rounds +- **Range**: 30 foot +- **Targets**: you and 1 enemy +- **Duration**: 2 rounds You twist the paths of the target, ensuring that each one leads to you. The target attempts a Will saving throw. diff --git a/compendium/spells/inevitable-disaster-som.md b/compendium/spells/inevitable-disaster-som.md index 6be58f475..997bd28ed 100644 --- a/compendium/spells/inevitable-disaster-som.md +++ b/compendium/spells/inevitable-disaster-som.md @@ -12,11 +12,11 @@ aliases: ["Inevitable Disaster"] # Inevitable Disaster *Spell 5* [curse](rules/traits/curse.md "Curse Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs `1d4` rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments. diff --git a/compendium/spells/inexhaustible-cynicism-som.md b/compendium/spells/inexhaustible-cynicism-som.md index f2ea02160..284b29dad 100644 --- a/compendium/spells/inexhaustible-cynicism-som.md +++ b/compendium/spells/inexhaustible-cynicism-som.md @@ -12,11 +12,11 @@ aliases: ["Inexhaustible Cynicism"] # Inexhaustible Cynicism *Spell 7* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 5 creatures -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: up to 5 creatures +- **Saving Throw**: Will You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to [Recall Knowledge](rules/actions/recall-knowledge.md), as it becomes convinced it most likely remembered false information, as from a critical failure on a check to [Recall Knowledge](rules/actions/recall-knowledge.md). diff --git a/compendium/spells/infectious-enthusiasm-som.md b/compendium/spells/infectious-enthusiasm-som.md index cb55def2a..8600e4034 100644 --- a/compendium/spells/infectious-enthusiasm-som.md +++ b/compendium/spells/infectious-enthusiasm-som.md @@ -13,9 +13,10 @@ aliases: ["Infectious Enthusiasm"] # Infectious Enthusiasm *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 round +- +- **Duration**: 1 round With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. diff --git a/compendium/spells/infectious-melody-som.md b/compendium/spells/infectious-melody-som.md index 533aceb5f..e33fbc615 100644 --- a/compendium/spells/infectious-melody-som.md +++ b/compendium/spells/infectious-melody-som.md @@ -13,12 +13,12 @@ aliases: ["Infectious Melody"] # Infectious Melody *Spell 4* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Will -- **Duration**varies +- **Area**: 15-foot emanation +- **Targets**: enemies in the area +- **Saving Throw**: Will +- **Duration**: varies You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. diff --git a/compendium/spells/inner-radiance-torrent-som.md b/compendium/spells/inner-radiance-torrent-som.md index 27c45c076..3b916e697 100644 --- a/compendium/spells/inner-radiance-torrent-som.md +++ b/compendium/spells/inner-radiance-torrent-som.md @@ -13,10 +13,10 @@ aliases: ["Inner Radiance Torrent"] # Inner Radiance Torrent *Spell 2* [force](rules/traits/force.md "Force Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds -- **Area**line 60 feet or longer -- **Saving Throw** basic Reflex +- **Area**: line 60 feet or longer +- **Saving Throw**: basic Reflex You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal `4d4` force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also [blinded](rules/conditions.md#Blinded) for 1 round. diff --git a/compendium/spells/inscrutable-mask-som.md b/compendium/spells/inscrutable-mask-som.md index cef282221..f91a92fad 100644 --- a/compendium/spells/inscrutable-mask-som.md +++ b/compendium/spells/inscrutable-mask-som.md @@ -13,7 +13,8 @@ aliases: ["Inscrutable Mask"] [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) or [Feint](rules/actions/feint.md), [Intimidation](compendium/skills.md#Intimidation) checks to [Demoralize](rules/actions/demoralize.md), and [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) in areas of dim light or darkness. diff --git a/compendium/spells/insect-form.md b/compendium/spells/insect-form.md index e92b2280b..427ac5759 100644 --- a/compendium/spells/insect-form.md +++ b/compendium/spells/insect-form.md @@ -11,9 +11,10 @@ aliases: ["Insect Form"] # Insect Form *Spell 3* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/inspire-competence.md b/compendium/spells/inspire-competence.md index 5ad29daf9..b5c49ff8b 100644 --- a/compendium/spells/inspire-competence.md +++ b/compendium/spells/inspire-competence.md @@ -17,9 +17,9 @@ aliases: ["Inspire Competence"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 ally -- **Duration**1 round +- **Range**: 60 foot +- **Targets**: 1 ally +- **Duration**: 1 round Your encouragement inspires your ally to succeed at a task. diff --git a/compendium/spells/inspire-courage.md b/compendium/spells/inspire-courage.md index 521a34878..0b7ab5ac1 100644 --- a/compendium/spells/inspire-courage.md +++ b/compendium/spells/inspire-courage.md @@ -18,8 +18,8 @@ aliases: ["Inspire Courage"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round +- **Area**: 60-foot emanation +- **Duration**: 1 round You inspire your allies with words or tunes of encouragement. diff --git a/compendium/spells/inspire-defense.md b/compendium/spells/inspire-defense.md index 64ab13363..4c0c7bfa9 100644 --- a/compendium/spells/inspire-defense.md +++ b/compendium/spells/inspire-defense.md @@ -18,8 +18,8 @@ aliases: ["Inspire Defense"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round +- **Area**: 60-foot emanation +- **Duration**: 1 round You inspire your allies to protect themselves more effectively. diff --git a/compendium/spells/inspire-heroics.md b/compendium/spells/inspire-heroics.md index 3f2bff761..85441c468 100644 --- a/compendium/spells/inspire-heroics.md +++ b/compendium/spells/inspire-heroics.md @@ -14,6 +14,7 @@ aliases: ["Inspire Heroics"] [bard](rules/traits/bard.md "Bard Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast [inspire courage](compendium/spells/inspire-courage.md) or inspire defense, attempt a [Performance](compendium/skills.md#Performance) check. diff --git a/compendium/spells/instant-armor-som.md b/compendium/spells/instant-armor-som.md index df8c9b23d..7689af7c8 100644 --- a/compendium/spells/instant-armor-som.md +++ b/compendium/spells/instant-armor-som.md @@ -12,18 +12,21 @@ aliases: ["Instant Armor"] # Instant Armor *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Duration**24 hours +- +- **Duration**: 24 hours Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you. ```ad-embed-ability -title: Armor Up! [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Armor Up!** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) + You snap your fingers. The armor returns to your body. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` *Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/compendium/spells/interstellar-void-apg.md b/compendium/spells/interstellar-void-apg.md index 525e66663..a04688e80 100644 --- a/compendium/spells/interstellar-void-apg.md +++ b/compendium/spells/interstellar-void-apg.md @@ -16,10 +16,10 @@ aliases: ["Interstellar Void"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals `3d6` cold damage immediately and the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md) on future turns, with a basic Fortitude save. diff --git a/compendium/spells/invisibility-cloak.md b/compendium/spells/invisibility-cloak.md index 28bc48449..780cf5720 100644 --- a/compendium/spells/invisibility-cloak.md +++ b/compendium/spells/invisibility-cloak.md @@ -13,7 +13,8 @@ aliases: ["Invisibility Cloak"] [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You become [invisible](rules/conditions.md#Invisible), with the same restrictions as the 2nd-level [invisibility](compendium/spells/invisibility.md) spell. diff --git a/compendium/spells/invisibility-curtain-som.md b/compendium/spells/invisibility-curtain-som.md index f4ac6ad73..3c02be5e5 100644 --- a/compendium/spells/invisibility-curtain-som.md +++ b/compendium/spells/invisibility-curtain-som.md @@ -10,10 +10,10 @@ aliases: ["Invisibility Curtain"] # Invisibility Curtain *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**sustained +- **Range**: 120 foot +- **Duration**: sustained You create a transparent [invisible](rules/conditions.md#Invisible) wall that makes any creatures on one side of the wall [invisible](rules/conditions.md#Invisible) to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or [invisible](rules/conditions.md#Invisible) as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered [invisible](rules/conditions.md#Invisible) by the wall takes a [hostile](rules/conditions.md#Hostile) action, the spell ends after the [hostile](rules/conditions.md#Hostile) action is completed. diff --git a/compendium/spells/invisibility-sphere.md b/compendium/spells/invisibility-sphere.md index 925d3a0ca..88cbc0fd9 100644 --- a/compendium/spells/invisibility-sphere.md +++ b/compendium/spells/invisibility-sphere.md @@ -11,11 +11,11 @@ aliases: ["Invisibility Sphere"] # Invisibility Sphere *Spell 3* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Targets**you and any number of creatures in range -- **Duration**10 minutes +- **Area**: 10-foot emanation +- **Targets**: you and any number of creatures in range +- **Duration**: 10 minutes You and all targets are [invisible](rules/conditions.md#Invisible) except to each other as long as you remain within the spell's area. If a creature made [invisible](rules/conditions.md#Invisible) by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made [invisible](rules/conditions.md#Invisible) by this spell uses a [hostile](rules/conditions.md#Hostile) action, the spell ends after the [hostile](rules/conditions.md#Hostile) action is completed. diff --git a/compendium/spells/invisibility.md b/compendium/spells/invisibility.md index 8a066184c..ba061ccd1 100644 --- a/compendium/spells/invisibility.md +++ b/compendium/spells/invisibility.md @@ -10,11 +10,11 @@ aliases: ["Invisibility"] # Invisibility *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 10 minutes Cloaked in illusion, the target becomes [invisible](rules/conditions.md#Invisible). This makes it [undetected](rules/conditions.md#Undetected) to all creatures, though the creatures can attempt to find the target, making it [hidden](rules/conditions.md#Hidden) to them instead (page 466). If the target uses a [hostile](rules/conditions.md#Hostile) action, the spell ends after that [hostile](rules/conditions.md#Hostile) action is completed. diff --git a/compendium/spells/invisible-item-apg.md b/compendium/spells/invisible-item-apg.md index e629a3f21..db2804fa1 100644 --- a/compendium/spells/invisible-item-apg.md +++ b/compendium/spells/invisible-item-apg.md @@ -10,11 +10,11 @@ aliases: ["Invisible Item"] # Invisible Item *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 object +- **Duration**: 1 hour You make the object [invisible](rules/conditions.md#Invisible). This makes it [undetected](rules/conditions.md#Undetected) to all creatures, though the creatures can attempt to find the target, making it [hidden](rules/conditions.md#Hidden) to them instead if they succeed. If the item is used as part of a [hostile](rules/conditions.md#Hostile) action, the spell ends after that [hostile](rules/conditions.md#Hostile) action is completed. Making a weapon [invisible](rules/conditions.md#Invisible) typically doesn't give any advantage to the attack, except that an [invisible](rules/conditions.md#Invisible) thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker. diff --git a/compendium/spells/invoke-spirits-som.md b/compendium/spells/invoke-spirits-som.md index 53d172517..e85f76617 100644 --- a/compendium/spells/invoke-spirits-som.md +++ b/compendium/spells/invoke-spirits-som.md @@ -14,12 +14,12 @@ aliases: ["Invoke Spirits"] # Invoke Spirits *Spell 5* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute Ragged apparitions of the dead rise to stalk the living. diff --git a/compendium/spells/invoke-the-crimson-oath-locg.md b/compendium/spells/invoke-the-crimson-oath-locg.md index bf4a03032..ddb1f42bb 100644 --- a/compendium/spells/invoke-the-crimson-oath-locg.md +++ b/compendium/spells/invoke-the-crimson-oath-locg.md @@ -13,7 +13,7 @@ aliases: ["Invoke The Crimson Oath"] [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**20-foot cone +- **Area**: 20-foot cone Brandishing your weapon and shouting the final line of the Crimson Oath, you unleash a blast of destructive ruby energy. You must be wielding a melee weapon, and you perform this spell's somatic component by swinging the weapon in a downward arc. You deal normal melee damage for your weapon, including all appropriate bonuses, penalties, modifiers, and properties, to each creature in the spell's area; they must each attempt a basic Fortitude save. A creature that critically fails this save also suffers any additional effect you would normally inflict with your weapon on a critical hit; if the creature that critically fails its save is also immune to critical hits, it merely fails the save instead. diff --git a/compendium/spells/invoke-true-name-som.md b/compendium/spells/invoke-true-name-som.md index 972bf3971..c2dfba686 100644 --- a/compendium/spells/invoke-true-name-som.md +++ b/compendium/spells/invoke-true-name-som.md @@ -13,10 +13,10 @@ aliases: ["Invoke True Name"] # Invoke True Name *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [true name](rules/traits/true-name-som.md "True Name General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature whose true name you know +- **Range**: 30 foot +- **Targets**: 1 creature whose true name you know You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is [flat-footed](rules/conditions.md#Flat-footed) against your spells and takes a –2 circumstance penalty to saving throws against your spells. diff --git a/compendium/spells/iron-gut-logm.md b/compendium/spells/iron-gut-logm.md index 99b266fc5..21dfc752f 100644 --- a/compendium/spells/iron-gut-logm.md +++ b/compendium/spells/iron-gut-logm.md @@ -10,9 +10,10 @@ aliases: ["Iron Gut"] # Iron Gut *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal. For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an [Interact](rules/actions/interact.md) action. diff --git a/compendium/spells/isolation-da.md b/compendium/spells/isolation-da.md index 143a730a7..5b902b81b 100644 --- a/compendium/spells/isolation-da.md +++ b/compendium/spells/isolation-da.md @@ -12,12 +12,12 @@ aliases: ["Isolation"] # Isolation *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [darkness (apocryphal)](compendium/setting/domains.md#Darkness) +- **Domains** [darkness (apocryphal)](compendium/setting/domains.md#Darkness) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**3 rounds +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 3 rounds You summon a tangible manifestation of loneliness to cloak the target from view as surely as if it were wreathed in darkness. The target attempts a Will saving throw. diff --git a/compendium/spells/item-facade.md b/compendium/spells/item-facade.md index 338318b4b..02f48fd48 100644 --- a/compendium/spells/item-facade.md +++ b/compendium/spells/item-facade.md @@ -11,11 +11,11 @@ aliases: ["Item Facade"] # Item Facade *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object no more than 10 feet by 10 feet by 10 feet -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 object no more than 10 feet by 10 feet by 10 feet +- **Duration**: 1 hour You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears [broken](rules/conditions.md#Broken) and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A [broken](rules/conditions.md#Broken) item appears to be intact and functional. diff --git a/compendium/spells/jealous-hex.md b/compendium/spells/jealous-hex.md index 9770cf8bf..419ccbad9 100644 --- a/compendium/spells/jealous-hex.md +++ b/compendium/spells/jealous-hex.md @@ -15,10 +15,10 @@ aliases: ["Jealous Hex"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: up to 1 minute You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength ([enfeebled](rules/conditions.md#Enfeebled)); Dexterity ([clumsy](rules/conditions.md#Clumsy)); Constitution ([drained](rules/conditions.md#Drained)); or Intelligence, Wisdom, or Charisma ([stupefied](rules/conditions.md#Stupefied)). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save. diff --git a/compendium/spells/join-pasts-aoa3.md b/compendium/spells/join-pasts-aoa3.md index 280534095..af4c40f45 100644 --- a/compendium/spells/join-pasts-aoa3.md +++ b/compendium/spells/join-pasts-aoa3.md @@ -13,11 +13,11 @@ aliases: ["Join Pasts"] # Join Pasts *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**2 willing creatures -- **Duration**1 round +- **Range**: touch +- **Targets**: 2 willing creatures +- **Duration**: 1 round With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to [Recall Knowledge](rules/actions/recall-knowledge.md), the other can [Aid](rules/actions/aid.md) the first target's skill check, using any [Lore](compendium/skills.md#Lore) skill (even if that [Lore](compendium/skills.md#Lore) wouldn't normally apply) without having made any preparations to [Aid](rules/actions/aid.md). diff --git a/compendium/spells/jump.md b/compendium/spells/jump.md index 816b98014..0e9962ad5 100644 --- a/compendium/spells/jump.md +++ b/compendium/spells/jump.md @@ -11,8 +11,9 @@ aliases: ["Jump"] # Jump *Spell 1* [move](rules/traits/move.md "Move Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. diff --git a/compendium/spells/juvenile-companion-som.md b/compendium/spells/juvenile-companion-som.md index 3d5256ba9..a9e4ccf99 100644 --- a/compendium/spells/juvenile-companion-som.md +++ b/compendium/spells/juvenile-companion-som.md @@ -11,11 +11,11 @@ aliases: ["Juvenile Companion"] # Juvenile Companion *Spell 1* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**your companion -- **Duration**10 minutes +- **Range**: touch +- **Targets**: your companion +- **Duration**: 10 minutes You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged. diff --git a/compendium/spells/ki-blast.md b/compendium/spells/ki-blast.md index 9749333e2..0cdf2747a 100644 --- a/compendium/spells/ki-blast.md +++ b/compendium/spells/ki-blast.md @@ -15,8 +15,8 @@ aliases: ["Ki Blast"] [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**15-foot cone or more -- **Saving Throw** Fortitude +- **Area**: 15-foot cone or more +- **Saving Throw**: Fortitude You unleash your ki as a powerful blast of force that deals `2d6` force damage. If you use 2 actions to cast [ki blast](compendium/spells/ki-blast.md), increase the size of the cone to 30 feet and the damage to `3d6`. If you use 3 actions to cast [ki blast](compendium/spells/ki-blast.md), increase the size of the cone to 60 feet and the damage to `4d6`. Each creature in the area must attempt a Fortitude saving throw. diff --git a/compendium/spells/ki-form-apg.md b/compendium/spells/ki-form-apg.md index d83c9166e..648638f8a 100644 --- a/compendium/spells/ki-form-apg.md +++ b/compendium/spells/ki-form-apg.md @@ -13,7 +13,8 @@ aliases: ["Ki Form"] [monk](rules/traits/monk.md "Monk Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your [Strikes](rules/actions/strike.md) deal `1d6` additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a [light](rules/traits/light.md "Light Effect Trait") effect. Your corona is a 5-foot emanation that deals `2d6` damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect, the corona's glow attempts to counteract the [darkness](rules/traits/darkness.md "Darkness Effect Trait") effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can flare your corona out to become a 30-foot emanation. diff --git a/compendium/spells/ki-rush.md b/compendium/spells/ki-rush.md index 3c194e49f..f307a11a3 100644 --- a/compendium/spells/ki-rush.md +++ b/compendium/spells/ki-rush.md @@ -13,6 +13,7 @@ aliases: ["Ki Rush"] [monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- Accelerated by your ki, you move with such speed you become a blur. Move two times: two [Strides](rules/actions/stride.md), two [Steps](rules/actions/step.md), or one [Stride](rules/actions/stride.md) and one [Step](rules/actions/step.md) (in either order). You gain the [concealed](rules/conditions.md#Concealed) condition during this movement and until the start of your next turn. diff --git a/compendium/spells/ki-strike.md b/compendium/spells/ki-strike.md index 7a067ac39..c144f8b1b 100644 --- a/compendium/spells/ki-strike.md +++ b/compendium/spells/ki-strike.md @@ -13,6 +13,7 @@ aliases: ["Ki Strike"] [monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You focus your ki into magical attacks. Make an unarmed [Strike](rules/actions/strike.md) or [Flurry of Blows](rules/actions/flurry-of-blows.md) (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the [Strikes](rules/actions/strike.md), and the [Strikes](rules/actions/strike.md) deal `1d6` extra damage. This damage can be any of the following types of your choice, chosen each time you [Strike](rules/actions/strike.md): force, lawful (only if you're lawful), negative, or positive. diff --git a/compendium/spells/kinetic-ram-da.md b/compendium/spells/kinetic-ram-da.md index 69f1771a8..d736e5000 100644 --- a/compendium/spells/kinetic-ram-da.md +++ b/compendium/spells/kinetic-ram-da.md @@ -11,11 +11,11 @@ aliases: ["Kinetic Ram"] # Kinetic Ram *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**varies -- **Targets**1 or more creatures -- **Saving Throw** Fortitude +- **Range**: varies +- **Targets**: 1 or more creatures +- **Saving Throw**: Fortitude Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell. diff --git a/compendium/spells/knock.md b/compendium/spells/knock.md index d0acb43af..053c60295 100644 --- a/compendium/spells/knock.md +++ b/compendium/spells/knock.md @@ -10,11 +10,11 @@ aliases: ["Knock"] # Knock *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 door, lock, or container -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 door, lock, or container +- **Duration**: 1 minute You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an [Athletics](compendium/skills.md#Athletics) or a [Thievery](compendium/skills.md#Thievery) check. You can attempt a [Thievery](compendium/skills.md#Thievery) check to open the target as part of casting knock, and you add your level even if you're untrained. diff --git a/compendium/spells/know-direction.md b/compendium/spells/know-direction.md index 8ef9528bb..717b972a1 100644 --- a/compendium/spells/know-direction.md +++ b/compendium/spells/know-direction.md @@ -12,8 +12,9 @@ aliases: ["Know Direction"] # Know Direction *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). diff --git a/compendium/spells/know-the-enemy.md b/compendium/spells/know-the-enemy.md index 00de9740c..4ccc9fd4d 100644 --- a/compendium/spells/know-the-enemy.md +++ b/compendium/spells/know-the-enemy.md @@ -13,9 +13,10 @@ aliases: ["Know The Enemy"] # Know The Enemy *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge) +- **Domains** [knowledge](compendium/setting/domains.md#Knowledge) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells. +- **Trigger**: You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells. +- Use a [Recall Knowledge](rules/actions/recall-knowledge.md) action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result. diff --git a/compendium/spells/lament-logm.md b/compendium/spells/lament-logm.md index a1d1a6882..aea44a717 100644 --- a/compendium/spells/lament-logm.md +++ b/compendium/spells/lament-logm.md @@ -13,11 +13,11 @@ aliases: ["Lament"] # Lament *Focus 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Domains**: [sorrow](compendium/setting/domains.md#Sorrow) +- **Domains** [sorrow](compendium/setting/domains.md#Sorrow) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30-foot cone -- **Targets**1 or more creatures -- **Saving Throw** basic Will +- **Range**: 30-foot cone +- **Targets**: 1 or more creatures +- **Saving Throw**: basic Will You let out your negative emotions in a guttural wail that shakes your enemies' hearts and deals `1d8` mental damage (basic Will save). If you have any harmful conditions imposed by [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects, lament deals additional mental damage equal to the counteract level of the highest-level effect. diff --git a/compendium/spells/lashuntas-life-bubble-gw1.md b/compendium/spells/lashuntas-life-bubble-gw1.md new file mode 100644 index 000000000..b670bca5c --- /dev/null +++ b/compendium/spells/lashuntas-life-bubble-gw1.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/gw1 +- spell/level/5 +- trait/abjuration +- trait/air +- trait/uncommon +aliases: ["Lashunta's Life Bubble"] +--- +# Lashunta's Life Bubble *Spell 5* +[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [air](rules/traits/air.md "Air Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") + +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 8 hours + +You create a replenishing protective bubble of fresh, temperate air around the target. The shell of air enables the target to breathe even underwater or in a vacuum, protects from severe cold and heat, and grants a +1 status bonus to the target's saves against inhaled dangers such as inhaled poisons and cloudkill. + +**Heightened (6th)** The bubble lasts until your next preparation. + +**Heightened (8th)** The bubble lasts until your next preparation, protects against extreme cold and heat, and grants a +2 status bonus instead of +1. + +*Source: Gatewalkers #1: The Seventh Arch p. 81* \ No newline at end of file diff --git a/compendium/spells/lay-on-hands.md b/compendium/spells/lay-on-hands.md index 9c47b37de..11a1a92ee 100644 --- a/compendium/spells/lay-on-hands.md +++ b/compendium/spells/lay-on-hands.md @@ -15,8 +15,8 @@ aliases: ["Lay On Hands"] [champion](rules/traits/champion.md "Champion Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing living creature or 1 undead creature +- **Range**: touch +- **Targets**: 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. diff --git a/compendium/spells/leng-sting-aoe4.md b/compendium/spells/leng-sting-aoe4.md index d72c80361..982ba018b 100644 --- a/compendium/spells/leng-sting-aoe4.md +++ b/compendium/spells/leng-sting-aoe4.md @@ -12,11 +12,11 @@ aliases: ["Leng Sting"] # Leng Sting *Spell 7* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You use the power of nightmares to magically replicate the venomous attack of the aberrant and cunning Leng spiders. You deal `2d6` piercing damage to the touched creature and afflict it with Leng spider venom. If the target takes piercing damage, they must attempt a Fortitude save. diff --git a/compendium/spells/levitate.md b/compendium/spells/levitate.md index 2490d54d4..1a93f3b7c 100644 --- a/compendium/spells/levitate.md +++ b/compendium/spells/levitate.md @@ -10,11 +10,11 @@ aliases: ["Levitate"] # Levitate *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 unattended object or willing creature -- **Duration**5 minutes +- **Range**: touch +- **Targets**: 1 unattended object or willing creature +- **Duration**: 5 minutes You defy gravity and levitate the target 5 feet off the ground. diff --git a/compendium/spells/liberating-command-logm.md b/compendium/spells/liberating-command-logm.md index 752c300e0..16889833d 100644 --- a/compendium/spells/liberating-command-logm.md +++ b/compendium/spells/liberating-command-logm.md @@ -11,10 +11,10 @@ aliases: ["Liberating Command"] # Liberating Command *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), it can immediately use a reaction to attempt to [Escape](rules/actions/escape.md). diff --git a/compendium/spells/life-boost-apg.md b/compendium/spells/life-boost-apg.md index 378a89e91..bf4d27d24 100644 --- a/compendium/spells/life-boost-apg.md +++ b/compendium/spells/life-boost-apg.md @@ -15,9 +15,9 @@ aliases: ["Life Boost"] [healing](rules/traits/healing.md "Healing Effect Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**4 rounds +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 4 rounds You temporarily bolster the target's vitality. The target gains fast healing equal to double the spell's level. diff --git a/compendium/spells/life-connection-som.md b/compendium/spells/life-connection-som.md index 7c1078559..e884c98c0 100644 --- a/compendium/spells/life-connection-som.md +++ b/compendium/spells/life-connection-som.md @@ -11,23 +11,24 @@ aliases: ["Life Connection"] # Life Connection *Spell 3* [contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 living creature -- **Duration**24 hours +- **Range**: touch +- **Targets**: 1 living creature +- **Duration**: 24 hours When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. ```ad-embed-ability -title: Defend Life [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Defend Life** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md)) - **Trigger**: The target takes damage - **Requirements**: You're within 1 mile of the target **Effect** After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs [Strike](rules/actions/strike.md). -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` *Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/compendium/spells/life-giving-form-apg.md b/compendium/spells/life-giving-form-apg.md index 9272150f7..b938f397e 100644 --- a/compendium/spells/life-giving-form-apg.md +++ b/compendium/spells/life-giving-form-apg.md @@ -18,7 +18,8 @@ aliases: ["Life-giving Form"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You transcend your physical form, becoming a beacon of healing energy. Your body exudes bright light like a torch. diff --git a/compendium/spells/life-link-apg.md b/compendium/spells/life-link-apg.md index 70ec37e6e..6526cbd17 100644 --- a/compendium/spells/life-link-apg.md +++ b/compendium/spells/life-link-apg.md @@ -17,9 +17,9 @@ aliases: ["Life Link"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature other than you -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature other than you +- **Duration**: 1 minute You forge a connection of life energy between you and your target, distributing harm between both of you. When you first [Cast the Spell](rules/actions/cast-a-spell.md), the target recovers `1d4` Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way. diff --git a/compendium/spells/life-pact-lokl.md b/compendium/spells/life-pact-lokl.md index e085cbd8c..e60e7ad47 100644 --- a/compendium/spells/life-pact-lokl.md +++ b/compendium/spells/life-pact-lokl.md @@ -12,11 +12,11 @@ aliases: ["Life Pact"] # Life Pact *Spell 3* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**up to 6 willing creatures -- **Duration**10 minutes +- **Range**: touch +- **Targets**: up to 6 willing creatures +- **Duration**: 10 minutes Using your life force or spirit as a conduit, you bind the targets in a mystical pact. If one of the targets is about to take damage that would reduce it to 0 Hit Points, all other targets immediately lose 3 Hit Points and the triggering target regains a number of Hit Points equal to the Hit Points lost this way, just before taking the damage. If this healing is enough that the triggering target is no longer reduced to 0 Hit Points, they remain conscious. Once the triggering target has regained Hit Points from the other targets, the spell ends. diff --git a/compendium/spells/life-siphon.md b/compendium/spells/life-siphon.md index 28cfbeca9..46c7cd586 100644 --- a/compendium/spells/life-siphon.md +++ b/compendium/spells/life-siphon.md @@ -14,7 +14,8 @@ aliases: ["Life Siphon"] [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You expend one of your wizard spell slots to cast a wizard spell of the necromancy school. +- **Trigger**: You expend one of your wizard spell slots to cast a wizard spell of the necromancy school. +- You use some of the spell's magic to heal yourself, regaining `1d8` Hit Points per level of the spell. diff --git a/compendium/spells/lifelink-surge-som.md b/compendium/spells/lifelink-surge-som.md index e684f8b1c..25144e8c0 100644 --- a/compendium/spells/lifelink-surge-som.md +++ b/compendium/spells/lifelink-surge-som.md @@ -15,7 +15,8 @@ aliases: ["Lifelink Surge"] [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**4 rounds +- +- **Duration**: 4 rounds You make a quick gesture, tracing the link between yourself and your eidolon and drawing on your connection to slowly strengthen your shared life force. Your eidolon gains fast healing 4 for 4 rounds. diff --git a/compendium/spells/lift-natures-caul-av3.md b/compendium/spells/lift-natures-caul-av3.md index 2aad5df27..836048b56 100644 --- a/compendium/spells/lift-natures-caul-av3.md +++ b/compendium/spells/lift-natures-caul-av3.md @@ -14,12 +14,12 @@ aliases: ["Lift Nature's Caul"] # Lift Nature's Caul *Focus 1* [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [abomination](compendium/setting/domains.md#Abomination) +- **Domains** [abomination](compendium/setting/domains.md#Abomination) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**creatures in the area -- **Saving Throw** Will -- **Duration**varies +- **Area**: 5-foot emanation +- **Targets**: creatures in the area +- **Saving Throw**: Will +- **Duration**: varies With a wave of the hand, you cause the targets to see the world around them as if a gauzy film had been lifted away to expose the truth that lies below their perceived reality. Natural features they can see grow twisted and horrendous, structures appear distorted and ruined, and objects seem warped and alien. This alternate vision fades quickly, but the glimpse beyond the natural world lingers for the spell's duration. diff --git a/compendium/spells/light-of-revelation-locg.md b/compendium/spells/light-of-revelation-locg.md index 043e1862c..735184e9c 100644 --- a/compendium/spells/light-of-revelation-locg.md +++ b/compendium/spells/light-of-revelation-locg.md @@ -14,8 +14,8 @@ aliases: ["Light Of Revelation"] [divination](rules/traits/divination.md "Divination School Trait") [light](rules/traits/light.md "Light Effect Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30-foot emanation -- **Duration**5 minutes +- **Range**: 30-foot emanation +- **Duration**: 5 minutes You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to [Perception](compendium/skills.md#Perception) checks to detect [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) creatures, as well as hidden objects, doors, and other features. diff --git a/compendium/spells/light.md b/compendium/spells/light.md index bac304466..06394614d 100644 --- a/compendium/spells/light.md +++ b/compendium/spells/light.md @@ -12,11 +12,11 @@ aliases: ["Light"] # Light *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally +- **Duration**: until the next time you make your daily preparations The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a [torch](compendium/equipment/items/torch.md). If you cast this spell again on a second object, the [light](compendium/spells/light.md) spell on the first object ends. diff --git a/compendium/spells/lightning-bolt.md b/compendium/spells/lightning-bolt.md index 18b705ed4..1b31b6dcf 100644 --- a/compendium/spells/lightning-bolt.md +++ b/compendium/spells/lightning-bolt.md @@ -12,10 +12,10 @@ aliases: ["Lightning Bolt"] # Lightning Bolt *Spell 3* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**120-foot line -- **Saving Throw** basic Reflex +- **Area**: 120-foot line +- **Saving Throw**: basic Reflex A bolt of lightning strikes outward from your hand, dealing `4d12` electricity damage. diff --git a/compendium/spells/lightning-storm-apg.md b/compendium/spells/lightning-storm-apg.md index 8fab4717f..670720862 100644 --- a/compendium/spells/lightning-storm-apg.md +++ b/compendium/spells/lightning-storm-apg.md @@ -12,12 +12,12 @@ aliases: ["Lightning Storm"] # Lightning Storm *Spell 5* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: basic Reflex +- **Duration**: sustained up to 1 minute You create a black, rumbling storm cloud and call down one lightning bolt within the spell's area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing `4d12` electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. diff --git a/compendium/spells/lingering-composition.md b/compendium/spells/lingering-composition.md index b9c95b6d9..87ba86ea4 100644 --- a/compendium/spells/lingering-composition.md +++ b/compendium/spells/lingering-composition.md @@ -14,6 +14,7 @@ aliases: ["Lingering Composition"] [bard](rules/traits/bard.md "Bard Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [metamagic](rules/traits/metamagic.md "Metamagic General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- You add a flourish to your composition to extend its benefits. diff --git a/compendium/spells/linnorm-sting-aoe4.md b/compendium/spells/linnorm-sting-aoe4.md index 1691a42af..427189381 100644 --- a/compendium/spells/linnorm-sting-aoe4.md +++ b/compendium/spells/linnorm-sting-aoe4.md @@ -13,11 +13,11 @@ aliases: ["Linnorm Sting"] # Linnorm Sting *Spell 9* [fire](rules/traits/fire.md "Fire Energy & Element Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You replicate the fiery venom of the tor linnorm and inflict an enemy with the dread dragon's debilitating bite. diff --git a/compendium/spells/litany-against-sloth.md b/compendium/spells/litany-against-sloth.md index 7a379bfd8..d84853be2 100644 --- a/compendium/spells/litany-against-sloth.md +++ b/compendium/spells/litany-against-sloth.md @@ -15,10 +15,10 @@ aliases: ["Litany Against Sloth"] [champion](rules/traits/champion.md "Champion Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Saving Throw** Will -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 evil creature +- **Saving Throw**: Will +- **Duration**: 1 round Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. diff --git a/compendium/spells/litany-against-wrath.md b/compendium/spells/litany-against-wrath.md index 69e5cbe2b..87b2313ec 100644 --- a/compendium/spells/litany-against-wrath.md +++ b/compendium/spells/litany-against-wrath.md @@ -15,10 +15,10 @@ aliases: ["Litany Against Wrath"] [champion](rules/traits/champion.md "Champion Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Saving Throw** Will -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 evil creature +- **Saving Throw**: Will +- **Duration**: 1 round Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute. diff --git a/compendium/spells/litany-of-depravity-apg.md b/compendium/spells/litany-of-depravity-apg.md index 87cc79273..32dd39305 100644 --- a/compendium/spells/litany-of-depravity-apg.md +++ b/compendium/spells/litany-of-depravity-apg.md @@ -15,9 +15,9 @@ aliases: ["Litany Of Depravity"] [champion](rules/traits/champion.md "Champion Class Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 good creature -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 good creature +- **Duration**: 1 round Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute. diff --git a/compendium/spells/litany-of-righteousness.md b/compendium/spells/litany-of-righteousness.md index 869694c9d..cdaaa181c 100644 --- a/compendium/spells/litany-of-righteousness.md +++ b/compendium/spells/litany-of-righteousness.md @@ -15,9 +15,9 @@ aliases: ["Litany Of Righteousness"] [champion](rules/traits/champion.md "Champion Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 evil creature +- **Duration**: 1 round Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. diff --git a/compendium/spells/litany-of-self-interest-apg.md b/compendium/spells/litany-of-self-interest-apg.md index 1bbeef646..daa910692 100644 --- a/compendium/spells/litany-of-self-interest-apg.md +++ b/compendium/spells/litany-of-self-interest-apg.md @@ -16,10 +16,10 @@ aliases: ["Litany Of Self-interest"] [champion](rules/traits/champion.md "Champion Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [litany](rules/traits/litany.md "Litany Spell Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 round You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute. diff --git a/compendium/spells/localized-quake.md b/compendium/spells/localized-quake.md index a69233c1f..8a2af4c5f 100644 --- a/compendium/spells/localized-quake.md +++ b/compendium/spells/localized-quake.md @@ -15,10 +15,10 @@ aliases: ["Localized Quake"] # Localized Quake *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [earth](compendium/setting/domains.md#Earth) +- **Domains** [earth](compendium/setting/domains.md#Earth) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation or 15-foot cone -- **Saving Throw** Reflex +- **Area**: 15-foot emanation or 15-foot cone +- **Saving Throw**: Reflex You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take `4d6` bludgeoning damage and must attempt a Reflex saving throw. diff --git a/compendium/spells/locate.md b/compendium/spells/locate.md index 922955d73..bf9211568 100644 --- a/compendium/spells/locate.md +++ b/compendium/spells/locate.md @@ -12,11 +12,11 @@ aliases: ["Locate"] # Locate *Spell 3* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**500 foot -- **Targets**1 specific object or type of object -- **Duration**sustained +- **Range**: 500 foot +- **Targets**: 1 specific object or type of object +- **Duration**: sustained You learn the direction to the target (if you picked a specific object, such as "my mother's sword") or the nearest target (if you picked a type of object, such as "swords"). If the target is a specific object, you must have [observed](rules/conditions.md#Observed) it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water. diff --git a/compendium/spells/lock-item-lokl.md b/compendium/spells/lock-item-lokl.md index c7ba0da45..51502e1de 100644 --- a/compendium/spells/lock-item-lokl.md +++ b/compendium/spells/lock-item-lokl.md @@ -11,12 +11,12 @@ aliases: ["Lock Item"] # Lock Item *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 object held by 1 creature and the creature holding it -- **Saving Throw** Reflex -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 object held by 1 creature and the creature holding it +- **Saving Throw**: Reflex +- **Duration**: varies One object held by a creature becomes fused to that creature's hand and can't be put down. To [Disarm](rules/actions/disarm.md) or [Steal](rules/actions/steal.md) the item, the result of the skill check must exceed the spell's DC or the normal DC, whichever is higher. To voluntarily drop the weapon, the target must spend an [Interact](rules/actions/interact.md) action rather than a free action, and then succeed at a Reflex save. On a failed save, the action is wasted, but on a success, they drop the item and the spell ends. An unwilling creature must attempt an initial Reflex save against lock item. A willing creature can choose to critically fail the saving throw. diff --git a/compendium/spells/lock.md b/compendium/spells/lock.md index a287c9753..c29cbed6c 100644 --- a/compendium/spells/lock.md +++ b/compendium/spells/lock.md @@ -10,11 +10,11 @@ aliases: ["Lock"] # Lock *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 lock, or a door or container with a latch -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 lock, or a door or container with a latch +- **Duration**: until the next time you make your daily preparations The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an [Athletics](compendium/skills.md#Athletics) and [Thievery](compendium/skills.md#Thievery) DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. diff --git a/compendium/spells/longstrider.md b/compendium/spells/longstrider.md index c111f3567..3816bcfca 100644 --- a/compendium/spells/longstrider.md +++ b/compendium/spells/longstrider.md @@ -10,9 +10,10 @@ aliases: ["Longstrider"] # Longstrider *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed. diff --git a/compendium/spells/loose-times-arrow-da.md b/compendium/spells/loose-times-arrow-da.md index c137714c4..7a4078653 100644 --- a/compendium/spells/loose-times-arrow-da.md +++ b/compendium/spells/loose-times-arrow-da.md @@ -10,11 +10,11 @@ aliases: ["Loose Time's Arrow"] # Loose Time's Arrow *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 6 creatures -- **Duration**until the start of your next turn +- **Range**: 30 foot +- **Targets**: up to 6 creatures +- **Duration**: until the start of your next turn You pluck the time stream like a bow—pull one string back, release, and watch a creature fly. All affected targets are [quickened](rules/conditions.md#Quickened). They can use the extra action only to [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). diff --git a/compendium/spells/loremasters-etude.md b/compendium/spells/loremasters-etude.md index 708aef630..b9120287f 100644 --- a/compendium/spells/loremasters-etude.md +++ b/compendium/spells/loremasters-etude.md @@ -14,9 +14,9 @@ aliases: ["Loremaster's Etude"] [bard](rules/traits/bard.md "Bard Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**You or an ally within range attempts a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) -- **Range**30 foot -- **Targets**you or the triggering ally +- **Trigger**: You or an ally within range attempts a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) +- **Range**: 30 foot +- **Targets**: you or the triggering ally You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering [Recall Knowledge](rules/actions/recall-knowledge.md) skill check twice and use the better result. diff --git a/compendium/spells/lose-the-path-som.md b/compendium/spells/lose-the-path-som.md index 8a9d59846..1b4f639c2 100644 --- a/compendium/spells/lose-the-path-som.md +++ b/compendium/spells/lose-the-path-som.md @@ -12,12 +12,12 @@ aliases: ["Lose The Path"] # Lose The Path *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature in range [Strides](rules/actions/stride.md). -- **Range**60 foot -- **Targets**the triggering creature -- **Saving Throw** Will +- **Trigger**: A creature in range [Strides](rules/actions/stride.md). +- **Range**: 60 foot +- **Targets**: the triggering creature +- **Saving Throw**: Will You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. diff --git a/compendium/spells/lucky-break.md b/compendium/spells/lucky-break.md index e1db9454f..146dca9dc 100644 --- a/compendium/spells/lucky-break.md +++ b/compendium/spells/lucky-break.md @@ -13,9 +13,10 @@ aliases: ["Lucky Break"] # Lucky Break *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [luck](compendium/setting/domains.md#Luck) +- **Domains** [luck](compendium/setting/domains.md#Luck) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You fail (but don't critically fail) a saving throw. +- **Trigger**: You fail (but don't critically fail) a saving throw. +- Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes. diff --git a/compendium/spells/lucky-number-som.md b/compendium/spells/lucky-number-som.md index edcdd78be..b63354520 100644 --- a/compendium/spells/lucky-number-som.md +++ b/compendium/spells/lucky-number-som.md @@ -11,9 +11,10 @@ aliases: ["Lucky Number"] # Lucky Number *Spell 2* [contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Duration**until the next time you make your daily preparations +- +- **Duration**: until the next time you make your daily preparations When you [Cast this Spell](rules/actions/cast-a-spell.md), roll `1d20` and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. diff --git a/compendium/spells/mad-monkeys-apg.md b/compendium/spells/mad-monkeys-apg.md index 4f44c332f..51fd062b2 100644 --- a/compendium/spells/mad-monkeys-apg.md +++ b/compendium/spells/mad-monkeys-apg.md @@ -11,11 +11,11 @@ aliases: ["Mad Monkeys"] # Mad Monkeys *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 5-foot burst +- **Duration**: sustained up to 1 minute Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. diff --git a/compendium/spells/mage-armor.md b/compendium/spells/mage-armor.md index 1bf1cacbb..2b5f13318 100644 --- a/compendium/spells/mage-armor.md +++ b/compendium/spells/mage-armor.md @@ -10,20 +10,21 @@ aliases: ["Mage Armor"] # Mage Armor *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**until the next time you make your daily preparations +- +- **Duration**: until the next time you make your daily preparations You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC. +**Heightened (10th)** The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws. + **Heightened (4th)** You gain a +1 item bonus to saving throws. **Heightened (6th)** The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. **Heightened (8th)** The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. -**Heightened (10th)** The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws. - **Spell Lists**: Elemental *Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/mage-hand.md b/compendium/spells/mage-hand.md index 9230338ee..ff1eb1070 100644 --- a/compendium/spells/mage-hand.md +++ b/compendium/spells/mage-hand.md @@ -11,11 +11,11 @@ aliases: ["Mage Hand"] # Mage Hand *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 unattended object of light Bulk or less -- **Duration**sustained +- **Range**: 30 foot +- **Targets**: 1 unattended object of light Bulk or less +- **Duration**: sustained You create a single magical hand, either [invisible](rules/conditions.md#Invisible) or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. diff --git a/compendium/spells/magic-aura.md b/compendium/spells/magic-aura.md index 898caf16f..cf0b7d983 100644 --- a/compendium/spells/magic-aura.md +++ b/compendium/spells/magic-aura.md @@ -11,11 +11,11 @@ aliases: ["Magic Aura"] # Magic Aura *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 object of 3 bulk or less -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 object of 3 bulk or less +- **Duration**: until the next time you make your daily preparations You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical. diff --git a/compendium/spells/magic-fang.md b/compendium/spells/magic-fang.md index f29e93b78..07be00b09 100644 --- a/compendium/spells/magic-fang.md +++ b/compendium/spells/magic-fang.md @@ -10,11 +10,11 @@ aliases: ["Magic Fang"] # Magic Fang *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 minute Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one. diff --git a/compendium/spells/magic-hide-apg.md b/compendium/spells/magic-hide-apg.md index 1f5e68e52..2939ac7ac 100644 --- a/compendium/spells/magic-hide-apg.md +++ b/compendium/spells/magic-hide-apg.md @@ -13,9 +13,9 @@ aliases: ["Magic Hide"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**your animal companion -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: your animal companion +- **Duration**: 1 minute Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC. diff --git a/compendium/spells/magic-mailbox-som.md b/compendium/spells/magic-mailbox-som.md index 275a82d81..d5637f32f 100644 --- a/compendium/spells/magic-mailbox-som.md +++ b/compendium/spells/magic-mailbox-som.md @@ -12,11 +12,11 @@ aliases: ["Magic Mailbox"] # Magic Mailbox *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 hour -- **Range**touch -- **Targets**2 containers, each no larger than 5 feet in any dimension -- **Duration**until your next daily preparations +- **Range**: touch +- **Targets**: 2 containers, each no larger than 5 feet in any dimension +- **Duration**: until your next daily preparations You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. diff --git a/compendium/spells/magic-missile.md b/compendium/spells/magic-missile.md index f4ee768cd..03884c4e9 100644 --- a/compendium/spells/magic-missile.md +++ b/compendium/spells/magic-missile.md @@ -11,10 +11,10 @@ aliases: ["Magic Missile"] # Magic Missile *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Targets**1 creature +- **Range**: 120 foot +- **Targets**: 1 creature You send a dart of force streaking toward a creature that you can see. It automatically hits and deals `1d4+1` force damage. For each additional action you use when [Casting the Spell](rules/actions/cast-a-spell.md), increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. diff --git a/compendium/spells/magic-mouth.md b/compendium/spells/magic-mouth.md index a4035d956..432c0bf8e 100644 --- a/compendium/spells/magic-mouth.md +++ b/compendium/spells/magic-mouth.md @@ -12,11 +12,11 @@ aliases: ["Magic Mouth"] # Magic Mouth *Spell 2* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object -- **Duration** +- **Range**: touch +- **Targets**: 1 creature or object +- You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the [magic mouth](compendium/spells/magic-mouth.md) spell ends. diff --git a/compendium/spells/magic-stone-apg.md b/compendium/spells/magic-stone-apg.md index 0251f2cf0..ba9d37579 100644 --- a/compendium/spells/magic-stone-apg.md +++ b/compendium/spells/magic-stone-apg.md @@ -11,11 +11,11 @@ aliases: ["Magic Stone"] # Magic Stone *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 to 3 non-magical stones or sling bullets -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 to 3 non-magical stones or sling bullets +- **Duration**: 1 minute You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use [Casting this Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/spells/magic-warrior-aspect-lowg.md b/compendium/spells/magic-warrior-aspect-lowg.md index cbf9d9b4b..9ea9712f4 100644 --- a/compendium/spells/magic-warrior-aspect-lowg.md +++ b/compendium/spells/magic-warrior-aspect-lowg.md @@ -13,7 +13,8 @@ aliases: ["Magic Warrior Aspect"] [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**5 minutes +- +- **Duration**: 5 minutes You call upon the aspect of the animal from your mask, gaining physical features reminiscent of that animal. You morph slightly into that creature, gaining the Speeds and senses you would gain from using [animal form](compendium/spells/animal-form.md) to turn into the type of animal your mask represents; these special Speeds can't be increased by status bonuses or item bonuses. diff --git a/compendium/spells/magic-warrior-transformation-lowg.md b/compendium/spells/magic-warrior-transformation-lowg.md index 21fe9285f..06e8a8af3 100644 --- a/compendium/spells/magic-warrior-transformation-lowg.md +++ b/compendium/spells/magic-warrior-transformation-lowg.md @@ -13,7 +13,8 @@ aliases: ["Magic Warrior Transformation"] [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You transform into the animal from your mask. You gain the effects of [animal form](compendium/spells/animal-form.md), heightened to magic warrior transformation's level, and you can transform into only the type of animal your mask represents. diff --git a/compendium/spells/magic-weapon.md b/compendium/spells/magic-weapon.md index 81425934e..3a2173826 100644 --- a/compendium/spells/magic-weapon.md +++ b/compendium/spells/magic-weapon.md @@ -10,11 +10,11 @@ aliases: ["Magic Weapon"] # Magic Weapon *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon that is unattended or wielded by you or a willing ally -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 weapon that is unattended or wielded by you or a willing ally +- **Duration**: 1 minute The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. diff --git a/compendium/spells/magical-fetters-aoe2.md b/compendium/spells/magical-fetters-aoe2.md index 03109f91e..ced583ae2 100644 --- a/compendium/spells/magical-fetters-aoe2.md +++ b/compendium/spells/magical-fetters-aoe2.md @@ -12,12 +12,12 @@ aliases: ["Magical Fetters"] # Magical Fetters *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**see below +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex +- **Duration**: see below Ghostly manacles launch from your outstretched hand and clasp around the target's limbs, impeding its movements. diff --git a/compendium/spells/magics-vessel.md b/compendium/spells/magics-vessel.md index d22fdfc77..816e99f13 100644 --- a/compendium/spells/magics-vessel.md +++ b/compendium/spells/magics-vessel.md @@ -12,11 +12,11 @@ aliases: ["Magic's Vessel"] # Magic's Vessel *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [magic](compendium/setting/domains.md#Magic) +- **Domains** [magic](compendium/setting/domains.md#Magic) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast. diff --git a/compendium/spells/magnetic-acceleration-som.md b/compendium/spells/magnetic-acceleration-som.md index 140e673c2..fac9c3a3f 100644 --- a/compendium/spells/magnetic-acceleration-som.md +++ b/compendium/spells/magnetic-acceleration-som.md @@ -11,10 +11,10 @@ aliases: ["Magnetic Acceleration"] # Magnetic Acceleration *Spell 3* [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature or object +- **Range**: 120 foot +- **Targets**: 1 creature or object You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes `3d6` bludgeoning damage and `3d6` piercing damage, or double damage on a critical hit. diff --git a/compendium/spells/magnetic-attraction-som.md b/compendium/spells/magnetic-attraction-som.md index fca6be42f..f99d5867e 100644 --- a/compendium/spells/magnetic-attraction-som.md +++ b/compendium/spells/magnetic-attraction-som.md @@ -10,10 +10,10 @@ aliases: ["Magnetic Attraction"] # Magnetic Attraction *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 10 metal objects with a total Bulk of 1 or less +- **Range**: 60 foot +- **Targets**: up to 10 metal objects with a total Bulk of 1 or less You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. diff --git a/compendium/spells/magnetic-repulsion-som.md b/compendium/spells/magnetic-repulsion-som.md index 44599e067..621cc0f51 100644 --- a/compendium/spells/magnetic-repulsion-som.md +++ b/compendium/spells/magnetic-repulsion-som.md @@ -10,9 +10,10 @@ aliases: ["Magnetic Repulsion"] # Magnetic Repulsion *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a –1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is –2 and the squares adjacent to you are greater difficult terrain. diff --git a/compendium/spells/magnificent-mansion.md b/compendium/spells/magnificent-mansion.md index 1e2cb897d..92fb78d4a 100644 --- a/compendium/spells/magnificent-mansion.md +++ b/compendium/spells/magnificent-mansion.md @@ -12,10 +12,10 @@ aliases: ["Magnificent Mansion"] # Magnificent Mansion *Spell 7* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Duration**until the next time you make your daily preparations +- **Range**: 30 foot +- **Duration**: until the next time you make your daily preparations You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you [Cast the Spell](rules/actions/cast-a-spell.md), appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it [invisible](rules/conditions.md#Invisible). You and the creatures you designated can reopen the door at will, just like opening a physical door. diff --git a/compendium/spells/malicious-shadow-apg.md b/compendium/spells/malicious-shadow-apg.md index 938016251..a197a69a0 100644 --- a/compendium/spells/malicious-shadow-apg.md +++ b/compendium/spells/malicious-shadow-apg.md @@ -15,9 +15,9 @@ aliases: ["Malicious Shadow"] [evocation](rules/traits/evocation.md "Evocation School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you [Cast the Spell](rules/actions/cast-a-spell.md), and each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the shadow makes a [Strike](rules/actions/strike.md) against the target. The shadow moves along with the foe, always remaining within reach. If you [Sustain the Spell](rules/actions/sustain-a-spell.md) multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty. diff --git a/compendium/spells/malignant-sustenance.md b/compendium/spells/malignant-sustenance.md index 2c919cb3d..04acea4e5 100644 --- a/compendium/spells/malignant-sustenance.md +++ b/compendium/spells/malignant-sustenance.md @@ -13,11 +13,11 @@ aliases: ["Malignant Sustenance"] # Malignant Sustenance *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [undeath](compendium/setting/domains.md#Undeath) +- **Domains** [undeath](compendium/setting/domains.md#Undeath) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing undead creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 willing undead creature +- **Duration**: 1 minute You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. diff --git a/compendium/spells/manifold-lives-da.md b/compendium/spells/manifold-lives-da.md index 6eb907af1..5c57deeb8 100644 --- a/compendium/spells/manifold-lives-da.md +++ b/compendium/spells/manifold-lives-da.md @@ -17,10 +17,10 @@ aliases: ["Manifold Lives"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You cast a creature's mind back through time, forcing them to take other paths and make other choices, experiencing countless alternate lives in an instant. The creature becomes overwhelmed with regret over paths untraveled, lives unlived, and times unrealized. The creature takes `6d6` mental damage and must attempt a Will save. After the effect is resolved, the target is then temporarily immune for 1 day. diff --git a/compendium/spells/mantis-form-lowg.md b/compendium/spells/mantis-form-lowg.md index 4735d2602..1329bedf0 100644 --- a/compendium/spells/mantis-form-lowg.md +++ b/compendium/spells/mantis-form-lowg.md @@ -13,7 +13,8 @@ aliases: ["Mantis Form"] [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You become a mantis. You gain the effects of insect form, heightened to mantis form's level, and you can only transform into a mantis. diff --git a/compendium/spells/mantle-of-the-frozen-heart-som.md b/compendium/spells/mantle-of-the-frozen-heart-som.md index 6a2339c68..733303aad 100644 --- a/compendium/spells/mantle-of-the-frozen-heart-som.md +++ b/compendium/spells/mantle-of-the-frozen-heart-som.md @@ -12,9 +12,10 @@ aliases: ["Mantle Of The Frozen Heart"] # Mantle Of The Frozen Heart *Spell 5* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, you can change one of your chosen abilities to a different option from the list. diff --git a/compendium/spells/mantle-of-the-magma-heart-som.md b/compendium/spells/mantle-of-the-magma-heart-som.md index 010561fb0..66020a29e 100644 --- a/compendium/spells/mantle-of-the-magma-heart-som.md +++ b/compendium/spells/mantle-of-the-magma-heart-som.md @@ -12,9 +12,10 @@ aliases: ["Mantle Of The Magma Heart"] # Mantle Of The Magma Heart *Spell 5* [fire](rules/traits/fire.md "Fire Energy & Element Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters with heat, and tiny sparks of flame dance behind you as you pass. diff --git a/compendium/spells/mariners-curse.md b/compendium/spells/mariners-curse.md index 0df3408ac..093bfa0c6 100644 --- a/compendium/spells/mariners-curse.md +++ b/compendium/spells/mariners-curse.md @@ -11,11 +11,11 @@ aliases: ["Mariner's Curse"] # Mariner's Curse *Spell 5* [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. diff --git a/compendium/spells/martyrs-intervention-lokl.md b/compendium/spells/martyrs-intervention-lokl.md index 069b2299e..7a7736ea9 100644 --- a/compendium/spells/martyrs-intervention-lokl.md +++ b/compendium/spells/martyrs-intervention-lokl.md @@ -12,12 +12,12 @@ aliases: ["Martyr's Intervention"] # Martyr's Intervention *Spell 3* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range would take damage that reduces it to 0 Hit Points -- **Requirements**You don't have the [wounded](rules/conditions.md#Wounded) condition. -- **Range**60 foot -- **Targets**1 living creature +- **Trigger**: A creature within range would take damage that reduces it to 0 Hit Points +- **Requirements**: You don't have the [wounded](rules/conditions.md#Wounded) condition. +- **Range**: 60 foot +- **Targets**: 1 living creature You shield a creature in dire need with your own life force, taking the harm upon yourself to save their life. The target is reduced to 1 Hit Point instead of 0 Hit Points. All remaining damage that was prevented from harming the target creature is instead dealt to you. Both you and the target become [wounded](rules/conditions.md#Wounded); targets who are already [wounded](rules/conditions.md#Wounded) increased their [wounded](rules/conditions.md#Wounded) value by 1. diff --git a/compendium/spells/mask-of-terror.md b/compendium/spells/mask-of-terror.md index 665827d47..5ccb8d83e 100644 --- a/compendium/spells/mask-of-terror.md +++ b/compendium/spells/mask-of-terror.md @@ -14,11 +14,11 @@ aliases: ["Mask Of Terror"] # Mask Of Terror *Spell 7* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 minute The target appears to be a gruesome and terrifying creature. diff --git a/compendium/spells/massacre.md b/compendium/spells/massacre.md index 8af72275d..38d9c1f2b 100644 --- a/compendium/spells/massacre.md +++ b/compendium/spells/massacre.md @@ -13,10 +13,10 @@ aliases: ["Massacre"] # Massacre *Spell 9* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot line -- **Saving Throw** Fortitude +- **Area**: 60-foot line +- **Saving Throw**: Fortitude You unleash a wave of necromantic energy to snuff out the life force of those in its path. Each creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn't kill even a single creature, the negative energy violently explodes back toward you, dealing an additional 30 negative damage to every creature in the line (even those above 17th level) and 30 negative damage to you. diff --git a/compendium/spells/maze-of-locked-doors-aoe2.md b/compendium/spells/maze-of-locked-doors-aoe2.md index aaa527551..4a28fb83f 100644 --- a/compendium/spells/maze-of-locked-doors-aoe2.md +++ b/compendium/spells/maze-of-locked-doors-aoe2.md @@ -14,12 +14,12 @@ aliases: ["Maze Of Locked Doors"] # Maze Of Locked Doors *Spell 7* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, [Athletics](compendium/skills.md#Athletics) DC 30 to [Force Open](rules/actions/force-open.md)) secured with average locks (DC 25 [Thievery](compendium/skills.md#Thievery), 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). [Teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effects require the caster to succeed at a counteract check against your spell DC or they fail. diff --git a/compendium/spells/maze.md b/compendium/spells/maze.md index 55c82ea3a..0d2e7eb4f 100644 --- a/compendium/spells/maze.md +++ b/compendium/spells/maze.md @@ -12,11 +12,11 @@ aliases: ["Maze"] # Maze *Spell 8* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a [Survival](compendium/skills.md#Survival) check or [Perception](compendium/skills.md#Perception) check against your spell DC to escape the maze. The possible outcomes are as follows. diff --git a/compendium/spells/medusas-wrath-apg.md b/compendium/spells/medusas-wrath-apg.md index a504c184b..a217339b4 100644 --- a/compendium/spells/medusas-wrath-apg.md +++ b/compendium/spells/medusas-wrath-apg.md @@ -13,6 +13,7 @@ aliases: ["Medusa's Wrath"] [monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- You make an attack filled with a medusa's petrifying power. diff --git a/compendium/spells/meld-into-stone.md b/compendium/spells/meld-into-stone.md index 4bde4464b..a931cc6fd 100644 --- a/compendium/spells/meld-into-stone.md +++ b/compendium/spells/meld-into-stone.md @@ -11,9 +11,10 @@ aliases: ["Meld Into Stone"] # Meld Into Stone *Spell 3* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you [Cast the Spell](rules/actions/cast-a-spell.md). You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. diff --git a/compendium/spells/mending.md b/compendium/spells/mending.md index 32d45ceec..9a825b957 100644 --- a/compendium/spells/mending.md +++ b/compendium/spells/mending.md @@ -10,10 +10,10 @@ aliases: ["Mending"] # Mending *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**non-magical object of light Bulk or less +- **Range**: touch +- **Targets**: non-magical object of light Bulk or less You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the [broken](rules/conditions.md#Broken) condition if this repairs it past the item's [Broken](rules/conditions.md#Broken) Threshold. You can't replace lost pieces or repair an object that's been completely destroyed. diff --git a/compendium/spells/message-rune-logm.md b/compendium/spells/message-rune-logm.md index 130aa7e28..06de605da 100644 --- a/compendium/spells/message-rune-logm.md +++ b/compendium/spells/message-rune-logm.md @@ -12,11 +12,11 @@ aliases: ["Message Rune"] # Message Rune *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 5 minutes -- **Range**touch -- **Targets**1 flat unattended surface -- **Duration**1 day +- **Range**: touch +- **Targets**: 1 flat unattended surface +- **Duration**: 1 day You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune's appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter. diff --git a/compendium/spells/message.md b/compendium/spells/message.md index c7960a66f..9fab836a8 100644 --- a/compendium/spells/message.md +++ b/compendium/spells/message.md @@ -14,11 +14,11 @@ aliases: ["Message"] # Message *Cantrip 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**120 foot -- **Targets**1 creature -- **Duration**see below +- **Range**: 120 foot +- **Targets**: 1 creature +- **Duration**: see below You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. diff --git a/compendium/spells/meteor-swarm.md b/compendium/spells/meteor-swarm.md index bd0493959..60875fb62 100644 --- a/compendium/spells/meteor-swarm.md +++ b/compendium/spells/meteor-swarm.md @@ -12,11 +12,11 @@ aliases: ["Meteor Swarm"] # Meteor Swarm *Spell 9* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**4 40-foot bursts -- **Saving Throw** basic Reflex +- **Range**: 500 foot +- **Area**: 4 40-foot bursts +- **Saving Throw**: basic Reflex You call down four meteors that explode in a fiery blast. Each meteor deals `6d10` bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing `14d6` fire damage to any creatures in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature attempts only one saving throw against the spell no matter how many overlapping explosions it's caught in, and they can take each type of damage once once. The saving throw applies to both the bludgeoning and the fire damage. diff --git a/compendium/spells/mimic-undead-som.md b/compendium/spells/mimic-undead-som.md index 6242a9b12..3cec7d150 100644 --- a/compendium/spells/mimic-undead-som.md +++ b/compendium/spells/mimic-undead-som.md @@ -10,10 +10,11 @@ aliases: ["Mimic Undead"] # Mimic Undead *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You're a living creature. -- **Duration**10 minutes +- **Requirements**: You're a living creature. +- +- **Duration**: 10 minutes You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. diff --git a/compendium/spells/mind-blank.md b/compendium/spells/mind-blank.md index 3db469758..7e523acd1 100644 --- a/compendium/spells/mind-blank.md +++ b/compendium/spells/mind-blank.md @@ -11,11 +11,11 @@ aliases: ["Mind Blank"] # Mind Blank *Spell 8* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**until the next time you make your daily preparations +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: until the next time you make your daily preparations Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects. diff --git a/compendium/spells/mind-games-sot1.md b/compendium/spells/mind-games-sot1.md index 95da3d945..e8c4ec105 100644 --- a/compendium/spells/mind-games-sot1.md +++ b/compendium/spells/mind-games-sot1.md @@ -12,13 +12,13 @@ aliases: ["Mind Games"] # Mind Games *Spell 2* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Cost**3 gp game piece focus -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Cost**: 3 gp game piece focus +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts another Will save. diff --git a/compendium/spells/mind-of-menace-som.md b/compendium/spells/mind-of-menace-som.md index 407f29e26..2b32955ef 100644 --- a/compendium/spells/mind-of-menace-som.md +++ b/compendium/spells/mind-of-menace-som.md @@ -14,9 +14,10 @@ aliases: ["Mind Of Menace"] # Mind Of Menace *Spell 3* [contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Duration**24 hours +- +- **Duration**: 24 hours This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. diff --git a/compendium/spells/mind-probe.md b/compendium/spells/mind-probe.md index d641b779f..24a3b489a 100644 --- a/compendium/spells/mind-probe.md +++ b/compendium/spells/mind-probe.md @@ -13,12 +13,12 @@ aliases: ["Mind Probe"] # Mind Probe *Spell 5* [divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. diff --git a/compendium/spells/mind-reading.md b/compendium/spells/mind-reading.md index 0fdc8609a..f1b7c0d5b 100644 --- a/compendium/spells/mind-reading.md +++ b/compendium/spells/mind-reading.md @@ -13,12 +13,12 @@ aliases: ["Mind Reading"] # Mind Reading *Spell 3* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round or sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 round or sustained up to 1 minute With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour. diff --git a/compendium/spells/mindlink.md b/compendium/spells/mindlink.md index 4344f6af3..ed6ff9773 100644 --- a/compendium/spells/mindlink.md +++ b/compendium/spells/mindlink.md @@ -11,10 +11,10 @@ aliases: ["Mindlink"] # Mindlink *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature +- **Range**: touch +- **Targets**: 1 willing creature You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes. diff --git a/compendium/spells/miracle.md b/compendium/spells/miracle.md index 495931dc8..fbe75da66 100644 --- a/compendium/spells/miracle.md +++ b/compendium/spells/miracle.md @@ -10,8 +10,9 @@ aliases: ["Miracle"] # Miracle *Spell 10* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A casting of miracle can do any of the following things. diff --git a/compendium/spells/mirecloak-sot3.md b/compendium/spells/mirecloak-sot3.md index 27b2d8507..6e851301f 100644 --- a/compendium/spells/mirecloak-sot3.md +++ b/compendium/spells/mirecloak-sot3.md @@ -12,12 +12,12 @@ aliases: ["Mirecloak"] # Mirecloak *Spell 5* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 4 creatures -- **Saving Throw** Fortitude -- **Duration**up to 1 minute +- **Range**: 30 foot +- **Targets**: up to 4 creatures +- **Saving Throw**: Fortitude +- **Duration**: up to 1 minute You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to [Stealth](compendium/skills.md#Stealth) checks, both only while the target is in dim light or darkness. diff --git a/compendium/spells/mirror-image.md b/compendium/spells/mirror-image.md index 1101633f6..758510ee2 100644 --- a/compendium/spells/mirror-image.md +++ b/compendium/spells/mirror-image.md @@ -11,9 +11,10 @@ aliases: ["Mirror Image"] # Mirror Image *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on `1d4`). With two images remaining, there is a 1 in 3 chance of hitting you (1 –2 on `1d6`). With only one image, the chances are 1 in 2 (1–3 on `1d6`) diff --git a/compendium/spells/mirror-malefactors-som.md b/compendium/spells/mirror-malefactors-som.md index cdb5b2e93..32c5d8590 100644 --- a/compendium/spells/mirror-malefactors-som.md +++ b/compendium/spells/mirror-malefactors-som.md @@ -12,12 +12,12 @@ aliases: ["Mirror Malefactors"] # Mirror Malefactors *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** basic Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: basic Will +- **Duration**: sustained up to 1 minute You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's [frightened](rules/conditions.md#Frightened), and it can't reduce its [frightened](rules/conditions.md#Frightened) value. diff --git a/compendium/spells/mirrors-misfortune-som.md b/compendium/spells/mirrors-misfortune-som.md index c67a12de2..854c15614 100644 --- a/compendium/spells/mirrors-misfortune-som.md +++ b/compendium/spells/mirrors-misfortune-som.md @@ -10,9 +10,10 @@ aliases: ["Mirror's Misfortune"] # Mirror's Misfortune *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can [Step](rules/actions/step.md) to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to [Seek](rules/actions/seek.md) and succeeds at a [Perception](compendium/skills.md#Perception) check against the spell's DC. diff --git a/compendium/spells/misdirection.md b/compendium/spells/misdirection.md index 00278377b..a8bcd7904 100644 --- a/compendium/spells/misdirection.md +++ b/compendium/spells/misdirection.md @@ -10,11 +10,11 @@ aliases: ["Misdirection"] # Misdirection *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Targets**2 creatures or objects -- **Duration**until the next time you make your daily preparations +- **Range**: 30 foot +- **Targets**: 2 creatures or objects +- **Duration**: until the next time you make your daily preparations You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target. diff --git a/compendium/spells/mislead.md b/compendium/spells/mislead.md index a4c0ac358..52d45177e 100644 --- a/compendium/spells/mislead.md +++ b/compendium/spells/mislead.md @@ -10,9 +10,10 @@ aliases: ["Mislead"] # Mislead *Spell 6* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute You turn yourself [invisible](rules/conditions.md#Invisible) and create an illusory duplicate of yourself. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. diff --git a/compendium/spells/modify-memory.md b/compendium/spells/modify-memory.md index 22049b89b..ebe4428f4 100644 --- a/compendium/spells/modify-memory.md +++ b/compendium/spells/modify-memory.md @@ -12,12 +12,11 @@ aliases: ["Modify Memory"] # Modify Memory *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration** +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell. diff --git a/compendium/spells/moment-of-renewal.md b/compendium/spells/moment-of-renewal.md index a3a7b6f63..4dea5c451 100644 --- a/compendium/spells/moment-of-renewal.md +++ b/compendium/spells/moment-of-renewal.md @@ -11,10 +11,10 @@ aliases: ["Moment Of Renewal"] # Moment Of Renewal *Spell 8* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to 6 creatures +- **Range**: touch +- **Targets**: up to 6 creatures The targets experience a day's worth of recovery in an instant. diff --git a/compendium/spells/momentary-recovery-da.md b/compendium/spells/momentary-recovery-da.md index 12f181ab2..cae51b070 100644 --- a/compendium/spells/momentary-recovery-da.md +++ b/compendium/spells/momentary-recovery-da.md @@ -11,9 +11,9 @@ aliases: ["Momentary Recovery"] # Momentary Recovery *Spell 7* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot +- **Range**: 60 foot You instantly teleport yourself and any items you're wearing or holding from your current space to a clear space within range that you can see. If this teleportation would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. After you vanish but before you arrive, you can take up to 2 actions (or the number of actions you spent to cast momentary recovery, if it was fewer than 2 actions). You can't target any other creatures or objects with anything during these actions and any effect with a duration that you create during these actions ends immediately when you arrive. After you arrive, you are [slowed](rules/conditions.md#Slowed) until the end of your next turn. diff --git a/compendium/spells/monstrosity-form.md b/compendium/spells/monstrosity-form.md index 5103178e9..bc06c2d82 100644 --- a/compendium/spells/monstrosity-form.md +++ b/compendium/spells/monstrosity-form.md @@ -11,9 +11,10 @@ aliases: ["Monstrosity Form"] # Monstrosity Form *Spell 8* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the [beast](rules/traits/beast.md "Beast Creature Type Trait") trait (for phoenix) or the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait (for purple worm or sea serpent). You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/moon-frenzy.md b/compendium/spells/moon-frenzy.md index 527a5822c..9a4d8057b 100644 --- a/compendium/spells/moon-frenzy.md +++ b/compendium/spells/moon-frenzy.md @@ -11,11 +11,11 @@ aliases: ["Moon Frenzy"] # Moon Frenzy *Spell 5* [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 5 willing creatures -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: up to 5 willing creatures +- **Duration**: 1 minute A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal `2d8` piercing damage; the claws deal `2d6` slashing damage and have the [agile](rules/traits/agile.md "Agile Weapon Trait") and [finesse](rules/traits/finesse.md "Finesse Weapon Trait") traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). @@ -23,8 +23,8 @@ The targets can't use concentrate actions unless those actions also have the [ra If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet. -**Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. - **Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. +**Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. + *Source: Core Rulebook p. 353* \ No newline at end of file diff --git a/compendium/spells/moonbeam.md b/compendium/spells/moonbeam.md index 5393c18d5..5cbc7f36e 100644 --- a/compendium/spells/moonbeam.md +++ b/compendium/spells/moonbeam.md @@ -15,10 +15,10 @@ aliases: ["Moonbeam"] # Moonbeam *Focus 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [moon](compendium/setting/domains.md#Moon) +- **Domains** [moon](compendium/setting/domains.md#Moon) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature or object +- **Range**: 120 foot +- **Targets**: 1 creature or object You shine a ray of moonlight. Make a spell attack roll. The beam of light deals `1d6` fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like. diff --git a/compendium/spells/moonburst-sot4.md b/compendium/spells/moonburst-sot4.md index 8160a1af0..f2cbbe7cc 100644 --- a/compendium/spells/moonburst-sot4.md +++ b/compendium/spells/moonburst-sot4.md @@ -15,11 +15,11 @@ aliases: ["Moonburst"] # Moonburst *Spell 7* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**60-foot burst -- **Saving Throw** Reflex +- **Range**: 500 foot +- **Area**: 60-foot burst +- **Saving Throw**: Reflex A powerful globe of chilling moonlight explodes in the area, dealing `8d10` cold damage to creatures and objects in the area, plus `8d10` additional positive damage to undead creatures. Moonburst's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. Each creature and object in the area must attempt a Reflex save. diff --git a/compendium/spells/moonlight-bridge-apg.md b/compendium/spells/moonlight-bridge-apg.md index 893363358..52e3d348b 100644 --- a/compendium/spells/moonlight-bridge-apg.md +++ b/compendium/spells/moonlight-bridge-apg.md @@ -16,8 +16,8 @@ aliases: ["Moonlight Bridge"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**10 minutes +- **Range**: 30 foot +- **Duration**: 10 minutes You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. diff --git a/compendium/spells/moonlight-ray-sot4.md b/compendium/spells/moonlight-ray-sot4.md index d815a8520..469c29cf5 100644 --- a/compendium/spells/moonlight-ray-sot4.md +++ b/compendium/spells/moonlight-ray-sot4.md @@ -15,10 +15,10 @@ aliases: ["Moonlight Ray"] # Moonlight Ray *Spell 3* [attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature +- **Range**: 120 foot +- **Targets**: 1 creature You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals `5d6` cold damage; if the target is a fiend or undead, you deal an extra `5d6` good damage. Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. diff --git a/compendium/spells/morass-of-ages-da.md b/compendium/spells/morass-of-ages-da.md index 4a1f01699..d8be885cf 100644 --- a/compendium/spells/morass-of-ages-da.md +++ b/compendium/spells/morass-of-ages-da.md @@ -12,11 +12,11 @@ aliases: ["Morass of Ages"] # Morass of Ages *Spell 4* [aura](rules/traits/aura.md "Aura Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Area**: 5-foot emanation +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You surround yourself in temporal eddies that draw out time for those around you, making every step feel like an eternity endured. A creature in the emanation, or that later enters the emanation, must attempt a Fortitude save. The creature makes this save only once and uses the same effect for the duration of the spell. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose to increase the emanation's radius by 5 feet, to a maximum of 60 feet. diff --git a/compendium/spells/moths-supper-da.md b/compendium/spells/moths-supper-da.md index 62e236e4a..ef25b479a 100644 --- a/compendium/spells/moths-supper-da.md +++ b/compendium/spells/moths-supper-da.md @@ -10,9 +10,10 @@ aliases: ["Moth's Supper"] # Moth's Supper *Spell 3* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You sigh, and your breath transforms into delicate, black-winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range forth in search of sustenance— fresh-spilled blood, by preference, but rotting corpses, flowering plants, or even left-behind food will do in a pinch. They then return, perching on your hair or shoulders and whispering their secrets into your ears. This has three effects. diff --git a/compendium/spells/mud-pit-som.md b/compendium/spells/mud-pit-som.md index 23a1ca01f..7f0d5315d 100644 --- a/compendium/spells/mud-pit-som.md +++ b/compendium/spells/mud-pit-som.md @@ -13,11 +13,11 @@ aliases: ["Mud Pit"] # Mud Pit *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**squares on the ground in a 15-foot burst -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: squares on the ground in a 15-foot burst +- **Duration**: 1 minute Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain. diff --git a/compendium/spells/murderous-vine-som.md b/compendium/spells/murderous-vine-som.md index 7632c8276..0c7e31bfe 100644 --- a/compendium/spells/murderous-vine-som.md +++ b/compendium/spells/murderous-vine-som.md @@ -12,11 +12,11 @@ aliases: ["Murderous Vine"] # Murderous Vine *Spell 4* [attack](rules/traits/attack.md "Attack Combat Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature adjacent to a flat surface -- **Duration**1 minute +- **Range**: 60 foot +- **Targets**: 1 creature adjacent to a flat surface +- **Duration**: 1 minute You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. diff --git a/compendium/spells/mystic-beacon.md b/compendium/spells/mystic-beacon.md index b884ca87e..44f3493c6 100644 --- a/compendium/spells/mystic-beacon.md +++ b/compendium/spells/mystic-beacon.md @@ -12,11 +12,11 @@ aliases: ["Mystic Beacon"] # Mystic Beacon *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [magic](compendium/setting/domains.md#Magic) +- **Domains** [magic](compendium/setting/domains.md#Magic) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**until the start of your next turn +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: until the start of your next turn The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends. diff --git a/compendium/spells/nature-incarnate.md b/compendium/spells/nature-incarnate.md index aef438553..4b1b0ea3d 100644 --- a/compendium/spells/nature-incarnate.md +++ b/compendium/spells/nature-incarnate.md @@ -11,9 +11,10 @@ aliases: ["Nature Incarnate"] # Nature Incarnate *Spell 10* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the [plant](rules/traits/plant.md "Plant Creature Type Trait") trait (for a green man) or the [beast](rules/traits/beast.md "Beast Creature Type Trait") trait (for a kaiju). You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/natures-bounty.md b/compendium/spells/natures-bounty.md index 43946827b..7958e5d75 100644 --- a/compendium/spells/natures-bounty.md +++ b/compendium/spells/natures-bounty.md @@ -14,9 +14,10 @@ aliases: ["Nature's Bounty"] # Nature's Bounty *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [nature](compendium/setting/domains.md#Nature) +- **Domains** [nature](compendium/setting/domains.md#Nature) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You have a free hand. +- **Requirements**: You have a free hand. +- A palm-sized raw fruit or vegetable appears in your open hand. diff --git a/compendium/spells/natures-enmity.md b/compendium/spells/natures-enmity.md index f1ef3dab6..d2919b459 100644 --- a/compendium/spells/natures-enmity.md +++ b/compendium/spells/natures-enmity.md @@ -11,12 +11,12 @@ aliases: ["Nature's Enmity"] # Nature's Enmity *Spell 9* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**500-foot burst -- **Targets**up to 5 creatures -- **Duration**10 minutes +- **Range**: 120 foot +- **Area**: 500-foot burst +- **Targets**: up to 5 creatures +- **Duration**: 10 minutes Animals and plants and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. diff --git a/compendium/spells/natures-reprisal-som.md b/compendium/spells/natures-reprisal-som.md index fcdeab5c7..8f355ff44 100644 --- a/compendium/spells/natures-reprisal-som.md +++ b/compendium/spells/natures-reprisal-som.md @@ -13,11 +13,11 @@ aliases: ["Nature's Reprisal"] # Nature's Reprisal *Spell 6* [plant](rules/traits/plant.md "Plant Creature Type Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**all squares on the ground that contain plants in an 80-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: all squares on the ground that contain plants in an 80-foot burst +- **Duration**: 1 minute The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square. diff --git a/compendium/spells/necromancers-generosity-som.md b/compendium/spells/necromancers-generosity-som.md index 7c4f9d374..64586e22f 100644 --- a/compendium/spells/necromancers-generosity-som.md +++ b/compendium/spells/necromancers-generosity-som.md @@ -11,11 +11,11 @@ aliases: ["Necromancer's Generosity"] # Necromancer's Generosity *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 undead minion you control -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 undead minion you control +- **Duration**: 1 minute You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains `1d8+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md), and it gains a +2 status bonus to saves against [positive](rules/traits/positive.md "Positive Energy & Element Trait") effects for the duration. diff --git a/compendium/spells/necrotic-radiation-ec4.md b/compendium/spells/necrotic-radiation-ec4.md index 7427d6bb5..2116d47dc 100644 --- a/compendium/spells/necrotic-radiation-ec4.md +++ b/compendium/spells/necrotic-radiation-ec4.md @@ -12,11 +12,11 @@ aliases: ["Necrotic Radiation"] # Necrotic Radiation *Spell 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**one object or one 10-footsquare area -- **Duration**24 hours +- **Range**: touch +- **Targets**: one object or one 10-footsquare area +- **Duration**: 24 hours You imbue the touched object or space with slow-acting necrotic radiation. If you cast the spell on an object, any creature ending its turn holding or carrying the object takes `2d6` negative damage. If you cast the spell on an area, any creature ending its turn in the area takes `2d6` negative damage. You can attempt to use this spell on an attended object by touching the object. If you do, the creature attempts a Reflex save to reduce the effect. diff --git a/compendium/spells/necrotize-som.md b/compendium/spells/necrotize-som.md index f8c094b7d..f043b7b39 100644 --- a/compendium/spells/necrotize-som.md +++ b/compendium/spells/necrotize-som.md @@ -11,12 +11,12 @@ aliases: ["Necrotize"] # Necrotize *Spell 6* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**varies +- **Range**: 60 foot +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude +- **Duration**: varies You necrotize part of a creature's body, harming it and debilitating it as its body putrefies, mimicking the natural process of decay. The target takes `12d6` negative damage and one of the following debilitations; roll `1d4` to randomly determine which. The effects depend on its Fortitude save. diff --git a/compendium/spells/needle-of-vengeance-apg.md b/compendium/spells/needle-of-vengeance-apg.md index b7006b6f6..5ba26c345 100644 --- a/compendium/spells/needle-of-vengeance-apg.md +++ b/compendium/spells/needle-of-vengeance-apg.md @@ -15,10 +15,10 @@ aliases: ["Needle Of Vengeance"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 enemy -- **Saving Throw** basic Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 enemy +- **Saving Throw**: basic Will +- **Duration**: sustained up to 1 minute A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a [hostile](rules/conditions.md#Hostile) action against the named creature. diff --git a/compendium/spells/negate-aroma.md b/compendium/spells/negate-aroma.md index 230dbe865..b89177f04 100644 --- a/compendium/spells/negate-aroma.md +++ b/compendium/spells/negate-aroma.md @@ -10,11 +10,11 @@ aliases: ["Negate Aroma"] # Negate Aroma *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 hour The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise [scent](rules/abilities/scent.md). A creature attempting a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md) with [scent](rules/abilities/scent.md) and other senses might notice the lack of natural [scent](rules/abilities/scent.md). If the target has any abilities that result from its smell, such as an overpowering [scent](rules/abilities/scent.md), those abilities are also negated. diff --git a/compendium/spells/nettleskin-tok.md b/compendium/spells/nettleskin-tok.md index 4deb6e252..bf4856e84 100644 --- a/compendium/spells/nettleskin-tok.md +++ b/compendium/spells/nettleskin-tok.md @@ -12,9 +12,10 @@ aliases: ["Nettleskin"] # Nettleskin *Spell 1* [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear. Adjacent creatures that hit you with a melee or unarmed attack take `1d4` piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, nettleskin's duration decreases by 1 round. diff --git a/compendium/spells/neutralize-poison.md b/compendium/spells/neutralize-poison.md index d4b57a606..a6fe9c096 100644 --- a/compendium/spells/neutralize-poison.md +++ b/compendium/spells/neutralize-poison.md @@ -11,10 +11,10 @@ aliases: ["Neutralize Poison"] # Neutralize Poison *Spell 3* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison. diff --git a/compendium/spells/nightmare.md b/compendium/spells/nightmare.md index 30a0965ed..886d8b549 100644 --- a/compendium/spells/nightmare.md +++ b/compendium/spells/nightmare.md @@ -11,12 +11,12 @@ aliases: ["Nightmare"] # Nightmare *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**planetary -- **Targets**1 creature you know by name -- **Saving Throw** Will -- **Duration**1 day +- **Range**: planetary +- **Targets**: 1 creature you know by name +- **Saving Throw**: Will +- **Duration**: 1 day You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save. diff --git a/compendium/spells/nondetection.md b/compendium/spells/nondetection.md index 88d25bcdf..36be14155 100644 --- a/compendium/spells/nondetection.md +++ b/compendium/spells/nondetection.md @@ -11,11 +11,11 @@ aliases: ["Nondetection"] # Nondetection *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 creature or object -- **Duration**8 hours +- **Range**: touch +- **Targets**: 1 creature or object +- **Duration**: 8 hours You erect protective wards that make the target difficult to detect via magic. Nondetection attempts to counteract all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration, counting cantrips as 1st-level spells for this purpose. Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection's target. diff --git a/compendium/spells/noxious-vapors-apg.md b/compendium/spells/noxious-vapors-apg.md index 9bed2fc25..da9d5a6fd 100644 --- a/compendium/spells/noxious-vapors-apg.md +++ b/compendium/spells/noxious-vapors-apg.md @@ -12,11 +12,11 @@ aliases: ["Noxious Vapors"] # Noxious Vapors *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Saving Throw** basic Fortitude -- **Duration**1 round +- **Area**: 10-foot emanation +- **Saving Throw**: basic Fortitude +- **Duration**: 1 round You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) takes `1d6` poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes [sickened](rules/conditions.md#Sickened). All creatures in the area become [concealed](rules/conditions.md#Concealed), and all creatures outside the smoke become [concealed](rules/conditions.md#Concealed) to creatures within it. This smoke can be dispersed by a strong wind. diff --git a/compendium/spells/nudge-fate-apg.md b/compendium/spells/nudge-fate-apg.md index 98e8f31fa..34d915784 100644 --- a/compendium/spells/nudge-fate-apg.md +++ b/compendium/spells/nudge-fate-apg.md @@ -16,10 +16,10 @@ aliases: ["Nudge Fate"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute. diff --git a/compendium/spells/nudge-the-odds-som.md b/compendium/spells/nudge-the-odds-som.md index 4b85ad7c4..23ab62045 100644 --- a/compendium/spells/nudge-the-odds-som.md +++ b/compendium/spells/nudge-the-odds-som.md @@ -11,9 +11,10 @@ aliases: ["Nudge The Odds"] # Nudge The Odds *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You bestow yourself supernaturally good luck at cards, dice, and other games of chance. You gain a +1 status bonus to [Games Lore](compendium/skills.md#Lore) checks to gamble, and if you roll a critical failure on such a check, you get a failure instead; however, the spell is too short-lived to use for [Earn Income](rules/actions/earn-income.md) checks from gambling. diff --git a/compendium/spells/nullify-som.md b/compendium/spells/nullify-som.md index 501bfe453..23c0d4126 100644 --- a/compendium/spells/nullify-som.md +++ b/compendium/spells/nullify-som.md @@ -10,11 +10,11 @@ aliases: ["Nullify"] # Nullify *Spell 10* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A foe within range casts a 9th-level or lower spell. -- **Range**120 foot -- **Targets**the triggering spell +- **Trigger**: A foe within range casts a 9th-level or lower spell. +- **Range**: 120 foot +- **Targets**: the triggering spell You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose `1d8` Hit Points per level of the triggering spell. diff --git a/compendium/spells/nymphs-token-apg.md b/compendium/spells/nymphs-token-apg.md index 5e77b2cf8..8a96650e2 100644 --- a/compendium/spells/nymphs-token-apg.md +++ b/compendium/spells/nymphs-token-apg.md @@ -14,7 +14,8 @@ aliases: ["Nymph's Token"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You grant an ally a token of favor. You create a token, such as a lock of your hair or a flower, that persists for the spell's duration; as part of [Casting the Spell](rules/actions/cast-a-spell.md), you can [Interact](rules/actions/interact.md) to pass the token to an ally within your reach. As long as the ally has the token on their person, they gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and Will saves. You can [Dismiss](rules/actions/dismiss.md) the spell as a free action. diff --git a/compendium/spells/oathkeepers-insignia-logm.md b/compendium/spells/oathkeepers-insignia-logm.md index fd6083def..f535d04fa 100644 --- a/compendium/spells/oathkeepers-insignia-logm.md +++ b/compendium/spells/oathkeepers-insignia-logm.md @@ -10,10 +10,11 @@ aliases: ["Oathkeeper's Insignia"] # Oathkeeper's Insignia *Focus 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Domains**: [duty](compendium/setting/domains.md#Duty) +- **Domains** [duty](compendium/setting/domains.md#Duty) - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**You make a promise or deal. -- **Duration**1 hour +- **Trigger**: You make a promise or deal. +- +- **Duration**: 1 hour A magical indicator assures a creature that you've upheld your end of a bargain. When you [Cast the Spell](rules/actions/cast-a-spell.md), you create a bracelet, flower, or other such trinket. If, while the spell persists, you complete the terms of the promise or deal you made, the trinket fades away with a pleasant chime; if you violate the terms instead, the trinket breaks with a dissonant crash. diff --git a/compendium/spells/object-memory-logm.md b/compendium/spells/object-memory-logm.md index c67dd2565..5b3eacedd 100644 --- a/compendium/spells/object-memory-logm.md +++ b/compendium/spells/object-memory-logm.md @@ -10,10 +10,10 @@ aliases: ["Object Memory"] # Object Memory *Focus 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Domains**: [vigil](compendium/setting/domains.md#Vigil) +- **Domains** [vigil](compendium/setting/domains.md#Vigil) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Targets**1 weapon or tool -- **Duration**1 minute +- **Targets**: 1 weapon or tool +- **Duration**: 1 minute By touching an object, you draw forth the experience of those who created and used it. If you touch a weapon, your proficiency rank with that weapon temporarily increases to trained (if it is not already higher). If you touch a tool, your proficiency rank with the next skill check you attempt with that tool (such as a [Crafting](compendium/skills.md#Crafting) check with a blacksmith's hammer) within the spell's duration temporarily increases to trained (if it is not already higher). This spell has no benefit for activities that take longer than a minute to complete. diff --git a/compendium/spells/object-reading-apg.md b/compendium/spells/object-reading-apg.md index fe57a9ee5..ad79d7d92 100644 --- a/compendium/spells/object-reading-apg.md +++ b/compendium/spells/object-reading-apg.md @@ -10,10 +10,10 @@ aliases: ["Object Reading"] # Object Reading *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object +- **Range**: touch +- **Targets**: 1 object You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast [object reading](compendium/spells/object-reading-apg.md) on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame. diff --git a/compendium/spells/obscuring-mist.md b/compendium/spells/obscuring-mist.md index 5cb7ce6b3..0e81e761c 100644 --- a/compendium/spells/obscuring-mist.md +++ b/compendium/spells/obscuring-mist.md @@ -12,11 +12,11 @@ aliases: ["Obscuring Mist"] # Obscuring Mist *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute You call forth a cloud of mist. All creatures within the mist become [concealed](rules/conditions.md#Concealed), and all creatures outside the mist become [concealed](rules/conditions.md#Concealed) to creatures within it. You can [Dismiss](rules/actions/dismiss.md) the cloud. diff --git a/compendium/spells/ocular-overload-som.md b/compendium/spells/ocular-overload-som.md index 1115d479d..3b8556bcc 100644 --- a/compendium/spells/ocular-overload-som.md +++ b/compendium/spells/ocular-overload-som.md @@ -13,20 +13,22 @@ aliases: ["Ocular Overload"] # Ocular Overload *Spell 4* [contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Duration**24 hours +- +- **Duration**: 24 hours Just as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends. ```ad-embed-ability -title: Overload Vision [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Overload Vision** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([concentrate](rules/traits/concentrate.md)) - **Trigger**: A creature within 60 feet would make an attack roll against you **Effect** The triggering creature must attempt a Fortitude save. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` > [!success-degree] diff --git a/compendium/spells/ode-to-ouroboros-apg.md b/compendium/spells/ode-to-ouroboros-apg.md index 1a800ee7c..a90fc8e43 100644 --- a/compendium/spells/ode-to-ouroboros-apg.md +++ b/compendium/spells/ode-to-ouroboros-apg.md @@ -14,9 +14,9 @@ aliases: ["Ode To Ouroboros"] [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature's [dying](rules/conditions.md#Dying) condition would reach the value at which they would die. -- **Range**60 foot -- **Targets**the triggering creature +- **Trigger**: A creature's [dying](rules/conditions.md#Dying) condition would reach the value at which they would die. +- **Range**: 60 foot +- **Targets**: the triggering creature Your ode temporarily staves off death. The target's [dying](rules/conditions.md#Dying) condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its [dying](rules/conditions.md#Dying) condition, such as disintegrate and [death](rules/traits/death.md "Death Effect Trait") effects. diff --git a/compendium/spells/omnidirectional-scan-da.md b/compendium/spells/omnidirectional-scan-da.md index ec559214f..3516fb6f0 100644 --- a/compendium/spells/omnidirectional-scan-da.md +++ b/compendium/spells/omnidirectional-scan-da.md @@ -16,9 +16,9 @@ aliases: ["Omnidirectional Scan"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot emanation -- **Targets**1 ally and 1 enemy -- **Duration**until the start of your next turn +- **Area**: 30-foot emanation +- **Targets**: 1 ally and 1 enemy +- **Duration**: until the start of your next turn You quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture. You can choose to [Seek](rules/actions/seek.md) the entire emanation of the spell. diff --git a/compendium/spells/one-with-the-land-som.md b/compendium/spells/one-with-the-land-som.md index b5f6e8216..ebba2f933 100644 --- a/compendium/spells/one-with-the-land-som.md +++ b/compendium/spells/one-with-the-land-som.md @@ -12,9 +12,10 @@ aliases: ["One With The Land"] # One With The Land *Spell 9* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to [Hide](rules/actions/hide.md) or [Take Cover](rules/actions/take-cover.md) within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/oneiric-mire-som.md b/compendium/spells/oneiric-mire-som.md index e8253b97a..34dadf2b8 100644 --- a/compendium/spells/oneiric-mire-som.md +++ b/compendium/spells/oneiric-mire-som.md @@ -13,11 +13,11 @@ aliases: ["Oneiric Mire"] # Oneiric Mire *Spell 3* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. diff --git a/compendium/spells/ooze-form-som.md b/compendium/spells/ooze-form-som.md index 3b2a2787d..6bfc321d0 100644 --- a/compendium/spells/ooze-form-som.md +++ b/compendium/spells/ooze-form-som.md @@ -11,9 +11,10 @@ aliases: ["Ooze Form"] # Ooze Form *Spell 3* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the [ooze](rules/traits/ooze.md "Ooze Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/ordained-purpose-aoe5.md b/compendium/spells/ordained-purpose-aoe5.md index 877e25423..757a4f929 100644 --- a/compendium/spells/ordained-purpose-aoe5.md +++ b/compendium/spells/ordained-purpose-aoe5.md @@ -13,10 +13,10 @@ aliases: ["Ordained Purpose"] # Ordained Purpose *Focus 4* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [naga](compendium/setting/domains.md#Naga) +- **Domains** [naga](compendium/setting/domains.md#Naga) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Saving Throw** basic Will +- **Area**: 30-foot-radius emanation centered on you +- **Saving Throw**: basic Will You call upon the authority of cosmic forces of order, overwhelming creatures with remorse and agony for acting outside of their station and purpose. Enemies in the area take `4d6` mental damage and must attempt a Will save. A creature that has lost abilities as a result of performing acts anathema to its deity or beliefs (such as a champion who violated their tenets and hasn't atoned) uses the outcome one degree of success worse than the result of its saving throw. At the GM's discretion, a creature currently filling its appointed station and purpose (such as a farmer working in a field or a criminal in the act of committing a crime) uses the outcome one degree of success better than the result of its saving throw. diff --git a/compendium/spells/organsight-som.md b/compendium/spells/organsight-som.md index afde6910d..24b4b5875 100644 --- a/compendium/spells/organsight-som.md +++ b/compendium/spells/organsight-som.md @@ -11,11 +11,11 @@ aliases: ["Organsight"] # Organsight *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living or undead creature that has organs -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 living or undead creature that has organs +- **Duration**: 1 minute You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on [Medicine](compendium/skills.md#Medicine) checks against the target that depend on its organs, but a –2 circumstance penalty on [Medicine](compendium/skills.md#Medicine) checks depending on seeing its skin. diff --git a/compendium/spells/outcasts-curse.md b/compendium/spells/outcasts-curse.md index 934db6982..bcee5446b 100644 --- a/compendium/spells/outcasts-curse.md +++ b/compendium/spells/outcasts-curse.md @@ -13,11 +13,11 @@ aliases: ["Outcast's Curse"] # Outcast's Curse *Spell 4* [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. diff --git a/compendium/spells/over-the-coals-da.md b/compendium/spells/over-the-coals-da.md index 510689d5e..1fe34f5b2 100644 --- a/compendium/spells/over-the-coals-da.md +++ b/compendium/spells/over-the-coals-da.md @@ -16,10 +16,10 @@ aliases: ["Over the Coals"] - **Patron** Witch - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You accuse the target of breaking its word to you and invoke the wrath of your patron to claim what's due, demanding the target pay you in currency, fulfill an order, or stand down. The demand can't be obviously self-destructive, or the spell fails. If the target resists, you take your payment from its life force. The target must attempt a Will save. Regardless of the result of its save, the target is temporarily immune for 1 day. diff --git a/compendium/spells/overflowing-sorrow-logm.md b/compendium/spells/overflowing-sorrow-logm.md index 2b634df4b..f680dd206 100644 --- a/compendium/spells/overflowing-sorrow-logm.md +++ b/compendium/spells/overflowing-sorrow-logm.md @@ -14,11 +14,11 @@ aliases: ["Overflowing Sorrow"] # Overflowing Sorrow *Focus 4* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Domains**: [sorrow](compendium/setting/domains.md#Sorrow) +- **Domains** [sorrow](compendium/setting/domains.md#Sorrow) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation, centered on you -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Area**: 15-foot emanation, centered on you +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute Sadness flows out of you into nearby creatures, blotting out any other thoughts they had. The first time a creature begins its turn in the area or enters the area, it must attempt a Will save. If it later leaves and reenters the area, it uses the same effect as before. diff --git a/compendium/spells/overstuff.md b/compendium/spells/overstuff.md index 4cea7ded7..63c1f008d 100644 --- a/compendium/spells/overstuff.md +++ b/compendium/spells/overstuff.md @@ -12,11 +12,11 @@ aliases: ["Overstuff"] # Overstuff *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence) +- **Domains** [indulgence](compendium/setting/domains.md#Indulgence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude Huge amounts of food and drink fill the target. It receives a full meal's worth of nourishment and must attempt a Fortitude save. diff --git a/compendium/spells/overwhelming-presence.md b/compendium/spells/overwhelming-presence.md index 37638fe57..3185ec8ce 100644 --- a/compendium/spells/overwhelming-presence.md +++ b/compendium/spells/overwhelming-presence.md @@ -15,12 +15,12 @@ aliases: ["Overwhelming Presence"] # Overwhelming Presence *Spell 9* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**40-foot burst -- **Targets**any number of creatures -- **Saving Throw** Will -- **Duration**until full tribute is paid +- **Area**: 40-foot burst +- **Targets**: any number of creatures +- **Saving Throw**: Will +- **Duration**: until full tribute is paid You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save. diff --git a/compendium/spells/pact-broker-da.md b/compendium/spells/pact-broker-da.md index caa9c018b..f47a6ba3d 100644 --- a/compendium/spells/pact-broker-da.md +++ b/compendium/spells/pact-broker-da.md @@ -17,10 +17,10 @@ aliases: ["Pact Broker"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You offer to broker a pact of peace. If the target accepts and doesn't take [hostile](rules/conditions.md#Hostile) actions against you and your allies, you take a –1 status penalty to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) to them. If they refuse and take a [hostile](rules/conditions.md#Hostile) action against you or an ally, they must attempt a Will save. If they accepted the offer and then take a [hostile](rules/conditions.md#Hostile) action against you or an ally, they must attempt a Will save and treat the result as one category worse. Regardless of the outcome, the target is then temporarily immune for 1 minute. diff --git a/compendium/spells/painful-vibrations-som.md b/compendium/spells/painful-vibrations-som.md index 19b29ce58..39b3b0ddb 100644 --- a/compendium/spells/painful-vibrations-som.md +++ b/compendium/spells/painful-vibrations-som.md @@ -11,11 +11,11 @@ aliases: ["Painful Vibrations"] # Painful Vibrations *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude +- **Range**: 100 foot +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. diff --git a/compendium/spells/paralyze.md b/compendium/spells/paralyze.md index 0d6c1ac70..3138735bb 100644 --- a/compendium/spells/paralyze.md +++ b/compendium/spells/paralyze.md @@ -12,12 +12,12 @@ aliases: ["Paralyze"] # Paralyze *Spell 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save. diff --git a/compendium/spells/paranoia.md b/compendium/spells/paranoia.md index 07744c224..8fa7b1f54 100644 --- a/compendium/spells/paranoia.md +++ b/compendium/spells/paranoia.md @@ -11,12 +11,12 @@ aliases: ["Paranoia"] # Paranoia *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 minute You cause the target to see all other creatures as dire threats. diff --git a/compendium/spells/parch-logm.md b/compendium/spells/parch-logm.md index 0df98dc07..c32d39870 100644 --- a/compendium/spells/parch-logm.md +++ b/compendium/spells/parch-logm.md @@ -11,11 +11,11 @@ aliases: ["Parch"] # Parch *Focus 1* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Domains**: [dust](compendium/setting/domains.md#Dust) +- **Domains** [dust](compendium/setting/domains.md#Dust) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the [water](rules/traits/water.md "Water Energy & Element Trait") trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch. diff --git a/compendium/spells/pass-without-trace.md b/compendium/spells/pass-without-trace.md index 6d9a883d7..03ae520f6 100644 --- a/compendium/spells/pass-without-trace.md +++ b/compendium/spells/pass-without-trace.md @@ -10,9 +10,10 @@ aliases: ["Pass Without Trace"] # Pass Without Trace *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to [Track](rules/actions/track.md) you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one [pass without trace](compendium/spells/pass-without-trace.md) spell at a time. diff --git a/compendium/spells/passwall.md b/compendium/spells/passwall.md index 648d536a7..511ee9490 100644 --- a/compendium/spells/passwall.md +++ b/compendium/spells/passwall.md @@ -13,11 +13,11 @@ aliases: ["Passwall"] # Passwall *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Area**5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall -- **Duration**1 hour +- **Range**: touch +- **Area**: 5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall +- **Duration**: 1 hour You create a visible tunnel through the wall in the chosen area, replacing the area with empty space. If the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure. When the spell ends, anyone inside the tunnel is shunted to the nearest exit. diff --git a/compendium/spells/path-of-least-resistance-da.md b/compendium/spells/path-of-least-resistance-da.md index e65e7a72f..105ace670 100644 --- a/compendium/spells/path-of-least-resistance-da.md +++ b/compendium/spells/path-of-least-resistance-da.md @@ -12,6 +12,7 @@ aliases: ["Path of Least Resistance"] [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You trace several possible routes, quickly resetting the timeline until you find the safest one. Choose three spaces you could reach with two [Stride](rules/actions/stride.md) actions. Each must be at least 20 feet from the other two. You [Stride](rules/actions/stride.md) twice to one of the spaces, determined randomly by the GM from among the paths you chose. If some of the paths contain a [hidden](rules/conditions.md#Hidden) danger, such as a trap that you would trigger by walking into the trap's affected area, the GM doesn't consider this path when randomly determining which one you take, but if all options have a [hidden](rules/conditions.md#Hidden) danger, the GM randomly chooses between all three paths. This movement doesn't trigger reactions. diff --git a/compendium/spells/penumbral-disguise-sot4.md b/compendium/spells/penumbral-disguise-sot4.md index 733e512e7..8c74bf7ad 100644 --- a/compendium/spells/penumbral-disguise-sot4.md +++ b/compendium/spells/penumbral-disguise-sot4.md @@ -12,11 +12,11 @@ aliases: ["Penumbral Disguise"] # Penumbral Disguise *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 10 minutes You wrap the target in shadows, granting them a +1 status bonus to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) while in dim light or darkness. In addition, the shadows mask the creature's features. While the creature is in dim light or darkness, other creatures must succeed at a [Seek](rules/actions/seek.md) action against the spell's DC to discern details about the target's appearance. diff --git a/compendium/spells/penumbral-shroud-logm.md b/compendium/spells/penumbral-shroud-logm.md index a33ac56bb..5b425f496 100644 --- a/compendium/spells/penumbral-shroud-logm.md +++ b/compendium/spells/penumbral-shroud-logm.md @@ -11,11 +11,11 @@ aliases: ["Penumbral Shroud"] # Penumbral Shroud *Spell 1* [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 10 minutes You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against [light](rules/traits/light.md "Light Effect Trait") effects. While this effect is [helpful](rules/conditions.md#Helpful) to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. diff --git a/compendium/spells/perfect-strike-locg.md b/compendium/spells/perfect-strike-locg.md index 66bd334fc..59b8ac678 100644 --- a/compendium/spells/perfect-strike-locg.md +++ b/compendium/spells/perfect-strike-locg.md @@ -13,7 +13,8 @@ aliases: ["Perfect Strike"] [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You miss a [Strike](rules/actions/strike.md) with an unarmed attack. +- **Trigger**: You miss a [Strike](rules/actions/strike.md) with an unarmed attack. +- You call upon insight from your training to recover accuracy. Reroll the missed attack roll and keep the new result. diff --git a/compendium/spells/perfect-strike-lowg.md b/compendium/spells/perfect-strike-lowg.md index cb9d4b008..72794c4cf 100644 --- a/compendium/spells/perfect-strike-lowg.md +++ b/compendium/spells/perfect-strike-lowg.md @@ -13,7 +13,8 @@ aliases: ["Perfect Strike"] [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You miss a [Strike](rules/actions/strike.md) with an unarmed attack. +- **Trigger**: You miss a [Strike](rules/actions/strike.md) with an unarmed attack. +- You call upon insight from your training to recover accuracy. diff --git a/compendium/spells/perfected-form.md b/compendium/spells/perfected-form.md index 88bf1ff95..1c5a03a02 100644 --- a/compendium/spells/perfected-form.md +++ b/compendium/spells/perfected-form.md @@ -13,9 +13,10 @@ aliases: ["Perfected Form"] # Perfected Form *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [perfection](compendium/setting/domains.md#Perfection) +- **Domains** [perfection](compendium/setting/domains.md#Perfection) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You fail a saving throw against a morph, petrification, or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect. +- **Trigger**: You fail a saving throw against a morph, petrification, or [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") effect. +- Reroll the saving throw and use the better result. diff --git a/compendium/spells/perfected-mind.md b/compendium/spells/perfected-mind.md index 4074159bd..1ed564022 100644 --- a/compendium/spells/perfected-mind.md +++ b/compendium/spells/perfected-mind.md @@ -12,8 +12,9 @@ aliases: ["Perfected Mind"] # Perfected Mind *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [perfection](compendium/setting/domains.md#Perfection) +- **Domains** [perfection](compendium/setting/domains.md#Perfection) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one [mental](rules/traits/mental.md "Mental Effect Trait") effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the [mental](rules/traits/mental.md "Mental Effect Trait") effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once. diff --git a/compendium/spells/pernicious-poltergeist-som.md b/compendium/spells/pernicious-poltergeist-som.md index addcf56f0..f52c29885 100644 --- a/compendium/spells/pernicious-poltergeist-som.md +++ b/compendium/spells/pernicious-poltergeist-som.md @@ -11,11 +11,11 @@ aliases: ["Pernicious Poltergeist"] # Pernicious Poltergeist *Spell 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Area**: 10-foot burst +- **Duration**: sustained up to 1 minute You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains [invisible](rules/conditions.md#Invisible) unless otherwise stated. When you [Cast the Spell](rules/actions/cast-a-spell.md), and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. diff --git a/compendium/spells/perseiss-precautions-lopsg.md b/compendium/spells/perseiss-precautions-lopsg.md index d95c8adcb..a21564d9d 100644 --- a/compendium/spells/perseiss-precautions-lopsg.md +++ b/compendium/spells/perseiss-precautions-lopsg.md @@ -13,10 +13,10 @@ aliases: ["Perseis's Precautions"] # Perseis's Precautions *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Duration**10 minutes +- **Range**: touch +- **Duration**: 10 minutes Leaving nothing to chance, you weave divinatory precautions against an ambush, alerting the target to danger. Once during the duration of this spell, the target can roll one [Perception](compendium/skills.md#Perception), [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Occultism](compendium/skills.md#Occultism), or [Society](compendium/skills.md#Society) initiative roll twice and take the better result, after which the spell ends. diff --git a/compendium/spells/persistent-servant-som.md b/compendium/spells/persistent-servant-som.md index 41a79d50a..90891e2dd 100644 --- a/compendium/spells/persistent-servant-som.md +++ b/compendium/spells/persistent-servant-som.md @@ -11,11 +11,11 @@ aliases: ["Persistent Servant"] # Persistent Servant *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**120 foot -- **Area**60-foot burst -- **Duration**until your next daily preparations +- **Range**: 120 foot +- **Area**: 60-foot burst +- **Duration**: until your next daily preparations You call forth an unseen servant (Core Rulebook 380) and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area. diff --git a/compendium/spells/personal-blizzard-apg.md b/compendium/spells/personal-blizzard-apg.md index abf0d70e7..a66f2fcc6 100644 --- a/compendium/spells/personal-blizzard-apg.md +++ b/compendium/spells/personal-blizzard-apg.md @@ -14,10 +14,10 @@ aliases: ["Personal Blizzard"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save. diff --git a/compendium/spells/personal-rain-cloud-ec1.md b/compendium/spells/personal-rain-cloud-ec1.md index b5177c397..21f6e865f 100644 --- a/compendium/spells/personal-rain-cloud-ec1.md +++ b/compendium/spells/personal-rain-cloud-ec1.md @@ -12,12 +12,12 @@ aliases: ["Personal Rain Cloud"] # Personal Rain Cloud *Spell 1* [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 minute +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex +- **Duration**: 1 minute You conjure a 5-foot-wide rain cloud that follows the target wherever it goes. It stays roughly an arm's length overhead, unless it must drift lower to fit under a ceiling. diff --git a/compendium/spells/pest-form.md b/compendium/spells/pest-form.md index 14255e4e3..1ba8ce74a 100644 --- a/compendium/spells/pest-form.md +++ b/compendium/spells/pest-form.md @@ -11,9 +11,10 @@ aliases: ["Pest Form"] # Pest Form *Spell 1* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait, and you can't make [Strikes](rules/actions/strike.md). You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/pet-cache-apg.md b/compendium/spells/pet-cache-apg.md index 3e1346f54..72601a505 100644 --- a/compendium/spells/pet-cache-apg.md +++ b/compendium/spells/pet-cache-apg.md @@ -11,11 +11,11 @@ aliases: ["Pet Cache"] # Pet Cache *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing creature that is your animal companion or familiar -- **Duration**8 hours +- **Range**: touch +- **Targets**: 1 willing creature that is your animal companion or familiar +- **Duration**: 8 hours You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration. diff --git a/compendium/spells/petal-storm-som.md b/compendium/spells/petal-storm-som.md index 3ee8117c0..9ad52c4e8 100644 --- a/compendium/spells/petal-storm-som.md +++ b/compendium/spells/petal-storm-som.md @@ -13,11 +13,11 @@ aliases: ["Petal Storm"] # Petal Storm *Spell 4* [air](rules/traits/air.md "Air Energy & Element Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**15-foot radius burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 15-foot radius burst +- **Duration**: 1 minute You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes `2d10` slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground. diff --git a/compendium/spells/phantasmal-calamity.md b/compendium/spells/phantasmal-calamity.md index 38e8e6822..1da49e2c7 100644 --- a/compendium/spells/phantasmal-calamity.md +++ b/compendium/spells/phantasmal-calamity.md @@ -12,11 +12,11 @@ aliases: ["Phantasmal Calamity"] # Phantasmal Calamity *Spell 6* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**30-foot burst -- **Saving Throw** Will +- **Range**: 500 foot +- **Area**: 30-foot burst +- **Saving Throw**: Will A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals `11d6` mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also [stunned](rules/conditions.md#Stunned) for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it 0 and recovers from the [stunned](rules/conditions.md#Stunned) condition. diff --git a/compendium/spells/phantasmal-killer.md b/compendium/spells/phantasmal-killer.md index 06e6209db..fef79648a 100644 --- a/compendium/spells/phantasmal-killer.md +++ b/compendium/spells/phantasmal-killer.md @@ -14,11 +14,11 @@ aliases: ["Phantasmal Killer"] # Phantasmal Killer *Spell 4* [death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 living creature -- **Saving Throw** Will +- **Range**: 120 foot +- **Targets**: 1 living creature +- **Saving Throw**: Will You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save. diff --git a/compendium/spells/phantasmal-treasure-apg.md b/compendium/spells/phantasmal-treasure-apg.md index 86639bde0..36ebba929 100644 --- a/compendium/spells/phantasmal-treasure-apg.md +++ b/compendium/spells/phantasmal-treasure-apg.md @@ -12,12 +12,12 @@ aliases: ["Phantasmal Treasure"] # Phantasmal Treasure *Spell 2* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 60 foot +- **Targets**: 1 living creature +- **Saving Throw**: Will +- **Duration**: varies A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. diff --git a/compendium/spells/phantom-crowd-som.md b/compendium/spells/phantom-crowd-som.md index 3d5236fb3..622142088 100644 --- a/compendium/spells/phantom-crowd-som.md +++ b/compendium/spells/phantom-crowd-som.md @@ -12,11 +12,11 @@ aliases: ["Phantom Crowd"] # Phantom Crowd *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**a 10-foot square -- **Duration**sustained up to 10 minutes +- **Range**: 60 foot +- **Area**: a 10-foot square +- **Duration**: sustained up to 10 minutes A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a [Seek](rules/actions/seek.md) action to examine the crowd can attempt to 0. The crowd is difficult terrain for anyone who hasn't 0. diff --git a/compendium/spells/phantom-pain.md b/compendium/spells/phantom-pain.md index 06d876110..af3612b25 100644 --- a/compendium/spells/phantom-pain.md +++ b/compendium/spells/phantom-pain.md @@ -12,12 +12,12 @@ aliases: ["Phantom Pain"] # Phantom Pain *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 minute Illusory pain wracks the target, dealing `2d4` mental damage and `1d4` [persistent mental damage](rules/conditions.md#Persistent%20Damage). The target must attempt a Will save. diff --git a/compendium/spells/phantom-prison-som.md b/compendium/spells/phantom-prison-som.md index 383636d80..3488b2ac6 100644 --- a/compendium/spells/phantom-prison-som.md +++ b/compendium/spells/phantom-prison-som.md @@ -13,12 +13,12 @@ aliases: ["Phantom Prison"] # Phantom Prison *Spell 3* [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**50 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 50 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 minute You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it 0 and the spell ends. diff --git a/compendium/spells/phantom-steed.md b/compendium/spells/phantom-steed.md index c924f4453..3153a8446 100644 --- a/compendium/spells/phantom-steed.md +++ b/compendium/spells/phantom-steed.md @@ -10,10 +10,10 @@ aliases: ["Phantom Steed"] # Phantom Steed *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**30 foot -- **Duration**8 hours +- **Range**: 30 foot +- **Duration**: 8 hours You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. diff --git a/compendium/spells/phase-bolt-da.md b/compendium/spells/phase-bolt-da.md index 89d0cb2a1..1bdc98fce 100644 --- a/compendium/spells/phase-bolt-da.md +++ b/compendium/spells/phase-bolt-da.md @@ -12,10 +12,10 @@ aliases: ["Phase Bolt"] # Phase Bolt *Cantrip 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal `1d4` piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. diff --git a/compendium/spells/phase-familiar-apg.md b/compendium/spells/phase-familiar-apg.md index 5b86a4447..15381c7d9 100644 --- a/compendium/spells/phase-familiar-apg.md +++ b/compendium/spells/phase-familiar-apg.md @@ -14,9 +14,9 @@ aliases: ["Phase Familiar"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**Your familiar would take damage. -- **Range**60 foot -- **Targets**your familiar +- **Trigger**: Your familiar would take damage. +- **Range**: 60 foot +- **Targets**: your familiar You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. diff --git a/compendium/spells/physical-boost.md b/compendium/spells/physical-boost.md index 4abcce5a2..7c64acef1 100644 --- a/compendium/spells/physical-boost.md +++ b/compendium/spells/physical-boost.md @@ -13,9 +13,9 @@ aliases: ["Physical Boost"] [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Duration**until the end of the target's next turn +- **Range**: touch +- **Targets**: 1 living creature +- **Duration**: until the end of the target's next turn You temporarily improve the target's physique. The target gains a +2 status bonus to the next [Acrobatics](compendium/skills.md#Acrobatics) check, [Athletics](compendium/skills.md#Athletics) check, Fortitude save, or Reflex save it attempts. diff --git a/compendium/spells/pied-piping-apg.md b/compendium/spells/pied-piping-apg.md index 5b96d682a..4d98dbe3b 100644 --- a/compendium/spells/pied-piping-apg.md +++ b/compendium/spells/pied-piping-apg.md @@ -18,9 +18,9 @@ aliases: ["Pied Piping"] [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** Will -- **Duration**1 minute +- **Area**: 5-foot emanation +- **Saving Throw**: Will +- **Duration**: 1 minute Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you [Cast the Spell](rules/actions/cast-a-spell.md) or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to increase the emanation's radius by 5 feet. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/pillar-of-water-ec2.md b/compendium/spells/pillar-of-water-ec2.md index 2141fb7a2..3909a9847 100644 --- a/compendium/spells/pillar-of-water-ec2.md +++ b/compendium/spells/pillar-of-water-ec2.md @@ -12,10 +12,10 @@ aliases: ["Pillar Of Water"] # Pillar Of Water *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute You create a large, self-contained cylinder of still fresh water. diff --git a/compendium/spells/pillars-of-sand-ec5.md b/compendium/spells/pillars-of-sand-ec5.md index 78df0aaa9..fe56eb3d0 100644 --- a/compendium/spells/pillars-of-sand-ec5.md +++ b/compendium/spells/pillars-of-sand-ec5.md @@ -12,10 +12,10 @@ aliases: ["Pillars Of Sand"] # Pillars Of Sand *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Duration**: sustained up to 1 minute You raise one or more pillars of solid sand from the earth. The total height of the pillars is 30 feet, which must be used in 10-foot increments (for example, you could create three 10-foot-tall pillars, one 20-foot-tall pillar and one 10-foot-tall pillar, or one 30-foot-tall pillar). Each pillar is 5 feet by 5 feet in length and width. The pillars must be conjured on a relatively flat area of natural earthen terrain such as sand, dirt, stone, or clay. Regardless of the terrain, the pillars are always made of tightly compacted sand particles that together become as hard and solid as stone (DC 15 [Athletics](compendium/skills.md#Athletics) to [Climb](rules/actions/climb.md)) diff --git a/compendium/spells/plane-shift.md b/compendium/spells/plane-shift.md index 21d5a0e50..99715693b 100644 --- a/compendium/spells/plane-shift.md +++ b/compendium/spells/plane-shift.md @@ -12,10 +12,10 @@ aliases: ["Plane Shift"] # Plane Shift *Spell 7* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 willing creature, or up to 8 willing creatures joining hands +- **Range**: touch +- **Targets**: 1 willing creature, or up to 8 willing creatures joining hands You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. diff --git a/compendium/spells/plant-form.md b/compendium/spells/plant-form.md index ca87f74d0..e1f0b767c 100644 --- a/compendium/spells/plant-form.md +++ b/compendium/spells/plant-form.md @@ -12,9 +12,10 @@ aliases: ["Plant Form"] # Plant Form *Spell 5* [plant](rules/traits/plant.md "Plant Creature Type Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the [plant](rules/traits/plant.md "Plant Creature Type Trait") trait. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/pocket-library-som.md b/compendium/spells/pocket-library-som.md index 142ea943d..9c3b434e4 100644 --- a/compendium/spells/pocket-library-som.md +++ b/compendium/spells/pocket-library-som.md @@ -11,9 +11,10 @@ aliases: ["Pocket Library"] # Pocket Library *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Duration**24 hours +- +- **Duration**: 24 hours You collect information from the world's libraries about a particular subject and store it in an extradimensional library. diff --git a/compendium/spells/polar-ray.md b/compendium/spells/polar-ray.md index 62dea01c6..ac1efbde8 100644 --- a/compendium/spells/polar-ray.md +++ b/compendium/spells/polar-ray.md @@ -12,10 +12,10 @@ aliases: ["Polar Ray"] # Polar Ray *Spell 8* [attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature +- **Range**: 120 foot +- **Targets**: 1 creature You fire a blue-white ray of freezing air and sleet that deals `10d8` cold damage. Make a spell attack roll against the target. diff --git a/compendium/spells/poltergeists-fury-da.md b/compendium/spells/poltergeists-fury-da.md index aed66a05c..fe36c6d5a 100644 --- a/compendium/spells/poltergeists-fury-da.md +++ b/compendium/spells/poltergeists-fury-da.md @@ -11,11 +11,11 @@ aliases: ["Poltergeist's Fury"] # Poltergeist's Fury *Spell 6* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**20-foot emanation -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute +- **Area**: 20-foot emanation +- **Saving Throw**: basic Reflex +- **Duration**: sustained up to 1 minute Your fury spills over in a telekinetic storm of terrifying proportions. Any loose, unattended objects of 1 Bulk or less within range are picked up and begin to orbit you at breathtaking speeds. All creatures in the area take `6d4` piercing damage with a basic Reflex save. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can increase the radius of the storm by 10 feet, to a maximum of 100 feet. The storm moves with you and provides you with lesser cover, though you can't use this cover to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). Allies within the storm who roll a success on their Reflex save against your poltergeist's fury get a critical success instead, as you attempt to avoid hitting them. diff --git a/compendium/spells/portrait-of-the-artist-som.md b/compendium/spells/portrait-of-the-artist-som.md index 219e88600..25884bb60 100644 --- a/compendium/spells/portrait-of-the-artist-som.md +++ b/compendium/spells/portrait-of-the-artist-som.md @@ -11,9 +11,10 @@ aliases: ["Portrait Of The Artist"] # Portrait Of The Artist *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Duration**1 hour +- +- **Duration**: 1 hour You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either [Perception](compendium/skills.md#Perception) or an appropriate [Lore](compendium/skills.md#Lore), whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. diff --git a/compendium/spells/positive-attunement-som.md b/compendium/spells/positive-attunement-som.md index 3165e602d..efd717322 100644 --- a/compendium/spells/positive-attunement-som.md +++ b/compendium/spells/positive-attunement-som.md @@ -12,12 +12,12 @@ aliases: ["Positive Attunement"] # Positive Attunement *Spell 3* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living or undead creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: touch +- **Targets**: 1 living or undead creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals `1d8` Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. diff --git a/compendium/spells/positive-luminance.md b/compendium/spells/positive-luminance.md index f26008ca3..8f6cc5cf6 100644 --- a/compendium/spells/positive-luminance.md +++ b/compendium/spells/positive-luminance.md @@ -14,9 +14,10 @@ aliases: ["Positive Luminance"] # Positive Luminance *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [sun](compendium/setting/domains.md#Sun) +- **Domains** [sun](compendium/setting/domains.md#Sun) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. diff --git a/compendium/spells/possession.md b/compendium/spells/possession.md index cbf51a734..f4e29f15c 100644 --- a/compendium/spells/possession.md +++ b/compendium/spells/possession.md @@ -14,12 +14,12 @@ aliases: ["Possession"] # Possession *Spell 7* [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [possession](rules/traits/possession.md "Possession Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: Will +- **Duration**: 1 minute You send your mind and soul into the target's body, attempting to take control. The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer. diff --git a/compendium/spells/power-word-blind.md b/compendium/spells/power-word-blind.md index 5f24e295b..34f14082b 100644 --- a/compendium/spells/power-word-blind.md +++ b/compendium/spells/power-word-blind.md @@ -13,11 +13,11 @@ aliases: ["Power Word Blind"] # Power Word Blind *Spell 7* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: varies You utter an arcane word of power that can make the target [blinded](rules/conditions.md#Blinded) upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. diff --git a/compendium/spells/power-word-kill.md b/compendium/spells/power-word-kill.md index bca90468e..bac8aebe0 100644 --- a/compendium/spells/power-word-kill.md +++ b/compendium/spells/power-word-kill.md @@ -14,11 +14,11 @@ aliases: ["Power Word Kill"] # Power Word Kill *Spell 9* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: varies You utter the most powerful arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. diff --git a/compendium/spells/power-word-stun.md b/compendium/spells/power-word-stun.md index 65e000903..a34dbd29c 100644 --- a/compendium/spells/power-word-stun.md +++ b/compendium/spells/power-word-stun.md @@ -13,11 +13,11 @@ aliases: ["Power Word Stun"] # Power Word Stun *Spell 8* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: varies You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. diff --git a/compendium/spells/powerful-inhalation-som.md b/compendium/spells/powerful-inhalation-som.md index c987b9c19..a5626e7ec 100644 --- a/compendium/spells/powerful-inhalation-som.md +++ b/compendium/spells/powerful-inhalation-som.md @@ -14,8 +14,8 @@ aliases: ["Powerful Inhalation"] [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Saving Throw** basic Fortitude +- **Area**: 10-foot emanation +- **Saving Throw**: basic Fortitude You rapidly draw the air from your surroundings, hoarding it for yourself. Creatures in the area when the spell is cast take `5d6` bludgeoning damage with a basic Fortitude save. A creature that fails its save can't speak above a raspy whisper for 1 round. A creature that critically fails can't speak or use abilities that require it to breathe for 1 round. This prevents it from using effects that require speech, such as casting spells with verbal components, and from using a breath weapon or similar ability. diff --git a/compendium/spells/practice-makes-perfect-aoa4.md b/compendium/spells/practice-makes-perfect-aoa4.md index 0e62e8bbf..02c90c4c9 100644 --- a/compendium/spells/practice-makes-perfect-aoa4.md +++ b/compendium/spells/practice-makes-perfect-aoa4.md @@ -12,10 +12,10 @@ aliases: ["Practice Makes Perfect"] # Practice Makes Perfect *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [toil](compendium/setting/domains.md#Toil) +- **Domains** [toil](compendium/setting/domains.md#Toil) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or an ally within range fails a skill check for a skill in which you or they are trained. -- **Range**30 foot +- **Trigger**: You or an ally within range fails a skill check for a skill in which you or they are trained. +- **Range**: 30 foot The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target's check. diff --git a/compendium/spells/precious-metals.md b/compendium/spells/precious-metals.md index cbe814967..e7fe93688 100644 --- a/compendium/spells/precious-metals.md +++ b/compendium/spells/precious-metals.md @@ -12,11 +12,11 @@ aliases: ["Precious Metals"] # Precious Metals *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [wealth](compendium/setting/domains.md#Wealth) +- **Domains** [wealth](compendium/setting/domains.md#Wealth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins) -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins) +- **Duration**: 1 minute Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into [cold iron](compendium/equipment/items/cold-iron.md), copper, gold, iron, silver, or steel (the details for these metals are found on pages 577–579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to [cold iron](compendium/equipment/items/cold-iron-weapon.md) would deal additional damage to a creature with a weakness to cold iron. diff --git a/compendium/spells/prestidigitation.md b/compendium/spells/prestidigitation.md index 3932cb6a5..77c3b5a9d 100644 --- a/compendium/spells/prestidigitation.md +++ b/compendium/spells/prestidigitation.md @@ -11,11 +11,11 @@ aliases: ["Prestidigitation"] # Prestidigitation *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Targets**1 object (cook, lift, or tidy only) -- **Duration**sustained +- **Range**: 10 foot +- **Targets**: 1 object (cook, lift, or tidy only) +- **Duration**: sustained The simplest magic does your bidding. You can perform simple [magical](rules/traits/magical.md "Magical Item Trait") effects for as long as you [Sustain the Spell](rules/actions/sustain-a-spell.md). Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose one of four options. diff --git a/compendium/spells/primal-herd.md b/compendium/spells/primal-herd.md index 49a27f97c..819dd70df 100644 --- a/compendium/spells/primal-herd.md +++ b/compendium/spells/primal-herd.md @@ -11,11 +11,11 @@ aliases: ["Primal Herd"] # Primal Herd *Spell 10* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you and up to 5 willing targets -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: you and up to 5 willing targets +- **Duration**: 1 minute Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait. Each target can [Dismiss](rules/actions/dismiss.md) the spell's effects on themself. Each target gains the following while transformed: diff --git a/compendium/spells/primal-phenomenon.md b/compendium/spells/primal-phenomenon.md index d02915ac9..cd5d9d499 100644 --- a/compendium/spells/primal-phenomenon.md +++ b/compendium/spells/primal-phenomenon.md @@ -10,8 +10,9 @@ aliases: ["Primal Phenomenon"] # Primal Phenomenon *Spell 10* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- You request a direct intercession from the natural world. diff --git a/compendium/spells/primal-summons.md b/compendium/spells/primal-summons.md index 65af53b32..28f4896b3 100644 --- a/compendium/spells/primal-summons.md +++ b/compendium/spells/primal-summons.md @@ -13,6 +13,7 @@ aliases: ["Primal Summons"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [druid](rules/traits/druid.md "Druid Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- You enhance a summoned creature with the power of the elements. If your next action is to cast either [summon animal](compendium/spells/summon-animal.md) or [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md), choose [air](rules/traits/air.md "Air Energy & Element Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [water](rules/traits/water.md "Water Energy & Element Trait"), and the creature you summon gains the corresponding abilities. diff --git a/compendium/spells/prismatic-armor-som.md b/compendium/spells/prismatic-armor-som.md index f0e0039e3..e35c229ea 100644 --- a/compendium/spells/prismatic-armor-som.md +++ b/compendium/spells/prismatic-armor-som.md @@ -10,11 +10,11 @@ aliases: ["Prismatic Armor"] # Prismatic Armor *Spell 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 minute You wrap the target in armor made of multicolored light. diff --git a/compendium/spells/prismatic-shield-aoe6.md b/compendium/spells/prismatic-shield-aoe6.md index 88792be77..f81787b38 100644 --- a/compendium/spells/prismatic-shield-aoe6.md +++ b/compendium/spells/prismatic-shield-aoe6.md @@ -12,9 +12,10 @@ aliases: ["Prismatic Shield"] # Prismatic Shield *Spell 9* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the start of your next turn +- +- **Duration**: until the start of your next turn Shield-sized shards of multicolored light manifest in the air around you, each rotating quickly to intercept attacks. Melee attacks against you impact a randomly colored shard, subjecting the attacker to a random effect from prismatic spray, with a saving throw of the type indicated in that spell. The shards automatically block physical ranged attacks the size of a spear or smaller, such as arrows, bolts, and javelins. You gain a +2 circumstance bonus to your AC against attacks with larger ranged weapons. Any spell that targets you requires the caster to succeed at a counteract check against your spell DC, or it fails to affect you. diff --git a/compendium/spells/prismatic-sphere.md b/compendium/spells/prismatic-sphere.md index 53196ff36..83bd3e7d9 100644 --- a/compendium/spells/prismatic-sphere.md +++ b/compendium/spells/prismatic-sphere.md @@ -11,10 +11,10 @@ aliases: ["Prismatic Sphere"] # Prismatic Sphere *Spell 9* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Duration**1 hour +- **Range**: 10 foot +- **Duration**: 1 hour You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. diff --git a/compendium/spells/prismatic-spray.md b/compendium/spells/prismatic-spray.md index 521b0664d..face34bfa 100644 --- a/compendium/spells/prismatic-spray.md +++ b/compendium/spells/prismatic-spray.md @@ -12,9 +12,9 @@ aliases: ["Prismatic Spray"] # Prismatic Spray *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone +- **Area**: 30-foot cone A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll `1d8` on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. diff --git a/compendium/spells/prismatic-wall.md b/compendium/spells/prismatic-wall.md index 7b10e6c02..fd9c83957 100644 --- a/compendium/spells/prismatic-wall.md +++ b/compendium/spells/prismatic-wall.md @@ -11,10 +11,10 @@ aliases: ["Prismatic Wall"] # Prismatic Wall *Spell 8* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 hour +- **Range**: 120 foot +- **Duration**: 1 hour You create an opaque wall of shimmering, multicolored light. diff --git a/compendium/spells/private-sanctum.md b/compendium/spells/private-sanctum.md index f037128c7..ed2d47ec4 100644 --- a/compendium/spells/private-sanctum.md +++ b/compendium/spells/private-sanctum.md @@ -12,11 +12,11 @@ aliases: ["Private Sanctum"] # Private Sanctum *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Area**100-foot burst -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Area**: 100-foot burst +- **Duration**: until the next time you make your daily preparations From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. [Scrying](compendium/spells/scrying.md) spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area. diff --git a/compendium/spells/produce-flame.md b/compendium/spells/produce-flame.md index 57085c117..ef521e8db 100644 --- a/compendium/spells/produce-flame.md +++ b/compendium/spells/produce-flame.md @@ -13,10 +13,10 @@ aliases: ["Produce Flame"] # Produce Flame *Cantrip 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal `1d4` fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/project-image.md b/compendium/spells/project-image.md index fff0b1e09..1eae51d8d 100644 --- a/compendium/spells/project-image.md +++ b/compendium/spells/project-image.md @@ -11,10 +11,10 @@ aliases: ["Project Image"] # Project Image *Spell 7* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you [Cast a Spell](rules/actions/cast-a-spell.md) other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends. diff --git a/compendium/spells/proliferating-eyes-som.md b/compendium/spells/proliferating-eyes-som.md index 4f2d1811c..763c30f9f 100644 --- a/compendium/spells/proliferating-eyes-som.md +++ b/compendium/spells/proliferating-eyes-som.md @@ -11,11 +11,11 @@ aliases: ["Proliferating Eyes"] # Proliferating Eyes *Spell 9* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature (see text) -- **Duration**8 hours +- **Range**: touch +- **Targets**: 1 creature (see text) +- **Duration**: 8 hours You implant an [invisible](rules/conditions.md#Invisible), magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. diff --git a/compendium/spells/protect-companion-som.md b/compendium/spells/protect-companion-som.md index 5c78ba32a..b194a4b0a 100644 --- a/compendium/spells/protect-companion-som.md +++ b/compendium/spells/protect-companion-som.md @@ -11,11 +11,11 @@ aliases: ["Protect Companion"] # Protect Companion *Cantrip 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**your eidolon, or a creature with the [minion](rules/traits/minion.md "Minion Creature Trait") trait under your control -- **Duration**until the start of your next turn +- **Range**: 30 foot +- **Targets**: your eidolon, or a creature with the [minion](rules/traits/minion.md "Minion Creature Trait") trait under your control +- **Duration**: until the start of your next turn You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast [protect companion](compendium/spells/protect-companion-som.md) again for 10 minutes. diff --git a/compendium/spells/protection.md b/compendium/spells/protection.md index aa3f8b18c..44f7aa82f 100644 --- a/compendium/spells/protection.md +++ b/compendium/spells/protection.md @@ -11,11 +11,11 @@ aliases: ["Protection"] # Protection *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 minute You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. diff --git a/compendium/spells/protective-ward.md b/compendium/spells/protective-ward.md index 78dbd9ecb..969b5decf 100644 --- a/compendium/spells/protective-ward.md +++ b/compendium/spells/protective-ward.md @@ -15,8 +15,8 @@ aliases: ["Protective Ward"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**5-foot-radius emanation centered on you -- **Duration**sustained up to 1 minute +- **Area**: 5-foot-radius emanation centered on you +- **Duration**: sustained up to 1 minute You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the emanation's radius increases by 5 feet, to a maximum of 30 feet. diff --git a/compendium/spells/protector-tree-som.md b/compendium/spells/protector-tree-som.md index c7368e839..35191a6c4 100644 --- a/compendium/spells/protector-tree-som.md +++ b/compendium/spells/protector-tree-som.md @@ -11,10 +11,10 @@ aliases: ["Protector Tree"] # Protector Tree *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**1 minute +- **Range**: 30 foot +- **Duration**: 1 minute A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 10 Hit Points. diff --git a/compendium/spells/protectors-sacrifice.md b/compendium/spells/protectors-sacrifice.md index df810d807..32d327293 100644 --- a/compendium/spells/protectors-sacrifice.md +++ b/compendium/spells/protectors-sacrifice.md @@ -12,10 +12,10 @@ aliases: ["Protector's Sacrifice"] # Protector's Sacrifice *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [protection](compendium/setting/domains.md#Protection) +- **Domains** [protection](compendium/setting/domains.md#Protection) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within 30 feet takes damage. -- **Range**30 foot +- **Trigger**: An ally within 30 feet takes damage. +- **Range**: 30 foot You protect your ally by suffering in their stead. Reduce the damage the triggering ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply. diff --git a/compendium/spells/protectors-sphere.md b/compendium/spells/protectors-sphere.md index 853cb13bc..072439b17 100644 --- a/compendium/spells/protectors-sphere.md +++ b/compendium/spells/protectors-sphere.md @@ -14,10 +14,10 @@ aliases: ["Protector's Sphere"] # Protector's Sphere *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [protection](compendium/setting/domains.md#Protection) +- **Domains** [protection](compendium/setting/domains.md#Protection) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Duration**sustained up to 1 minute +- **Area**: 15-foot emanation +- **Duration**: sustained up to 1 minute A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area. diff --git a/compendium/spells/prying-eye.md b/compendium/spells/prying-eye.md index a36b498a6..4be6d7083 100644 --- a/compendium/spells/prying-eye.md +++ b/compendium/spells/prying-eye.md @@ -11,10 +11,10 @@ aliases: ["Prying Eye"] # Prying Eye *Spell 5* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**see text -- **Duration**sustained +- **Range**: see text +- **Duration**: sustained You create an [invisible](rules/conditions.md#Invisible), floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. diff --git a/compendium/spells/prying-survey-ec6.md b/compendium/spells/prying-survey-ec6.md index f827ba43a..345238016 100644 --- a/compendium/spells/prying-survey-ec6.md +++ b/compendium/spells/prying-survey-ec6.md @@ -13,10 +13,10 @@ aliases: ["Prying Survey"] # Prying Survey *Spell 8* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Area**120-foot emanation -- **Duration**1 hour +- **Area**: 120-foot emanation +- **Duration**: 1 hour You create eight [invisible](rules/conditions.md#Invisible), floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can't move through barriers, and they don't follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends. diff --git a/compendium/spells/puff-of-poison-som.md b/compendium/spells/puff-of-poison-som.md index cad5ce82d..207da5bd9 100644 --- a/compendium/spells/puff-of-poison-som.md +++ b/compendium/spells/puff-of-poison-som.md @@ -13,11 +13,11 @@ aliases: ["Puff Of Poison"] # Puff Of Poison *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [inhaled](rules/traits/inhaled.md "Inhaled Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**5 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 5 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 [persistent poison damage](rules/conditions.md#Persistent%20Damage), depending on its Fortitude save. diff --git a/compendium/spells/pulse-of-the-city.md b/compendium/spells/pulse-of-the-city.md index 5e51ca400..5a640f1e5 100644 --- a/compendium/spells/pulse-of-the-city.md +++ b/compendium/spells/pulse-of-the-city.md @@ -13,9 +13,9 @@ aliases: ["Pulse Of The City"] # Pulse Of The City *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [cities](compendium/setting/domains.md#Cities) +- **Domains** [cities](compendium/setting/domains.md#Cities) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**mile +- **Range**: mile You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. diff --git a/compendium/spells/pulverizing-cascade-som.md b/compendium/spells/pulverizing-cascade-som.md index 6862cc39e..b6b18a0d7 100644 --- a/compendium/spells/pulverizing-cascade-som.md +++ b/compendium/spells/pulverizing-cascade-som.md @@ -14,9 +14,9 @@ aliases: ["Pulverizing Cascade"] [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot radius, 20-foot-tall cylinder -- **Saving Throw** basic Reflex +- **Range**: 120 foot +- **Area**: 10-foot radius, 20-foot-tall cylinder +- **Saving Throw**: basic Reflex You raise a pair of towering waves and slam them into each other, crushing creatures caught between them. Creatures in the area take `5d6` bludgeoning damage with a basic Reflex save. diff --git a/compendium/spells/pummeling-rubble-apg.md b/compendium/spells/pummeling-rubble-apg.md index 03e9fc082..40e16380b 100644 --- a/compendium/spells/pummeling-rubble-apg.md +++ b/compendium/spells/pummeling-rubble-apg.md @@ -12,10 +12,10 @@ aliases: ["Pummeling Rubble"] # Pummeling Rubble *Spell 1* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex +- **Area**: 15-foot cone +- **Saving Throw**: Reflex A spray of heavy rocks flies through the air in front of you. The rubble deals `2d4` bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save. diff --git a/compendium/spells/punishing-winds.md b/compendium/spells/punishing-winds.md index 55bb6323e..d59685ec7 100644 --- a/compendium/spells/punishing-winds.md +++ b/compendium/spells/punishing-winds.md @@ -12,11 +12,11 @@ aliases: ["Punishing Winds"] # Punishing Winds *Spell 8* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Area**30-foot radius, 100-foot-tall cylinder -- **Duration**sustained up to 1 minute +- **Range**: 100 foot +- **Area**: 30-foot radius, 100-foot-tall cylinder +- **Duration**: sustained up to 1 minute Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. diff --git a/compendium/spells/purify-food-and-drink.md b/compendium/spells/purify-food-and-drink.md index bda55dbbb..2038d2a3f 100644 --- a/compendium/spells/purify-food-and-drink.md +++ b/compendium/spells/purify-food-and-drink.md @@ -10,10 +10,10 @@ aliases: ["Purify Food And Drink"] # Purify Food And Drink *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 cubic foot of contaminated food or water +- **Range**: touch +- **Targets**: 1 cubic foot of contaminated food or water You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons. diff --git a/compendium/spells/purifying-icicle-lokl.md b/compendium/spells/purifying-icicle-lokl.md index d5eda6742..21aa61846 100644 --- a/compendium/spells/purifying-icicle-lokl.md +++ b/compendium/spells/purifying-icicle-lokl.md @@ -13,11 +13,11 @@ aliases: ["Purifying Icicle"] # Purifying Icicle *Spell 1* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals `2d6` piercing damage and `1d6` cold damage, and if the target is undead, the icicle deals an additional `1d4` positive damage. On a critical success, the target takes double damage and takes a –10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away. diff --git a/compendium/spells/purifying-veil-da.md b/compendium/spells/purifying-veil-da.md index e14d75d27..1d7076dad 100644 --- a/compendium/spells/purifying-veil-da.md +++ b/compendium/spells/purifying-veil-da.md @@ -14,11 +14,11 @@ aliases: ["Purifying Veil"] # Purifying Veil *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Domains**: [water (apocryphal)](compendium/setting/domains.md#Water) +- **Domains** [water (apocryphal)](compendium/setting/domains.md#Water) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 Large or smaller creature -- **Duration**1 minute +- **Range**: 60 foot +- **Targets**: 1 Large or smaller creature +- **Duration**: 1 minute Drawing on the purifying powers of water, you call forth a veil of fine water droplets suffused with holy energy. The veil surrounds the target. Everything on each side of the veil is [concealed](rules/conditions.md#Concealed) from creatures on the opposite side, but the water doesn't impede attacks or movement across the veil. If the target moves through the veil, it takes `4d6` good damage with a basic Will save. If the target leaves the veil, the spell ends. diff --git a/compendium/spells/purple-worm-sting.md b/compendium/spells/purple-worm-sting.md index ab799ebc2..078f0e14f 100644 --- a/compendium/spells/purple-worm-sting.md +++ b/compendium/spells/purple-worm-sting.md @@ -11,11 +11,11 @@ aliases: ["Purple Worm Sting"] # Purple Worm Sting *Spell 6* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You replicate the attack of a deadly purple worm. You deal `3d6` piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. diff --git a/compendium/spells/pushing-gust.md b/compendium/spells/pushing-gust.md index ac1fee16a..809420e45 100644 --- a/compendium/spells/pushing-gust.md +++ b/compendium/spells/pushing-gust.md @@ -13,11 +13,11 @@ aliases: ["Pushing Gust"] # Pushing Gust *Focus 1* [air](rules/traits/air.md "Air Energy & Element Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [air](compendium/setting/domains.md#Air) +- **Domains** [air](compendium/setting/domains.md#Air) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 500 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save. diff --git a/compendium/spells/putrefy-food-and-drink-aoe2.md b/compendium/spells/putrefy-food-and-drink-aoe2.md index f241d2b7c..beeba9b3c 100644 --- a/compendium/spells/putrefy-food-and-drink-aoe2.md +++ b/compendium/spells/putrefy-food-and-drink-aoe2.md @@ -10,10 +10,10 @@ aliases: ["Putrefy Food And Drink"] # Putrefy Food And Drink *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 cubic foot of clean food or water +- **Range**: touch +- **Targets**: 1 cubic foot of clean food or water You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water, unholy water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons. diff --git a/compendium/spells/pyrotechnics-ec2.md b/compendium/spells/pyrotechnics-ec2.md index e45b49308..20df5b349 100644 --- a/compendium/spells/pyrotechnics-ec2.md +++ b/compendium/spells/pyrotechnics-ec2.md @@ -12,12 +12,12 @@ aliases: ["Pyrotechnics"] # Pyrotechnics *Spell 3* [fire](rules/traits/fire.md "Fire Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 fire -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Targets**: 1 fire +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You turn a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, chosen when you [Cast the Spell](rules/actions/cast-a-spell.md). The spell targets one fire source, which is immediately extinguished if it is a non-magical fire the size of a campfire or smaller. If the fire source is a creature, the creature takes `1d6` points of cold damage and is not extinguished. diff --git a/compendium/spells/quench-apg.md b/compendium/spells/quench-apg.md index 045d18a99..060f35dfa 100644 --- a/compendium/spells/quench-apg.md +++ b/compendium/spells/quench-apg.md @@ -12,11 +12,11 @@ aliases: ["Quench"] # Quench *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**sustained +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: sustained You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take `4d8` damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 flaming longsword would become a +1 longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it. diff --git a/compendium/spells/quick-sort-som.md b/compendium/spells/quick-sort-som.md index f4afd49d3..4693d28d9 100644 --- a/compendium/spells/quick-sort-som.md +++ b/compendium/spells/quick-sort-som.md @@ -10,11 +10,11 @@ aliases: ["Quick Sort"] # Quick Sort *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**10 foot -- **Targets**up to 200 unattended objects in range, each of light Bulk or less -- **Duration**up to 1 minute +- **Range**: 10 foot +- **Targets**: up to 200 unattended objects in range, each of light Bulk or less +- **Duration**: up to 1 minute You magically sort a group of objects into neat stacks or piles. You can sort the objects in two different ways. diff --git a/compendium/spells/quicken-time-da.md b/compendium/spells/quicken-time-da.md index 0c691990b..3589b297a 100644 --- a/compendium/spells/quicken-time-da.md +++ b/compendium/spells/quicken-time-da.md @@ -11,11 +11,11 @@ aliases: ["Quicken Time"] # Quicken Time *Spell 5* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute You speed up the time stream in an area, stretching and pulling it until time flows swift and wild. Any creature that begins its turn in the area is [quickened](rules/conditions.md#Quickened) and can use the extra action each round to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). Unfortunately, speeding up time is much more difficult than slowing it down, and the effect is uneven and jittery, making accuracy between times painfully difficult; creatures inside the area are [concealed](rules/conditions.md#Concealed) to those outside it, and vice versa. diff --git a/compendium/spells/quivering-palm.md b/compendium/spells/quivering-palm.md index c1078d7b0..3d5a41da9 100644 --- a/compendium/spells/quivering-palm.md +++ b/compendium/spells/quivering-palm.md @@ -14,8 +14,9 @@ aliases: ["Quivering Palm"] [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Fortitude -- **Duration**1 month +- +- **Saving Throw**: Fortitude +- **Duration**: 1 month Make a melee unarmed [Strike](rules/actions/strike.md). If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save. diff --git a/compendium/spells/radiant-beam-lokl.md b/compendium/spells/radiant-beam-lokl.md index 312771185..0f866a5fa 100644 --- a/compendium/spells/radiant-beam-lokl.md +++ b/compendium/spells/radiant-beam-lokl.md @@ -14,10 +14,10 @@ aliases: ["Radiant Beam"] # Radiant Beam *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**120-foot line -- **Saving Throw** basic Reflex +- **Area**: 120-foot line +- **Saving Throw**: basic Reflex You fire a beam of blinding light from your outstretched hands. The beam deals `5d10` good damage. On a failed saving throw, a creature becomes [dazzled](rules/conditions.md#Dazzled) for 1 round, or [dazzled](rules/conditions.md#Dazzled) for 4 rounds on a critical failure. diff --git a/compendium/spells/radiant-field-sot4.md b/compendium/spells/radiant-field-sot4.md index 7d8618860..7cd4a2b7b 100644 --- a/compendium/spells/radiant-field-sot4.md +++ b/compendium/spells/radiant-field-sot4.md @@ -13,11 +13,11 @@ aliases: ["Radiant Field"] # Radiant Field *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute You create an area of bright light. Creatures with light blindness (Bestiary 343) that are [blinded](rules/conditions.md#Blinded) by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains [blinded](rules/conditions.md#Blinded) for 1 round; this is an [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect. This spell also suppresses magical darkness of your radiant field spell's level or lower. diff --git a/compendium/spells/raise-dead.md b/compendium/spells/raise-dead.md index cea46fd67..511f45ebe 100644 --- a/compendium/spells/raise-dead.md +++ b/compendium/spells/raise-dead.md @@ -12,11 +12,11 @@ aliases: ["Raise Dead"] # Raise Dead *Spell 6* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** 10 minutes -- **Cost**diamonds worth a total value of the target's level (minimum 1) × 200 gp -- **Range**10 foot -- **Targets**1 dead creature of 13th level or lower +- **Cost**: diamonds worth a total value of the target's level (minimum 1) × 200 gp +- **Range**: 10 foot +- **Targets**: 1 dead creature of 13th level or lower You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. @@ -24,12 +24,12 @@ If the spell is successful, the creature returns to life with 1 Hit Point, no sp The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark. +**Heightened (10th)** The maximum level the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp. + **Heightened (7th)** The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. **Heightened (8th)** The maximum level the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. **Heightened (9th)** The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. -**Heightened (10th)** The maximum level the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp. - *Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/compendium/spells/rally-point-da.md b/compendium/spells/rally-point-da.md index e2def3764..bd36eae7d 100644 --- a/compendium/spells/rally-point-da.md +++ b/compendium/spells/rally-point-da.md @@ -13,11 +13,11 @@ aliases: ["Rally Point"] # Rally Point *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Area**one 5-foot square -- **Duration**1 minute +- **Range**: touch +- **Area**: one 5-foot square +- **Duration**: 1 minute You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends. diff --git a/compendium/spells/rangers-bramble-apg.md b/compendium/spells/rangers-bramble-apg.md index c09b87d08..4bbd8a4f1 100644 --- a/compendium/spells/rangers-bramble-apg.md +++ b/compendium/spells/rangers-bramble-apg.md @@ -15,9 +15,9 @@ aliases: ["Ranger's Bramble"] [plant](rules/traits/plant.md "Plant Creature Type Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Area**all squares that contain plants in a 5-foot burst -- **Duration**1 minute +- **Range**: 100 foot +- **Area**: all squares that contain plants in a 5-foot burst +- **Duration**: 1 minute You cause plants in the area to entangle your foes, with the effects of [entangle](compendium/spells/entangle.md). A creature that critically fails the save takes `2d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) in addition to being [immobilized](rules/conditions.md#Immobilized). diff --git a/compendium/spells/rapid-adaptation-som.md b/compendium/spells/rapid-adaptation-som.md index d3d0872b6..16261603c 100644 --- a/compendium/spells/rapid-adaptation-som.md +++ b/compendium/spells/rapid-adaptation-som.md @@ -10,11 +10,11 @@ aliases: ["Rapid Adaptation"] # Rapid Adaptation *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**your companion or eidolon -- **Duration**1 hour +- **Range**: touch +- **Targets**: your companion or eidolon +- **Duration**: 1 hour You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. diff --git a/compendium/spells/ravening-maw-ec3.md b/compendium/spells/ravening-maw-ec3.md index 8b5fed214..e3f6ffc76 100644 --- a/compendium/spells/ravening-maw-ec3.md +++ b/compendium/spells/ravening-maw-ec3.md @@ -13,12 +13,12 @@ aliases: ["Ravening Maw"] # Ravening Maw *Spell 5* [evil](rules/traits/evil.md "Evil Alignment Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**one living creature -- **Saving Throw** Will -- **Duration**3 rounds +- **Range**: 60 foot +- **Targets**: one living creature +- **Saving Throw**: Will +- **Duration**: 3 rounds You evoke Zevgavizeb's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait) to cannibalize an adjacent [dying](rules/conditions.md#Dying) or dead creature. If the cannibalized creature is [dying](rules/conditions.md#Dying), it dies. If the cannibalized creature is an ally of the target, the target regains `5d8` HP; otherwise, the target regains `5d4` HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a [dying](rules/conditions.md#Dying) or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes `5d4` mental damage. diff --git a/compendium/spells/ravenous-portal-som.md b/compendium/spells/ravenous-portal-som.md index 99137df01..d3e2ee7a3 100644 --- a/compendium/spells/ravenous-portal-som.md +++ b/compendium/spells/ravenous-portal-som.md @@ -10,11 +10,11 @@ aliases: ["Ravenous Portal"] # Ravenous Portal *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 door no more than 10 feet tall and 5 feet wide -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: 1 door no more than 10 feet tall and 5 feet wide +- **Duration**: 1 hour You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. diff --git a/compendium/spells/ray-of-enfeeblement.md b/compendium/spells/ray-of-enfeeblement.md index 9379683ba..3d28bcfca 100644 --- a/compendium/spells/ray-of-enfeeblement.md +++ b/compendium/spells/ray-of-enfeeblement.md @@ -11,12 +11,12 @@ aliases: ["Ray Of Enfeeblement"] # Ray Of Enfeeblement *Spell 1* [attack](rules/traits/attack.md "Attack Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: 1 minute A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save. diff --git a/compendium/spells/ray-of-frost.md b/compendium/spells/ray-of-frost.md index 9bbccc8fc..08418f6b2 100644 --- a/compendium/spells/ray-of-frost.md +++ b/compendium/spells/ray-of-frost.md @@ -13,10 +13,10 @@ aliases: ["Ray Of Frost"] # Ray Of Frost *Cantrip 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature +- **Range**: 120 foot +- **Targets**: 1 creature You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to `1d4` + your spellcasting ability modifier. diff --git a/compendium/spells/read-aura.md b/compendium/spells/read-aura.md index 16558fe0b..22b42f1cd 100644 --- a/compendium/spells/read-aura.md +++ b/compendium/spells/read-aura.md @@ -12,10 +12,10 @@ aliases: ["Read Aura"] # Read Aura *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Targets**1 object +- **Range**: 30 foot +- **Targets**: 1 object You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297 –298) diff --git a/compendium/spells/read-fate.md b/compendium/spells/read-fate.md index 95afbdaf4..39593b0e5 100644 --- a/compendium/spells/read-fate.md +++ b/compendium/spells/read-fate.md @@ -13,10 +13,10 @@ aliases: ["Read Fate"] # Read Fate *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [fate](compendium/setting/domains.md#Fate) +- **Domains** [fate](compendium/setting/domains.md#Fate) - **Cast** 1 minute -- **Range**10 foot -- **Targets**1 creature other than you +- **Range**: 10 foot +- **Targets**: 1 creature other than you You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. diff --git a/compendium/spells/read-omens.md b/compendium/spells/read-omens.md index 5ac131a67..64f40eb5c 100644 --- a/compendium/spells/read-omens.md +++ b/compendium/spells/read-omens.md @@ -12,8 +12,9 @@ aliases: ["Read Omens"] # Read Omens *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes +- You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen. diff --git a/compendium/spells/read-the-air-som.md b/compendium/spells/read-the-air-som.md index 5313dbebe..a8bb517bc 100644 --- a/compendium/spells/read-the-air-som.md +++ b/compendium/spells/read-the-air-som.md @@ -11,9 +11,10 @@ aliases: ["Read The Air"] # Read The Air *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures. diff --git a/compendium/spells/reapers-lantern-apg.md b/compendium/spells/reapers-lantern-apg.md index cc3f692bf..6e9bece90 100644 --- a/compendium/spells/reapers-lantern-apg.md +++ b/compendium/spells/reapers-lantern-apg.md @@ -13,11 +13,11 @@ aliases: ["Reaper's Lantern"] # Reaper's Lantern *Spell 2* [death](rules/traits/death.md "Death Effect Trait") [light](rules/traits/light.md "Light Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Area**: 5-foot emanation +- **Saving Throw**: Fortitude +- **Duration**: 1 minute You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you [Cast the Spell](rules/actions/cast-a-spell.md), or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from [healing](rules/traits/healing.md "Healing Effect Trait") effects while within the area. Undead targets that fail their Fortitude saves become [enfeebled](rules/conditions.md#Enfeebled) while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. diff --git a/compendium/spells/rebounding-barrier-lol.md b/compendium/spells/rebounding-barrier-lol.md index 728069231..ad2987bd5 100644 --- a/compendium/spells/rebounding-barrier-lol.md +++ b/compendium/spells/rebounding-barrier-lol.md @@ -11,9 +11,10 @@ aliases: ["Rebounding Barrier"] # Rebounding Barrier *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are hit by a physical [Strike](rules/actions/strike.md). +- **Trigger**: You are hit by a physical [Strike](rules/actions/strike.md). +- You swiftly raise a reflective barrier, reducing physical damage and rebounding it onto your attacker. diff --git a/compendium/spells/rebuke-death.md b/compendium/spells/rebuke-death.md index 8e783af80..5f0390a5f 100644 --- a/compendium/spells/rebuke-death.md +++ b/compendium/spells/rebuke-death.md @@ -15,10 +15,10 @@ aliases: ["Rebuke Death"] # Rebuke Death *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [healing](compendium/setting/domains.md#Healing) +- **Domains** [healing](compendium/setting/domains.md#Healing) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**20-foot emanation -- **Targets**1 living creature per action spent to cast this spell +- **Area**: 20-foot emanation +- **Targets**: 1 living creature per action spent to cast this spell You snatch creatures from the jaws of death. You can spend 1 to 3 actions [Casting this Spell](rules/actions/cast-a-spell.md), and you can target a number of creatures equal to the actions spent. Each target regains `3d6` Hit Points. If the target had the [dying](rules/conditions.md#Dying) condition, coming back from [dying](rules/conditions.md#Dying) due to this healing doesn't increase its [wounded](rules/conditions.md#Wounded) condition. diff --git a/compendium/spells/redact-logm.md b/compendium/spells/redact-logm.md index ab45093e7..360a6a7fa 100644 --- a/compendium/spells/redact-logm.md +++ b/compendium/spells/redact-logm.md @@ -10,11 +10,11 @@ aliases: ["Redact"] # Redact *Focus 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Domains**: [glyph](compendium/setting/domains.md#Glyph) +- **Domains** [glyph](compendium/setting/domains.md#Glyph) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**unattended written materials of up to 1 Bulk or less -- **Duration**1 day +- **Range**: 30 foot +- **Targets**: unattended written materials of up to 1 Bulk or less +- **Duration**: 1 day You strike mention of a specific name from one or more documents. When you cast the spell, give one proper name, be it a creature, location, or object. Any mention of that name within the document becomes blurred, smudged, or otherwise completely illegible. Epithets and unambiguous references to the name are redacted as well; for instance, redacting the name of the goddess Sarenrae from a book would also remove references to her title "the Dawnflower." diff --git a/compendium/spells/redistribute-potential-da.md b/compendium/spells/redistribute-potential-da.md index 10133d4ee..f51012b52 100644 --- a/compendium/spells/redistribute-potential-da.md +++ b/compendium/spells/redistribute-potential-da.md @@ -17,9 +17,9 @@ aliases: ["Redistribute Potential"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**2 adjacent 5-foot squares -- **Saving Throw** basic Fortitude +- **Range**: 60 foot +- **Area**: 2 adjacent 5-foot squares +- **Saving Throw**: basic Fortitude Energy attempts to balance out, but with your magic, you can shunt all the energy in one area to another. Creatures in either area take `4d4` damage with a basic Fortitude save. Choose one of the squares to steal heat, dealing cold damage, and the other to concentrate the stolen heat, dealing fire damage. A creature that fails its save also becomes [clumsy](rules/conditions.md#Clumsy) from numbness if it's in the area of stolen heat or [enfeebled](rules/conditions.md#Enfeebled) from heat stroke if it's in the area of concentrated heat; these conditions last until the start of your next turn. If a creature is large enough to be in both squares, you choose only one of the areas for it to attempt its save against; it's unaffected by the other area. diff --git a/compendium/spells/reflective-scales-logm.md b/compendium/spells/reflective-scales-logm.md index b3fcb1a0a..367b86630 100644 --- a/compendium/spells/reflective-scales-logm.md +++ b/compendium/spells/reflective-scales-logm.md @@ -10,9 +10,10 @@ aliases: ["Reflective Scales"] # Reflective Scales *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold, fire, electricity, or poison damage. You gain resistance 5 against that type of damage. The scales' color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage. diff --git a/compendium/spells/regenerate.md b/compendium/spells/regenerate.md index 671f1149f..7878fb7aa 100644 --- a/compendium/spells/regenerate.md +++ b/compendium/spells/regenerate.md @@ -12,11 +12,11 @@ aliases: ["Regenerate"] # Regenerate *Spell 7* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing living creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 willing living creature +- **Duration**: 1 minute An infusion of positive energy grants a creature continuous healing. The target temporarily gains [regeneration](rules/abilities/regeneration.md) 15, which restores 15 Hit Points to it at the start of each of its turns. While it has [regeneration](rules/abilities/regeneration.md), the target can't die from damage and its [dying](rules/conditions.md#Dying) condition can't increase to a value that would kill it (this stops most creatures from going beyond [dying](rules/conditions.md#Dying)), though if its [wounded](rules/conditions.md#Wounded) value becomes 4 or higher, it stays [unconscious](rules/conditions.md#Unconscious) until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn. diff --git a/compendium/spells/reinforce-eidolon-som.md b/compendium/spells/reinforce-eidolon-som.md index 43d6afe44..97b16e0f7 100644 --- a/compendium/spells/reinforce-eidolon-som.md +++ b/compendium/spells/reinforce-eidolon-som.md @@ -14,9 +14,9 @@ aliases: ["Reinforce Eidolon"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 round +- **Range**: 100 foot +- **Targets**: your eidolon +- **Duration**: 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either [boost eidolon](compendium/spells/boost-eidolon-som.md) or [reinforce eidolon](compendium/spells/reinforce-eidolon-som.md), but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. diff --git a/compendium/spells/rejuvenating-flames-frp3.md b/compendium/spells/rejuvenating-flames-frp3.md index a8c6e48f9..9433a6e8a 100644 --- a/compendium/spells/rejuvenating-flames-frp3.md +++ b/compendium/spells/rejuvenating-flames-frp3.md @@ -17,8 +17,8 @@ aliases: ["Rejuvenating Flames"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Reflex +- **Area**: 15-foot cone +- **Saving Throw**: basic Reflex You create a gout of flame that both heals and burns. You restore `1d4` HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take `1d4` fire damage with a basic Reflex save. diff --git a/compendium/spells/remake.md b/compendium/spells/remake.md index c849c3dea..73b5c33f4 100644 --- a/compendium/spells/remake.md +++ b/compendium/spells/remake.md @@ -11,9 +11,9 @@ aliases: ["Remake"] # Remake *Spell 10* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 hour -- **Range**5 foot +- **Range**: 5 foot You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from [disintegrate](compendium/spells/disintegrate.md) is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power. diff --git a/compendium/spells/remember-the-lost-logm.md b/compendium/spells/remember-the-lost-logm.md index d1581b7dc..32b58229f 100644 --- a/compendium/spells/remember-the-lost-logm.md +++ b/compendium/spells/remember-the-lost-logm.md @@ -12,10 +12,10 @@ aliases: ["Remember The Lost"] # Remember The Lost *Focus 4* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Domains**: [vigil](compendium/setting/domains.md#Vigil) +- **Domains** [vigil](compendium/setting/domains.md#Vigil) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Saving Throw** basic Will +- **Area**: 30-foot-radius emanation centered on you +- **Saving Throw**: basic Will You call upon the lost and forgotten, assailing your foes' minds with the memories of those who died with a grievance toward them. Enemies in the area take `6d6` mental damage (basic Will save) and are [frightened](rules/conditions.md#Frightened) on a critical failure. If you know the names of anyone murdered or grievously wronged by an enemy in the area, you can chant those victims' names when you cast the spell to improve the clarity of the visions, increasing the damage to the corresponding enemy from `6d6` to `6d10`; you can do so for multiple enemies if you know victims of each enemy. The visions are personal to each foe in the area, and you can't use this spell to discern a murderer by guessing a name. A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect. diff --git a/compendium/spells/remove-curse.md b/compendium/spells/remove-curse.md index 8bc7c853a..9636503c1 100644 --- a/compendium/spells/remove-curse.md +++ b/compendium/spells/remove-curse.md @@ -11,10 +11,10 @@ aliases: ["Remove Curse"] # Remove Curse *Spell 4* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn't remove the curse from the item. diff --git a/compendium/spells/remove-disease.md b/compendium/spells/remove-disease.md index 33fe3a87e..fb8a154f6 100644 --- a/compendium/spells/remove-disease.md +++ b/compendium/spells/remove-disease.md @@ -11,10 +11,10 @@ aliases: ["Remove Disease"] # Remove Disease *Spell 3* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target. diff --git a/compendium/spells/remove-fear.md b/compendium/spells/remove-fear.md index 2ef48a1c3..da5536a82 100644 --- a/compendium/spells/remove-fear.md +++ b/compendium/spells/remove-fear.md @@ -10,10 +10,10 @@ aliases: ["Remove Fear"] # Remove Fear *Spell 2* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature With a touch, you ease a creature's fears. You can attempt to counteract a single [fear](rules/traits/fear.md "Fear Effect Trait") effect that the target suffers from. diff --git a/compendium/spells/remove-paralysis.md b/compendium/spells/remove-paralysis.md index 683cfd618..ab79b73c1 100644 --- a/compendium/spells/remove-paralysis.md +++ b/compendium/spells/remove-paralysis.md @@ -11,10 +11,10 @@ aliases: ["Remove Paralysis"] # Remove Paralysis *Spell 2* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature A surge of energy frees a [paralyzed](rules/conditions.md#Paralyzed) creature. You can attempt to counteract a single effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target. This does not cure someone who is [paralyzed](rules/conditions.md#Paralyzed) from some natural state or effect, such as paralysis caused by non-magical wounds or toxins. diff --git a/compendium/spells/repelling-pulse-som.md b/compendium/spells/repelling-pulse-som.md index 6c3606306..ab36ac98b 100644 --- a/compendium/spells/repelling-pulse-som.md +++ b/compendium/spells/repelling-pulse-som.md @@ -12,10 +12,10 @@ aliases: ["Repelling Pulse"] # Repelling Pulse *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** Reflex +- **Area**: 30-foot emanation +- **Saving Throw**: Reflex You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes `7d10` force damage depending on its Reflex save. diff --git a/compendium/spells/replicate-som.md b/compendium/spells/replicate-som.md index b83615c46..3b5e3e3c2 100644 --- a/compendium/spells/replicate-som.md +++ b/compendium/spells/replicate-som.md @@ -11,11 +11,11 @@ aliases: ["Replicate"] # Replicate *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Targets**1 willing or [unconscious](rules/conditions.md#Unconscious) creature of 8th level or lower -- **Duration**sustained +- **Range**: 60 foot +- **Targets**: 1 willing or [unconscious](rules/conditions.md#Unconscious) creature of 8th level or lower +- **Duration**: sustained You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, [Interacting](rules/actions/interact.md), speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills. diff --git a/compendium/spells/repulsion.md b/compendium/spells/repulsion.md index 7b18fff33..ba8ffe260 100644 --- a/compendium/spells/repulsion.md +++ b/compendium/spells/repulsion.md @@ -12,11 +12,11 @@ aliases: ["Repulsion"] # Repulsion *Spell 6* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [aura](rules/traits/aura.md "Aura Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**40 foot -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 40 foot +- **Saving Throw**: Will +- **Duration**: 1 minute You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it's within the area when you cast the spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it voluntarily moves toward you. For example, if you move closer to a creature, it doesn't then need to move away. diff --git a/compendium/spells/resilient-sphere.md b/compendium/spells/resilient-sphere.md index 97aea63b2..8512409de 100644 --- a/compendium/spells/resilient-sphere.md +++ b/compendium/spells/resilient-sphere.md @@ -11,11 +11,11 @@ aliases: ["Resilient Sphere"] # Resilient Sphere *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 Large or smaller creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 Large or smaller creature +- **Duration**: 1 minute You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. diff --git a/compendium/spells/resist-energy.md b/compendium/spells/resist-energy.md index b77feca34..b064abbc0 100644 --- a/compendium/spells/resist-energy.md +++ b/compendium/spells/resist-energy.md @@ -10,11 +10,11 @@ aliases: ["Resist Energy"] # Resist Energy *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 10 minutes A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. diff --git a/compendium/spells/resplendent-mansion.md b/compendium/spells/resplendent-mansion.md index b6ecd8329..e99ea6afa 100644 --- a/compendium/spells/resplendent-mansion.md +++ b/compendium/spells/resplendent-mansion.md @@ -10,10 +10,10 @@ aliases: ["Resplendent Mansion"] # Resplendent Mansion *Spell 9* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**500 foot -- **Duration**until the next time you make your daily preparations +- **Range**: 500 foot +- **Duration**: until the next time you make your daily preparations You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While [Casting the Spell](rules/actions/cast-a-spell.md), you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create [magical](rules/traits/magical.md "Magical Item Trait") effects, but magical devices brought into the mansion function normally. diff --git a/compendium/spells/restoration.md b/compendium/spells/restoration.md index 55353b925..3a35fa098 100644 --- a/compendium/spells/restoration.md +++ b/compendium/spells/restoration.md @@ -11,10 +11,10 @@ aliases: ["Restoration"] # Restoration *Spell 2* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast [restoration](compendium/spells/restoration.md), choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one [restoration](compendium/spells/restoration.md) spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin. diff --git a/compendium/spells/restorative-moment-apg.md b/compendium/spells/restorative-moment-apg.md index c229d3c4f..010b663c2 100644 --- a/compendium/spells/restorative-moment-apg.md +++ b/compendium/spells/restorative-moment-apg.md @@ -14,8 +14,8 @@ aliases: ["Restorative Moment"] [hex](rules/traits/hex-apg.md "Hex Combat Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any [doomed](rules/conditions.md#Doomed) and [drained](rules/conditions.md#Drained) conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. diff --git a/compendium/spells/restore-senses.md b/compendium/spells/restore-senses.md index b8a6f7fa0..c4965d561 100644 --- a/compendium/spells/restore-senses.md +++ b/compendium/spells/restore-senses.md @@ -11,10 +11,10 @@ aliases: ["Restore Senses"] # Restore Senses *Spell 2* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature You attempt to counteract a single effect imposing the [blinded](rules/conditions.md#Blinded) or [deafened](rules/conditions.md#Deafened) conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin. diff --git a/compendium/spells/restyle-som.md b/compendium/spells/restyle-som.md index 0cfbcda17..7787ccdbf 100644 --- a/compendium/spells/restyle-som.md +++ b/compendium/spells/restyle-som.md @@ -10,11 +10,11 @@ aliases: ["Restyle"] # Restyle *Spell 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 piece of clothing currently worn by you or an ally -- **Duration** +- **Range**: touch +- **Targets**: 1 piece of clothing currently worn by you or an ally +- You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged. diff --git a/compendium/spells/retributive-pain.md b/compendium/spells/retributive-pain.md index f03bc58cd..b75e62717 100644 --- a/compendium/spells/retributive-pain.md +++ b/compendium/spells/retributive-pain.md @@ -14,12 +14,12 @@ aliases: ["Retributive Pain"] # Retributive Pain *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [pain](compendium/setting/domains.md#Pain) +- **Domains** [pain](compendium/setting/domains.md#Pain) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature in range damages you. -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** basic Fortitude +- **Trigger**: A creature in range damages you. +- **Range**: 30 foot +- **Targets**: the triggering creature +- **Saving Throw**: basic Fortitude You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. diff --git a/compendium/spells/retrocognition.md b/compendium/spells/retrocognition.md index 9b6f40707..e2db057ec 100644 --- a/compendium/spells/retrocognition.md +++ b/compendium/spells/retrocognition.md @@ -10,9 +10,10 @@ aliases: ["Retrocognition"] # Retrocognition *Spell 7* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Duration**sustained +- +- **Duration**: sustained Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location. diff --git a/compendium/spells/return-beacon-frp1.md b/compendium/spells/return-beacon-frp1.md index 10abeec5f..71c7d4586 100644 --- a/compendium/spells/return-beacon-frp1.md +++ b/compendium/spells/return-beacon-frp1.md @@ -12,21 +12,21 @@ aliases: ["Return Beacon"] # Return Beacon *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Duration**1 hour +- **Range**: 30 foot +- **Duration**: 1 hour You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is [invisible](rules/conditions.md#Invisible) except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the beacon collapses, ending the spell, and the transportation attempt fails. Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact. +**Heightened (10th)** The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon. + **Heightened (7th)** The duration is 8 hours and you can transport yourself to the beacon from up to 100 miles away. **Heightened (8th)** The duration is 24 hours and you can transport yourself to the beacon from up to 1,000 miles away. In addition, you can bring 1 willing ally you touch with you when you transport to the beacon. **Heightened (9th)** The duration is 1 week and you can transport yourself to the beacon from anywhere on the same plane. In addition, you can bring up to 4 willing allies you touch with you when you transport to the beacon. -**Heightened (10th)** The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon. - *Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 77* \ No newline at end of file diff --git a/compendium/spells/return-the-favor-da.md b/compendium/spells/return-the-favor-da.md index 45fa1aad1..aa24385ba 100644 --- a/compendium/spells/return-the-favor-da.md +++ b/compendium/spells/return-the-favor-da.md @@ -15,9 +15,9 @@ aliases: ["Return the Favor"] - **Patron** Witch - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally uses a reaction to grant you a beneficial effect during a combat encounter. -- **Range**30 foot -- **Targets**1 ally +- **Trigger**: An ally uses a reaction to grant you a beneficial effect during a combat encounter. +- **Range**: 30 foot +- **Targets**: 1 ally You're unable to leave any debts unpaid. When an ally supports you in a fight, you offer assistance in turn for the favor. The triggering ally gains 12 temporary Hit Points for 1 minute. diff --git a/compendium/spells/return-to-essence-sot5.md b/compendium/spells/return-to-essence-sot5.md index 4950f7f34..2fbf29531 100644 --- a/compendium/spells/return-to-essence-sot5.md +++ b/compendium/spells/return-to-essence-sot5.md @@ -11,17 +11,17 @@ aliases: ["Return to Essence"] # Return to Essence *Spell 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**one magically sealed or warded doorway or chest +- **Range**: 120 foot +- **Targets**: one magically sealed or warded doorway or chest You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a counteract check (Core Rulebook 458) against the target spell or [magical](rules/traits/magical.md "Magical Item Trait") effect that wards or seals a doorway or chest, such as lock, or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as glyph of warding. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower. +**Heightened (10th)** You can restore an expended spell slot of 6th level or lower. + **Heightened (8th)** You can restore an expended spell slot of 4th level or lower. **Heightened (9th)** You can restore an expended spell slot of 5th level or lower. -**Heightened (10th)** You can restore an expended spell slot of 6th level or lower. - *Source: Strength of Thousands #5: Doorway to the Red Star p. 77* \ No newline at end of file diff --git a/compendium/spells/reverse-gravity.md b/compendium/spells/reverse-gravity.md index dcf78212f..70f3e1171 100644 --- a/compendium/spells/reverse-gravity.md +++ b/compendium/spells/reverse-gravity.md @@ -12,11 +12,11 @@ aliases: ["Reverse Gravity"] # Reverse Gravity *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot radius, 40-foot-tall cylinder -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot radius, 40-foot-tall cylinder +- **Duration**: 1 minute You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to [Grab an Edge](rules/actions/grab-an-edge.md) to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. diff --git a/compendium/spells/revival.md b/compendium/spells/revival.md index c12dd5db0..f622278e3 100644 --- a/compendium/spells/revival.md +++ b/compendium/spells/revival.md @@ -12,11 +12,11 @@ aliases: ["Revival"] # Revival *Spell 10* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**dead creatures and living creatures of your choice within range -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: dead creatures and living creatures of your choice within range +- **Duration**: sustained up to 1 minute A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain `10d8+40` Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as [raise dead](compendium/spells/raise-dead.md). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by [disintegrate](compendium/spells/disintegrate.md) or a [death](rules/traits/death.md "Death Effect Trait") effect. It has no effect on undead. diff --git a/compendium/spells/rewinding-step-som.md b/compendium/spells/rewinding-step-som.md index bd65f44ae..686b94c18 100644 --- a/compendium/spells/rewinding-step-som.md +++ b/compendium/spells/rewinding-step-som.md @@ -10,9 +10,10 @@ aliases: ["Rewinding Step"] # Rewinding Step *Spell 5* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Duration**10 minutes +- +- **Duration**: 10 minutes You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. diff --git a/compendium/spells/righteous-might.md b/compendium/spells/righteous-might.md index ab0998750..b42ea6708 100644 --- a/compendium/spells/righteous-might.md +++ b/compendium/spells/righteous-might.md @@ -11,10 +11,11 @@ aliases: ["Righteous Might"] # Righteous Might *Spell 6* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have a deity. -- **Duration**1 minute +- **Requirements**: You have a deity. +- +- **Duration**: 1 minute You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/rime-slick-ec1.md b/compendium/spells/rime-slick-ec1.md index 4f093575d..ddfdbde48 100644 --- a/compendium/spells/rime-slick-ec1.md +++ b/compendium/spells/rime-slick-ec1.md @@ -13,12 +13,12 @@ aliases: ["Rime Slick"] # Rime Slick *Spell 2* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot burst -- **Saving Throw** basic Reflex -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: 15-foot burst +- **Saving Throw**: basic Reflex +- **Duration**: 1 minute You call down a chill wind. When you Cast this Spell, you deal `2d4` cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls [prone](rules/conditions.md#Prone). diff --git a/compendium/spells/rip-the-spirit-som.md b/compendium/spells/rip-the-spirit-som.md index 8172bb954..8ca1b6f39 100644 --- a/compendium/spells/rip-the-spirit-som.md +++ b/compendium/spells/rip-the-spirit-som.md @@ -12,11 +12,11 @@ aliases: ["Rip The Spirit"] # Rip The Spirit *Spell 5* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: basic Fortitude You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes `5d6` negative damage, depending on its basic Fortitude save, and is [drained](rules/conditions.md#Drained) if it fails its save. The spell's effect is based on how many actions you spend when [Casting the Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/spells/rising-surf-som.md b/compendium/spells/rising-surf-som.md index b4d3cd45e..24876ac57 100644 --- a/compendium/spells/rising-surf-som.md +++ b/compendium/spells/rising-surf-som.md @@ -14,7 +14,7 @@ aliases: ["Rising Surf"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [move](rules/traits/move.md "Move Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot +- **Range**: 30 foot You create a wave of water that you ride, banking around obstacles and surfing to higher ground. You move up to 35 feet, raising yourself up to 5 feet above the ground. diff --git a/compendium/spells/rituals/abyssal-pact-b1.md b/compendium/spells/rituals/abyssal-pact-b1.md index 72423056d..ed54f36a8 100644 --- a/compendium/spells/rituals/abyssal-pact-b1.md +++ b/compendium/spells/rituals/abyssal-pact-b1.md @@ -13,6 +13,7 @@ aliases: ["Abyssal Pact"] - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a demon) +- You call in a favor from another demon whose level is no more than double _Abyssal pact's_ spell level, two demons whose levels are each at least 2 less than double the spell level, or three demons whose levels are each at least 3 less than double the spell level. diff --git a/compendium/spells/rituals/angelic-messenger-b1.md b/compendium/spells/rituals/angelic-messenger-b1.md index d4b658628..ef600c25e 100644 --- a/compendium/spells/rituals/angelic-messenger-b1.md +++ b/compendium/spells/rituals/angelic-messenger-b1.md @@ -13,6 +13,7 @@ aliases: ["Angelic Messenger"] - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a angel) +- You transport yourself to either a celestial plane or a world on the Material Plane where worshippers of your patron can be found. You must be of no higher level than double _angelic messenger's_ spell level. diff --git a/compendium/spells/rituals/anima-invocation-modified-aoa6.md b/compendium/spells/rituals/anima-invocation-modified-aoa6.md index a35255e85..eda24030b 100644 --- a/compendium/spells/rituals/anima-invocation-modified-aoa6.md +++ b/compendium/spells/rituals/anima-invocation-modified-aoa6.md @@ -15,8 +15,8 @@ aliases: ["Anima Invocation (Modified)"] - **Secondary Casters** 4 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (legendary) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Religion](compendium/skills.md#Religion) -- **Range**10 miles -- **Targets**primary and secondary casters +- **Range**: 10 miles +- **Targets**: primary and secondary casters The exact effects of the unmodified _Anima Invocation_ are not necessary for this Adventure Path—what's presented here is the modified version of the ritual. diff --git a/compendium/spells/rituals/animate-object.md b/compendium/spells/rituals/animate-object.md index 92aac3a57..d5387b842 100644 --- a/compendium/spells/rituals/animate-object.md +++ b/compendium/spells/rituals/animate-object.md @@ -16,8 +16,8 @@ aliases: ["Animate Object"] - **Secondary Casters** 1 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting) -- **Range**10 feet -- **Targets**1 object +- **Range**: 10 feet +- **Targets**: 1 object You transform the target into an animated object with a level up to that allowed by [Table 7–1](rules/tables/creature-creation-rituals.md) and of a type corresponding to the object (so a broom would become an animated broom). diff --git a/compendium/spells/rituals/arcane-weaving-sot1.md b/compendium/spells/rituals/arcane-weaving-sot1.md index 78f74aed6..31f4ab812 100644 --- a/compendium/spells/rituals/arcane-weaving-sot1.md +++ b/compendium/spells/rituals/arcane-weaving-sot1.md @@ -16,6 +16,7 @@ aliases: ["Arcane Weaving"] - **Secondary Casters** 1 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), or [Occultism](compendium/skills.md#Occultism) +- You and the secondary casters weave together spells (and, if anadis, silk) in a complex ritual that combines magical learning with art, allowing all the participants to share spells they know with one another. diff --git a/compendium/spells/rituals/asmodean-wager-som.md b/compendium/spells/rituals/asmodean-wager-som.md index 7c2eec027..45c3eedb4 100644 --- a/compendium/spells/rituals/asmodean-wager-som.md +++ b/compendium/spells/rituals/asmodean-wager-som.md @@ -17,6 +17,7 @@ aliases: ["Asmodean Wager"] - **Secondary Casters** 1 to 9 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Society](compendium/skills.md#Society) +- You facilitate a magically binding agreement between yourself and one or more additional secondary casters, wherein each participant (hereafter referred to as the bettors) stakes something of value on the outcome of an event that has yet to be determined. The nature of the event is up to the bettors: a test of skill, a game of chance, or even something occurring in the distant future. While named for [Asmodeus](compendium/setting/deities/asmodeus.md) and invented by those with a diabolical bent, the ritual has no particular connection to Hell and instead relies on the occult connections between the bettors. The stakes can be either of the following: diff --git a/compendium/spells/rituals/astral-projection-apg.md b/compendium/spells/rituals/astral-projection-apg.md index 0aeaa0400..3ec14c1e3 100644 --- a/compendium/spells/rituals/astral-projection-apg.md +++ b/compendium/spells/rituals/astral-projection-apg.md @@ -16,8 +16,8 @@ aliases: ["Astral Projection"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check), [Survival](compendium/skills.md#Survival) -- **Range**touch -- **Targets**yourself and up to 5 willing creatures +- **Range**: touch +- **Targets**: yourself and up to 5 willing creatures You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters. diff --git a/compendium/spells/rituals/atone.md b/compendium/spells/rituals/atone.md index 52eabb908..643ba3f27 100644 --- a/compendium/spells/rituals/atone.md +++ b/compendium/spells/rituals/atone.md @@ -16,8 +16,8 @@ aliases: ["Atone"] - **Secondary Casters** 1 must be the ritual's target - **Primary Checks** [Nature](compendium/skills.md#Nature) or [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Nature](compendium/skills.md#Nature) or [Religion](compendium/skills.md#Religion) (whichever is used for the primary check) -- **Range**10 feet -- **Targets**another creature of up to 8th level who is a worshipper of the same deity or philosophy as you +- **Range**: 10 feet +- **Targets**: another creature of up to 8th level who is a worshipper of the same deity or philosophy as you You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity's alignment or anathema to your deity. If the creature isn't truly penitent, the outcome is always a critical failure. This ritual uses [Nature](compendium/skills.md#Nature) if the target is a druid, and [Religion](compendium/skills.md#Religion) in all other cases. diff --git a/compendium/spells/rituals/awaken-animal.md b/compendium/spells/rituals/awaken-animal.md index 8267dd48c..a97d62e89 100644 --- a/compendium/spells/rituals/awaken-animal.md +++ b/compendium/spells/rituals/awaken-animal.md @@ -17,8 +17,8 @@ aliases: ["Awaken Animal"] - **Secondary Casters** 3 - **Primary Checks** [Nature](compendium/skills.md#Nature) (master) - **Secondary Checks** [Lore](compendium/skills.md#Lore) (any), [Society](compendium/skills.md#Society), [Survival](compendium/skills.md#Survival) -- **Range**10 feet -- **Targets**1 animal of up to the level on [Table 7–1](rules/tables/creature-creation-rituals.md) +- **Range**: 10 feet +- **Targets**: 1 animal of up to the level on [Table 7–1](rules/tables/creature-creation-rituals.md) You grant intelligence to the target, transforming it into a beast. If it was previously an animal companion or minion, it can no longer serve as one. diff --git a/compendium/spells/rituals/awaken-object-som.md b/compendium/spells/rituals/awaken-object-som.md index 51815b87e..fab5b7911 100644 --- a/compendium/spells/rituals/awaken-object-som.md +++ b/compendium/spells/rituals/awaken-object-som.md @@ -17,7 +17,7 @@ aliases: ["Awaken Object"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) or [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check) -- **Targets**1 non-magical inanimate object +- **Targets**: 1 non-magical inanimate object You imbue a single Small or smaller object with rudimentary awareness and consciousness, and it gains mental ability modifiers depending on the results of the ritual. It gains the ability to see and hear, and the ability to understand (but not speak) a single language that you know. It's [indifferent](rules/conditions.md#Indifferent) to you and all living creatures. In all other respects, it's an ordinary object of its type. An awakened object that gains the [broken](rules/conditions.md#Broken) condition is rendered insensate until Repaired above its [Broken](rules/conditions.md#Broken) Threshold. diff --git a/compendium/spells/rituals/awaken-portal-av1.md b/compendium/spells/rituals/awaken-portal-av1.md index ad57cd4d9..487075340 100644 --- a/compendium/spells/rituals/awaken-portal-av1.md +++ b/compendium/spells/rituals/awaken-portal-av1.md @@ -15,8 +15,8 @@ aliases: ["Awaken Portal"] - **Secondary Casters** up to 5 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (trained) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism) (whichever is used for the primary check) -- **Range**10 feet -- **Targets**1 portal +- **Range**: 10 feet +- **Targets**: 1 portal You attempt to reactivate a dormant gate, portal, or [teleportation circle](compendium/spells/rituals/teleportation-circle-apg.md) by infusing it with magical energies. This ritual must be successfully performed twice, once at each location the portal connects. While the teleportation circles and portals found in the Abomination Vaults require no additional cost to awaken, other portals might require rare items or specific materials as a cost for this ritual at the GM's discretion—some portals might even be so powerful that this ritual cannot awaken them at all. diff --git a/compendium/spells/rituals/bathe-in-blood-som.md b/compendium/spells/rituals/bathe-in-blood-som.md index 833aa374a..af147496b 100644 --- a/compendium/spells/rituals/bathe-in-blood-som.md +++ b/compendium/spells/rituals/bathe-in-blood-som.md @@ -16,8 +16,8 @@ aliases: ["Bathe In Blood"] - **Secondary Casters** 2 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Religion](compendium/skills.md#Religion), [Society](compendium/skills.md#Society) -- **Range**20 feet -- **Targets**1 living creature of a level no greater than double the bathe in blood ritual's level +- **Range**: 20 feet +- **Targets**: 1 living creature of a level no greater than double the bathe in blood ritual's level This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. diff --git a/compendium/spells/rituals/blight.md b/compendium/spells/rituals/blight.md index 5db20f142..eac6abb3e 100644 --- a/compendium/spells/rituals/blight.md +++ b/compendium/spells/rituals/blight.md @@ -18,7 +18,7 @@ aliases: ["Blight"] - **Secondary Casters** 1 - **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) - **Secondary Checks** [Survival](compendium/skills.md#Survival) -- **Area**1/2-mile-radius circle centered on you +- **Area**: 1/2-mile-radius circle centered on you You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect. diff --git a/compendium/spells/rituals/call-spirit.md b/compendium/spells/rituals/call-spirit.md index 9b3a4eadf..386622368 100644 --- a/compendium/spells/rituals/call-spirit.md +++ b/compendium/spells/rituals/call-spirit.md @@ -16,6 +16,7 @@ aliases: ["Call Spirit"] - **Secondary Casters** 1 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) or [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (whichever isn't used for the primary check) +- You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit [Impersonates](rules/actions/impersonate.md) the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. diff --git a/compendium/spells/rituals/clone-apg.md b/compendium/spells/rituals/clone-apg.md index 76eeafb19..2c3161a6a 100644 --- a/compendium/spells/rituals/clone-apg.md +++ b/compendium/spells/rituals/clone-apg.md @@ -16,7 +16,7 @@ aliases: ["Clone"] - **Secondary Casters** 3 - **Primary Checks** [Crafting](compendium/skills.md#Crafting) (legendary) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), [Medicine](compendium/skills.md#Medicine) -- **Targets**1 living creature up to 20th level +- **Targets**: 1 living creature up to 20th level You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature. diff --git a/compendium/spells/rituals/commune-with-nature.md b/compendium/spells/rituals/commune-with-nature.md index ecd1444b7..38e81bf6c 100644 --- a/compendium/spells/rituals/commune-with-nature.md +++ b/compendium/spells/rituals/commune-with-nature.md @@ -17,6 +17,7 @@ aliases: ["Commune With Nature"] - **Secondary Casters** 1 - **Primary Checks** [Nature](compendium/skills.md#Nature) (master) - **Secondary Checks** [Nature](compendium/skills.md#Nature) +- As [commune](compendium/spells/rituals/commune.md), except you contact the primal spirits of nature, which know about animals, beasts, fey, plants, fungi, topography, and natural resources within a 3-mile radius of the ritual's location. diff --git a/compendium/spells/rituals/commune.md b/compendium/spells/rituals/commune.md index 233d42fd9..07a7b50ed 100644 --- a/compendium/spells/rituals/commune.md +++ b/compendium/spells/rituals/commune.md @@ -17,6 +17,7 @@ aliases: ["Commune"] - **Secondary Casters** 1 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (master) or [Religion](compendium/skills.md#Religion) (master) - **Secondary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (whichever is used for the primary check) +- You call upon an unknown planar entity to answer questions; this is a servitor of your deity if you have one and use [Religion](compendium/skills.md#Religion). You can ask up to seven questions that could be answered with "Yes" or "No." The entity is likely to know answers related to its purview; a servitor of Gozreh would likely know about unnatural weather patterns and a servitor of Desna would likely know someone's travel route. The entity answers with one word answers such as "Yes," "No," "Likely," and "Unknown," though its answers always reflect its own agenda and could be deceptive. diff --git a/compendium/spells/rituals/community-repair-sot2.md b/compendium/spells/rituals/community-repair-sot2.md index 86b6ebc39..0e27335ea 100644 --- a/compendium/spells/rituals/community-repair-sot2.md +++ b/compendium/spells/rituals/community-repair-sot2.md @@ -17,8 +17,8 @@ aliases: ["Community Repair"] - **Secondary Casters** 4 or more - **Primary Checks** [Performance](compendium/skills.md#Performance) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society) -- **Range**10 feet -- **Targets**1 damaged or [broken](rules/conditions.md#Broken) public work no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature) +- **Range**: 10 feet +- **Targets**: 1 damaged or [broken](rules/conditions.md#Broken) public work no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature) You lead your community in repairing a public work, such as a bridge, well, or mural, through the power of memory and art. The primary caster serves as an emcee or leader, while each secondary caster provides a heartfelt anecdote that somehow involves the public work; for instance, recounting a story of playing at a fountain each summer. The anecdotes don't need to be firsthand accounts—a community member might sing of how their grandparents fell in love crossing a bridge every day—but they must be directly connected in some way. The GM can offer a +1 circumstance bonus to the secondary caster whose anecdote seems most moving. diff --git a/compendium/spells/rituals/concealments-curtain-som.md b/compendium/spells/rituals/concealments-curtain-som.md index 199a22e76..ffe960acd 100644 --- a/compendium/spells/rituals/concealments-curtain-som.md +++ b/compendium/spells/rituals/concealments-curtain-som.md @@ -18,8 +18,8 @@ aliases: ["Concealment's Curtain"] - **Secondary Casters** 3 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Deception](compendium/skills.md#Deception), [Stealth](compendium/skills.md#Stealth) -- **Range**planetary -- **Targets**1 living creature +- **Range**: planetary +- **Targets**: 1 living creature At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters [invisible](rules/conditions.md#Invisible), effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse. diff --git a/compendium/spells/rituals/consecrate.md b/compendium/spells/rituals/consecrate.md index bc78a6ddb..60500d3c3 100644 --- a/compendium/spells/rituals/consecrate.md +++ b/compendium/spells/rituals/consecrate.md @@ -18,8 +18,8 @@ aliases: ["Consecrate"] - **Secondary Casters** 2 must be worshippers of your religion - **Primary Checks** [Religion](compendium/skills.md#Religion) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance) -- **Range**40 feet -- **Area**40-foot-radius burst around an immobile altar, shrine, or fixture of your deity +- **Range**: 40 feet +- **Area**: 40-foot-radius burst around an immobile altar, shrine, or fixture of your deity You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and [Perception](compendium/skills.md#Perception) checks, and creatures anathema to your deity (such as undead for [Pharasma](compendium/setting/deities/pharasma.md) or [Sarenrae](compendium/setting/deities/sarenrae.md)) take a –1 status penalty to those checks. Attacks made by worshippers of your deity within the area deal 1 damage of one of your deity's alignment types (your choice); if your deity is true neutral, you don't gain this benefit. diff --git a/compendium/spells/rituals/construct-mindscape-da.md b/compendium/spells/rituals/construct-mindscape-da.md index ed87be27d..57cb3dbb1 100644 --- a/compendium/spells/rituals/construct-mindscape-da.md +++ b/compendium/spells/rituals/construct-mindscape-da.md @@ -16,6 +16,7 @@ aliases: ["Construct Mindscape"] - **Secondary Casters** 4 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), [Crafting](compendium/skills.md#Crafting) +- You create an entirely mental environment called an immersive mindscape. It can have any appearance you and the secondary casters imagine and hold in your minds as you execute the ritual. A mindscape is typically veiled, disguising its nature as a mental construct, but you can choose to make it overt. Even a veiled mindscape has some signs it's not a real place that can be revealed through close inspection or by spending a long time there. Most mindscapes are incapable of physically harming those inside. Even though the mindscape you create is limited in dimension, it appears to have a convincing environment around it, such as a sky and clouds. @@ -25,10 +26,10 @@ You create an entirely mental environment called an immersive mindscape. It can > - **Failure** You can't hold the image together and it falls apart. > - **Critical Failure** Your secret desires horribly warp the mindscape into a distorted mirror of what you intended. +**Heightened (10th)** The duration is unlimited, and the area on a critical success is 1 mile in length and width. The cost increases to 2,000 gp. + **Heightened (6th)** The duration is 1 week. **Heightened (9th)** The duration is 1 year, and the area on a critical success is 1 mile in length and width. -**Heightened (10th)** The duration is unlimited, and the area on a critical success is 1 mile in length and width. The cost increases to 2,000 gp. - *Source: Dark Archive p. 199* \ No newline at end of file diff --git a/compendium/spells/rituals/control-weather.md b/compendium/spells/rituals/control-weather.md index 8266a5afd..df69e0f32 100644 --- a/compendium/spells/rituals/control-weather.md +++ b/compendium/spells/rituals/control-weather.md @@ -16,7 +16,7 @@ aliases: ["Control Weather"] - **Secondary Casters** 1 - **Primary Checks** [Nature](compendium/skills.md#Nature) (master) - **Secondary Checks** [Survival](compendium/skills.md#Survival) -- **Area**2-mile-radius circle centered on you +- **Area**: 2-mile-radius circle centered on you You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season: diff --git a/compendium/spells/rituals/create-demiplane-apg.md b/compendium/spells/rituals/create-demiplane-apg.md index 42b69bbee..533a8176a 100644 --- a/compendium/spells/rituals/create-demiplane-apg.md +++ b/compendium/spells/rituals/create-demiplane-apg.md @@ -17,7 +17,7 @@ aliases: ["Create Demiplane"] - **Secondary Casters** 3 - **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) (legendary) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) (whichever three aren't used for the primary check) -- **Targets**Up to seven willing creatures of 14th level or lower +- **Targets**: Up to seven willing creatures of 14th level or lower Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. diff --git a/compendium/spells/rituals/create-skinstitch-aoe2.md b/compendium/spells/rituals/create-skinstitch-aoe2.md index 543d7088a..4c26c845d 100644 --- a/compendium/spells/rituals/create-skinstitch-aoe2.md +++ b/compendium/spells/rituals/create-skinstitch-aoe2.md @@ -16,8 +16,8 @@ aliases: ["Create Skinstitch"] - **Secondary Casters** 1 - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting) -- **Range**touch -- **Targets**1 frame covered in the skin of sentient humanoids +- **Range**: touch +- **Targets**: 1 frame covered in the skin of sentient humanoids You transform the target into a skinstitch, a hideous construct covered in the flesh of sentient humanoids. diff --git a/compendium/spells/rituals/create-undead.md b/compendium/spells/rituals/create-undead.md index 124888f58..4ba8fbbd8 100644 --- a/compendium/spells/rituals/create-undead.md +++ b/compendium/spells/rituals/create-undead.md @@ -17,8 +17,8 @@ aliases: ["Create Undead"] - **Secondary Casters** 1 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert), [Occultism](compendium/skills.md#Occultism) (expert), or [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Religion](compendium/skills.md#Religion) -- **Range**10 feet -- **Targets**1 dead creature +- **Range**: 10 feet +- **Targets**: 1 dead creature You transform the target into an undead creature with a level up to that allowed in [Table 7–1](rules/tables/creature-creation-rituals.md). There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead. diff --git a/compendium/spells/rituals/daemonic-pact-b2.md b/compendium/spells/rituals/daemonic-pact-b2.md index af7e4887e..3b48189a8 100644 --- a/compendium/spells/rituals/daemonic-pact-b2.md +++ b/compendium/spells/rituals/daemonic-pact-b2.md @@ -13,6 +13,7 @@ aliases: ["Daemonic Pact"] - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a demon or urdefhan) +- You call upon the powers of Abaddon to grant you the assistance of a daemon. You call upon a daemon whose level can be no more than double _daemonic pact's_ spell level, two daemons whose levels are each at least 2 less than double the spell level, or three daemons whose levels are each at least 3 less than double the spell level. diff --git a/compendium/spells/rituals/div-pact-b3.md b/compendium/spells/rituals/div-pact-b3.md index e911ac9a6..d46cff225 100644 --- a/compendium/spells/rituals/div-pact-b3.md +++ b/compendium/spells/rituals/div-pact-b3.md @@ -13,6 +13,7 @@ aliases: ["Div Pact"] - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a div) +- You call upon the powers of Abaddon to grant you the assistance of a div. You call upon a div whose level can be no more than double _div pact's_ spell level, two divs whose levels are each at least 2 less than double the spell level, or three divs whose levels are each at least 3 less than double the spell level. diff --git a/compendium/spells/rituals/dread-ambience-som.md b/compendium/spells/rituals/dread-ambience-som.md index c91cd88da..987aeb01f 100644 --- a/compendium/spells/rituals/dread-ambience-som.md +++ b/compendium/spells/rituals/dread-ambience-som.md @@ -21,7 +21,7 @@ aliases: ["Dread Ambience"] - **Secondary Casters** 1 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Deception](compendium/skills.md#Deception) -- **Area**1 square mile +- **Area**: 1 square mile In some places, it always feels like something is observing you, as if the very land doesn't want you there. [Hostile](rules/conditions.md#Hostile) creatures skitter about in the underbrush. Tendrils of mist try to lead you stray. Even the scent of the place is unwelcoming. Sometimes, this eerie atmosphere is a natural occurrence. Other times, it's the result of the dread ambience ritual. diff --git a/compendium/spells/rituals/elemental-sentinel-som.md b/compendium/spells/rituals/elemental-sentinel-som.md index 88d5a0714..b99846834 100644 --- a/compendium/spells/rituals/elemental-sentinel-som.md +++ b/compendium/spells/rituals/elemental-sentinel-som.md @@ -14,7 +14,7 @@ aliases: ["Elemental Sentinel"] - **Cast** 1 day - **Cost** precious metals, rare incense, and herbs worth a total value of 15 gp per spell level - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) or [Occultism](compendium/skills.md#Occultism) (expert) -- **Targets**1 object +- **Targets**: 1 object You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored. diff --git a/compendium/spells/rituals/empower-ley-line-som.md b/compendium/spells/rituals/empower-ley-line-som.md index 62393cc6f..09a5b0413 100644 --- a/compendium/spells/rituals/empower-ley-line-som.md +++ b/compendium/spells/rituals/empower-ley-line-som.md @@ -16,8 +16,8 @@ aliases: ["Empower Ley Line"] - **Secondary Casters** 6 - **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), matching the ley line's tradition (legendary) - **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line or ley line node up to double this ritual's level +- **Range**: 10 feet +- **Targets**: 1 ley line or ley line node up to double this ritual's level You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md "Positive Energy & Element Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. diff --git a/compendium/spells/rituals/establish-nexus-som.md b/compendium/spells/rituals/establish-nexus-som.md index 13828457a..50b666cb6 100644 --- a/compendium/spells/rituals/establish-nexus-som.md +++ b/compendium/spells/rituals/establish-nexus-som.md @@ -17,8 +17,8 @@ aliases: ["Establish Nexus"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) based on the ley line (master) - **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line node up to double establish nexus's level +- **Range**: 10 feet +- **Targets**: 1 ley line node up to double establish nexus's level You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. diff --git a/compendium/spells/rituals/fantastic-facade-apg.md b/compendium/spells/rituals/fantastic-facade-apg.md index a429a452a..434c5455e 100644 --- a/compendium/spells/rituals/fantastic-facade-apg.md +++ b/compendium/spells/rituals/fantastic-facade-apg.md @@ -17,8 +17,8 @@ aliases: ["Fantastic Façade"] - **Secondary Casters** 3 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (legendary) - **Secondary Checks** [Society](compendium/skills.md#Society) or [Survival](compendium/skills.md#Survival), [Deception](compendium/skills.md#Deception), [Stealth](compendium/skills.md#Stealth) -- **Area**circle centered on you up to 1 mile in radius -- **Targets**1 settlement and its residents +- **Area**: circle centered on you up to 1 mile in radius +- **Targets**: 1 settlement and its residents You draw a permanent series of complex illusions over the target settlement, choosing the look, sound, feel, and smell of the structures, terrain, and creatures within at the time the ritual is cast. You can alter the appearance of existing structures and creatures, and you can add illusory structures or creatures. For example, you could cause everything and everyone in the target area to appear green, create an illusory forest with a thick canopy that obscures the settlement from outside view, or make empty ruins seem inhabited and pristine. When you create the facade, you determine which illusory elements remain static (limited to basic natural movement, such as flags blowing in the breeze) and which follow a basic program (for example, a daily parade in the town square, complete with marching band). You're unable to alter the programs after you create the facade. diff --git a/compendium/spells/rituals/fey-abeyance-sot1.md b/compendium/spells/rituals/fey-abeyance-sot1.md index 5b22fa14e..918b94879 100644 --- a/compendium/spells/rituals/fey-abeyance-sot1.md +++ b/compendium/spells/rituals/fey-abeyance-sot1.md @@ -17,7 +17,7 @@ aliases: ["Fey Abeyance"] - **Secondary Casters** 1 - **Primary Checks** [Nature](compendium/skills.md#Nature) (trained) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Intimidation](compendium/skills.md#Intimidation), [Occultism](compendium/skills.md#Occultism), [Performance](compendium/skills.md#Performance) -- **Area**An enclosed area up to 60 feet × 60 feet, up to 20 feet high +- **Area**: An enclosed area up to 60 feet × 60 feet, up to 20 feet high You ward an area with cold iron bells, protecting it from the influence of the first world. Fey creatures feel uncomfortable within the area and all physical attacks against them are considered cold iron for the purposes of their Weaknesses and Resistances. Furthermore, you set up bells within 3 squares within the area (usually at entrances). When a fey creature begins its turn in a square containing bells, it takes mental damage equal to its Weakness to cold iron, if any. This damage is [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"). diff --git a/compendium/spells/rituals/freedom.md b/compendium/spells/rituals/freedom.md index d378226ab..b1d553fe2 100644 --- a/compendium/spells/rituals/freedom.md +++ b/compendium/spells/rituals/freedom.md @@ -16,8 +16,8 @@ aliases: ["Freedom"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (legendary) or [Occultism](compendium/skills.md#Occultism) (legendary) - **Secondary Checks** [Society](compendium/skills.md#Society) -- **Range**see text -- **Targets**1 creature +- **Range**: see text +- **Targets**: 1 creature You perform a ritual to free a creature imprisoned, [petrified](rules/conditions.md#Petrified), or otherwise put into stasis by any [magical](rules/traits/magical.md "Magical Item Trait") effects from all such effects, even effects like imprisonment that don't have a duration, as long as freedom's spell level is equal to or higher than the effect's spell level. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment). You must know the name of the creature and details of its background; if the creature is not a close associate, a failure or critical failure on a secondary [Society](compendium/skills.md#Society) check reduces even a critical success on the primary check to a failure. diff --git a/compendium/spells/rituals/garden-of-death-som.md b/compendium/spells/rituals/garden-of-death-som.md index 017cbbc45..ab7ac34a9 100644 --- a/compendium/spells/rituals/garden-of-death-som.md +++ b/compendium/spells/rituals/garden-of-death-som.md @@ -20,7 +20,7 @@ aliases: ["Garden Of Death"] - **Secondary Casters** 2 - **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Medicine](compendium/skills.md#Medicine) -- **Area**40-foot-radius burst +- **Area**: 40-foot-radius burst Typically associated with the less friendly fey or druids, this ritual calls all the poisonous, toxic, and venomous plants and animals of an area to congregate in a certain place, creating a beautiful but extravagantly deadly garden. diff --git a/compendium/spells/rituals/geas.md b/compendium/spells/rituals/geas.md index c01638fe8..fb67da749 100644 --- a/compendium/spells/rituals/geas.md +++ b/compendium/spells/rituals/geas.md @@ -17,8 +17,8 @@ aliases: ["Geas"] - **Secondary Casters** 1 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert), [Occultism](compendium/skills.md#Occultism) (expert), or [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Society](compendium/skills.md#Society) or [Legal Lore](compendium/skills.md#Lore) -- **Range**10 feet -- **Targets**1 creature of a level no greater than double the geas ritual's level +- **Range**: 10 feet +- **Targets**: 1 creature of a level no greater than double the geas ritual's level You enforce a magic rule on a willing target, forcing it to either perform or refrain from carrying out a certain act. A geas to perform an act is usually conditional, such as, "Always offer hospitality to strangers seeking a place to stay." An unconditional geas to perform a certain act doesn't require the target to perform that act exclusively, though it must prioritize the task above all leisurely pursuits. The most common geas to refrain from carrying out an act is a specification to avoid violating a contract. In those cases, the secondary caster usually takes charge of making sure the wording of the contract is attuned correctly with the ritual's magic. Because the target is willing, geas can have a duration that lasts for as long as the target agrees to. If the target is unable to fulfill the geas, it becomes [sickened](rules/conditions.md#Sickened), and the [sickened](rules/conditions.md#Sickened) condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of [sickened](rules/conditions.md#Sickened). The [sickened](rules/conditions.md#Sickened) condition ends immediately when it follows the geas again; it can't remove the [sickened](rules/conditions.md#Sickened) condition in any other way. Only powerful magic such as a [wish](compendium/spells/wish.md) spell can remove the effects of geas from a willing target. diff --git a/compendium/spells/rituals/guardians-aegis-som.md b/compendium/spells/rituals/guardians-aegis-som.md index 49cbdc4b0..bdd94612d 100644 --- a/compendium/spells/rituals/guardians-aegis-som.md +++ b/compendium/spells/rituals/guardians-aegis-som.md @@ -17,6 +17,7 @@ aliases: ["Guardian's Aegis"] - **Secondary Casters** 1 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) - **Secondary Checks** [Athletics](compendium/skills.md#Athletics), [Diplomacy](compendium/skills.md#Diplomacy), or [Society](compendium/skills.md#Society) +- The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0. diff --git a/compendium/spells/rituals/heartbond-apg.md b/compendium/spells/rituals/heartbond-apg.md index ddc37eda0..4d9020cb5 100644 --- a/compendium/spells/rituals/heartbond-apg.md +++ b/compendium/spells/rituals/heartbond-apg.md @@ -16,7 +16,7 @@ aliases: ["Heartbond"] - **Secondary Casters** 2 - **Primary Checks** [Nature](compendium/skills.md#Nature) or [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy), [Society](compendium/skills.md#Society) -- **Range**20 feet +- **Range**: 20 feet You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. diff --git a/compendium/spells/rituals/heroes-feast-apg.md b/compendium/spells/rituals/heroes-feast-apg.md index 92effe0a1..4d6276f7f 100644 --- a/compendium/spells/rituals/heroes-feast-apg.md +++ b/compendium/spells/rituals/heroes-feast-apg.md @@ -16,7 +16,7 @@ aliases: ["Heroes' Feast"] - **Secondary Casters** 1 - **Primary Checks** [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion), or [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society) -- **Range**40 feet +- **Range**: 40 feet You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted. diff --git a/compendium/spells/rituals/ideal-mimicry-som.md b/compendium/spells/rituals/ideal-mimicry-som.md index dbc90930b..18562349a 100644 --- a/compendium/spells/rituals/ideal-mimicry-som.md +++ b/compendium/spells/rituals/ideal-mimicry-som.md @@ -17,8 +17,8 @@ aliases: ["Ideal Mimicry"] - **Secondary Casters** 1 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting) -- **Range**see text -- **Targets**1 sentient living creature +- **Range**: see text +- **Targets**: 1 sentient living creature You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. diff --git a/compendium/spells/rituals/imprisonment.md b/compendium/spells/rituals/imprisonment.md index 71121e660..f49e4ac47 100644 --- a/compendium/spells/rituals/imprisonment.md +++ b/compendium/spells/rituals/imprisonment.md @@ -16,8 +16,8 @@ aliases: ["Imprisonment"] - **Secondary Casters** 6 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (legendary) or [Occultism](compendium/skills.md#Occultism) (legendary) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Society](compendium/skills.md#Society) -- **Range**10 feet -- **Targets**1 creature of up to 16th level +- **Range**: 10 feet +- **Targets**: 1 creature of up to 16th level You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all of the forms, others include only a single form or only a few of them. Whichever form you use, the effect can't be counteracted, though it can be ended by freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first. @@ -34,8 +34,8 @@ You perform a ritual to imprison a creature in one of several forms. While some > - **Failure** You fail to imprison the target. > - **Critical Failure** You imprison yourself and the secondary casters in the same way you intended to imprison the target. -**Heightened (9th)** You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp. - **Heightened (10th)** You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp. +**Heightened (9th)** You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp. + *Source: Core Rulebook p. 412* \ No newline at end of file diff --git a/compendium/spells/rituals/infernal-pact-b1.md b/compendium/spells/rituals/infernal-pact-b1.md index 756d24d6d..0775d47bd 100644 --- a/compendium/spells/rituals/infernal-pact-b1.md +++ b/compendium/spells/rituals/infernal-pact-b1.md @@ -13,6 +13,7 @@ aliases: ["Infernal Pact"] - **Cast** 1 day - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert; you must be a devil) +- You make an appeal to a powerful devil, asking it to bind some of its subordinates to your service. If you succeed, the devil sends you its choice of one devil whose level is no more than double _infernal pact's_ level, two devils whose levels are each at least 2 less than double the spell level, or three devils whose levels are each at least 3 less than double the spell level. diff --git a/compendium/spells/rituals/inveigle.md b/compendium/spells/rituals/inveigle.md index 22ad4af02..3298983c2 100644 --- a/compendium/spells/rituals/inveigle.md +++ b/compendium/spells/rituals/inveigle.md @@ -15,8 +15,8 @@ aliases: ["Inveigle"] - **Cast** 1 day - **Cost** rare oils worth a total value of 10 gp × the target's level - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert), [Occultism](compendium/skills.md#Occultism) (expert), or [Religion](compendium/skills.md#Religion) (expert) -- **Range**10 feet -- **Targets**1 creature of a level no greater than double the inveigle ritual's level +- **Range**: 10 feet +- **Targets**: 1 creature of a level no greater than double the inveigle ritual's level You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is [helpful](rules/conditions.md#Helpful) toward you, so it will go out of its way to help you. As with any other [helpful](rules/conditions.md#Helpful) creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or [restrained](rules/conditions.md#Restrained). diff --git a/compendium/spells/rituals/legend-lore.md b/compendium/spells/rituals/legend-lore.md index 5fd5b190d..dc7be26fb 100644 --- a/compendium/spells/rituals/legend-lore.md +++ b/compendium/spells/rituals/legend-lore.md @@ -16,6 +16,7 @@ aliases: ["Legend Lore"] - **Secondary Casters** 2 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (master) - **Secondary Checks** [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society) +- You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. diff --git a/compendium/spells/rituals/lucky-month-lotg.md b/compendium/spells/rituals/lucky-month-lotg.md index 59cdc2684..a25fc58fd 100644 --- a/compendium/spells/rituals/lucky-month-lotg.md +++ b/compendium/spells/rituals/lucky-month-lotg.md @@ -16,8 +16,8 @@ aliases: ["Lucky Month"] - **Secondary Casters** 3 - **Primary Checks** [Religion](compendium/skills.md#Religion) (trained) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society) -- **Range**30 feet -- **Targets**1 creature and 1 object +- **Range**: 30 feet +- **Targets**: 1 creature and 1 object You imbue the provided token with luck. You choose a single creature within range during the ritual's performance to become the recipient of the token's luck. That creature has access to the token's luck as long as they're wearing the token. If the token is stolen or lost, they lose access to its luck until the token is recovered. The token loses its luck if it's destroyed or after the duration noted in the ritual's effects has elapsed. diff --git a/compendium/spells/rituals/mind-swap-som.md b/compendium/spells/rituals/mind-swap-som.md index e431b837f..3be3f207a 100644 --- a/compendium/spells/rituals/mind-swap-som.md +++ b/compendium/spells/rituals/mind-swap-som.md @@ -18,8 +18,8 @@ aliases: ["Mind Swap"] - **Secondary Casters** 1 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Medicine](compendium/skills.md#Medicine) or [Occultism](compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**2 creatures of the same ancestry, of up to twice the level of mind swap +- **Range**: 10 feet +- **Targets**: 2 creatures of the same ancestry, of up to twice the level of mind swap This ritual allows two subjects to exchange minds, fully inhabiting one another's bodies. The two targets can be chosen from you, the secondary caster, or unrelated third parties present throughout the ritual. Normally, both targets must be of the same ancestry for the minds to be fully compatible, but at the GM's discretion, for a much higher cost, the targets can be from different ancestries; this requires much more adjudication of ancestry feats and abilities. When both targets are of the same ancestry, muscle memory and the influence of their soul allow them to carry over all their mechanical abilities into each new body, except they use the other body's heritage (and lineage, if any). The GM might rule that similar physiological changes can't be overridden with a mind swap. diff --git a/compendium/spells/rituals/mindscape-door-da.md b/compendium/spells/rituals/mindscape-door-da.md index 0f54273e1..516fa0211 100644 --- a/compendium/spells/rituals/mindscape-door-da.md +++ b/compendium/spells/rituals/mindscape-door-da.md @@ -16,6 +16,7 @@ aliases: ["Mindscape Door"] - **Secondary Casters** 3 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism), [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy), [Perception](compendium/skills.md#Perception) +- You project the targets into an immersive mindscape or cause them to exit one. You must be aware the mindscape exists, though you don't need to know specifics. The casters must be in physical contact with one another in a circle for the duration of the casting and all targets must be selected from these casters. Your bodies typically remain behind in stasis when you enter a mindscape, though some mindscapes pull you entirely into them upon entrance. If you enter a mindscape, you can leave only by using another mindscape door ritual, finding an exit within the nature of the mindscape, or when the mindscape ceases to exist. When exiting a mindscape, you typically return to your bodies or to the location where you entered the mindscape. diff --git a/compendium/spells/rituals/mosquito-blight-lomm.md b/compendium/spells/rituals/mosquito-blight-lomm.md index 3507b04fe..6b068d638 100644 --- a/compendium/spells/rituals/mosquito-blight-lomm.md +++ b/compendium/spells/rituals/mosquito-blight-lomm.md @@ -17,15 +17,13 @@ aliases: ["Mosquito Blight"] - **Cast** 1 day - **Cost** amber and rare incense worth 750 gp - **Primary Checks** [Nature](compendium/skills.md#Nature) (expert; you must be the Mosquito Witch) -- **Area**1-mile-radius circle centered on you +- **Area**: 1-mile-radius circle centered on you You infest the area with tenacious, biting insects that disease and drain life from creatures in the area. Arthropods (insects, spiders, and similar invertebrates) are unaffected and instead gain a +1 status bonus to attack rolls, skill checks, saving throws, and [Perception](compendium/skills.md#Perception) checks while within the area. All other creatures are harassed by insects and exposed to the disease witch's hunger when they enter the area and once per day thereafter that they remain in the area. As part of casting this ritual, you create a Tiny ritual insect hive (Hardness 5, 10 HP) that must remain in the ritual's area. If the hive is removed or destroyed, the ritual's effect ends 1 hour later. ````ad-embed-affliction title: Witch's Hunger, _Disease 1_ collapse: closed -# Witch's Hunger -*Disease 1* [disease](rules/traits/disease.md "Disease Effect Trait") ```ad-inline-affliction diff --git a/compendium/spells/rituals/mystic-carriage-som.md b/compendium/spells/rituals/mystic-carriage-som.md index dc77e6e80..52c0e1202 100644 --- a/compendium/spells/rituals/mystic-carriage-som.md +++ b/compendium/spells/rituals/mystic-carriage-som.md @@ -16,6 +16,7 @@ aliases: ["Mystic Carriage"] - **Secondary Casters** 1 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (Expert) or [Occultism](compendium/skills.md#Occultism) (Expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting) or [Driving Lore](compendium/skills.md#Lore) +- This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage. diff --git a/compendium/spells/rituals/owb-pact-b3.md b/compendium/spells/rituals/owb-pact-b3.md index c8e122353..08aa1fcf9 100644 --- a/compendium/spells/rituals/owb-pact-b3.md +++ b/compendium/spells/rituals/owb-pact-b3.md @@ -14,6 +14,7 @@ aliases: ["Owb Pact"] - **Cast** 1 day - **Secondary Casters** 2 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) +- You call upon an owb to assist you in a goal. Only caligni callers can use this ritual with relative safety. If a different type of caligni attempts this ritual, they use an outcome one degree of success worse than the result of their check. If a non-caligni attempts this ritual, the result is an automatic critical failure. diff --git a/compendium/spells/rituals/planar-ally.md b/compendium/spells/rituals/planar-ally.md index ea8ade119..110133396 100644 --- a/compendium/spells/rituals/planar-ally.md +++ b/compendium/spells/rituals/planar-ally.md @@ -16,6 +16,7 @@ aliases: ["Planar Ally"] - **Secondary Casters** 2 must share your religion - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy) +- You call upon your deity to grant you aid in the form of a divine servitor of your deity's choice of a level no greater than double planar ally's spell level. While performing this ritual, the secondary casters entreat your deity, explaining what sort of assistance you need and why you need it; if the task is incredibly fitting to your deity, the GM can grant a circumstance bonus to the secondary [Diplomacy](compendium/skills.md#Diplomacy) check or rule that the check is automatically a critical success. If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature's level, even for a short and simple task, and it often costs as much as a permanent magic item of the creature's level to persuade a creature to fight alongside you. If you use the ritual without good reason, the result is automatically a critical failure. diff --git a/compendium/spells/rituals/planar-binding.md b/compendium/spells/rituals/planar-binding.md index 0a957ce0a..96e04ddee 100644 --- a/compendium/spells/rituals/planar-binding.md +++ b/compendium/spells/rituals/planar-binding.md @@ -17,8 +17,8 @@ aliases: ["Planar Binding"] - **Secondary Casters** 4 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (master) or [Occultism](compendium/skills.md#Occultism) (master) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting); [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation); [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check) -- **Range**interplanar -- **Targets**1 extraplanar creature +- **Range**: interplanar +- **Targets**: 1 extraplanar creature You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the [Crafting](compendium/skills.md#Crafting) check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. diff --git a/compendium/spells/rituals/plant-growth.md b/compendium/spells/rituals/plant-growth.md index 3f214eeb5..8a66653d2 100644 --- a/compendium/spells/rituals/plant-growth.md +++ b/compendium/spells/rituals/plant-growth.md @@ -18,7 +18,7 @@ aliases: ["Plant Growth"] - **Secondary Casters** 1 - **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) - **Secondary Checks** [Farming Lore](compendium/skills.md#Lore) or [Survival](compendium/skills.md#Survival) -- **Area**1/2-mile-radius circle centered on you +- **Area**: 1/2-mile-radius circle centered on you You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. diff --git a/compendium/spells/rituals/portrait-of-spite-som.md b/compendium/spells/rituals/portrait-of-spite-som.md index c69f3ca5d..9cabb7633 100644 --- a/compendium/spells/rituals/portrait-of-spite-som.md +++ b/compendium/spells/rituals/portrait-of-spite-som.md @@ -17,7 +17,7 @@ aliases: ["Portrait Of Spite"] - **Secondary Casters** 3 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (master) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (whichever isn't used for the primary check) -- **Targets**1 living creature +- **Targets**: 1 living creature Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), [drained](rules/conditions.md#Drained), or [stupefied](rules/conditions.md#Stupefied) condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the [Crafting](compendium/skills.md#Crafting) check must be able to paint or draw the target from memory. diff --git a/compendium/spells/rituals/primal-call.md b/compendium/spells/rituals/primal-call.md index cff7f53cf..0c4e9d51a 100644 --- a/compendium/spells/rituals/primal-call.md +++ b/compendium/spells/rituals/primal-call.md @@ -17,8 +17,8 @@ aliases: ["Primal Call"] - **Secondary Casters** 4 - **Primary Checks** [Nature](compendium/skills.md#Nature) (master) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Diplomacy](compendium/skills.md#Diplomacy), [Survival](compendium/skills.md#Survival) -- **Range**100 miles -- **Targets**1 animal, beast, fey, fungus, or plant +- **Range**: 100 miles +- **Targets**: 1 animal, beast, fey, fungus, or plant This functions as [planar ally](compendium/spells/rituals/planar-ally.md) except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles. diff --git a/compendium/spells/rituals/purify-soul-path-som.md b/compendium/spells/rituals/purify-soul-path-som.md index cd3c331c6..34e7ece40 100644 --- a/compendium/spells/rituals/purify-soul-path-som.md +++ b/compendium/spells/rituals/purify-soul-path-som.md @@ -14,6 +14,7 @@ aliases: ["Purify Soul Path"] - **Cast** 1 day - **Cost** rare incense and offering worth a total value of 10 gp × your level - **Primary Checks** [Religion](compendium/skills.md#Religion) (trained) +- You delve inward, spending extensive time contemplating the purity of your own soul and the actions of your past. If you aren't truly penitent, the outcome is always a critical failure. diff --git a/compendium/spells/rituals/raga-of-remembrance-lomm.md b/compendium/spells/rituals/raga-of-remembrance-lomm.md index 999b9c174..fcc987f68 100644 --- a/compendium/spells/rituals/raga-of-remembrance-lomm.md +++ b/compendium/spells/rituals/raga-of-remembrance-lomm.md @@ -16,7 +16,7 @@ aliases: ["Raga of Remembrance"] - **Secondary Casters** 3 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (legendary) - **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy) or [Performance](compendium/skills.md#Performance); [Nature](compendium/skills.md#Nature); [Religion](compendium/skills.md#Religion) or [Society](compendium/skills.md#Society) -- **Targets**the primary caster +- **Targets**: the primary caster You scribe occult symbols on unblighted Vudran ground, laying the ceramics within them to create a ritual space. To perform the ritual, light incense in the ceramics and sit at the center of the ritual space. You then play the [disharmonic instrument](rules/actions/craft-disharmonic-instrument-lomm.md), drawing on musical skill, occult harmonics, or religious tradition. This establishes an underlying drone atop which the secondary casters layer their own performances. The song calls to the millions who died defending Vudra from Kothogaz, investing their power in Vanitapati, the legendary psychic. diff --git a/compendium/spells/rituals/ravenous-reanimation-b2.md b/compendium/spells/rituals/ravenous-reanimation-b2.md index 76f7ae49a..77a62f259 100644 --- a/compendium/spells/rituals/ravenous-reanimation-b2.md +++ b/compendium/spells/rituals/ravenous-reanimation-b2.md @@ -15,6 +15,7 @@ aliases: ["Ravenous Reanimation"] - **Cast** 1 day - **Cost** valuable treasures from the target dragon's hoard worth a total value of 50,000 gp - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (master), [Occultism](compendium/skills.md#Occultism) (master), or [Religion](compendium/skills.md#Religion) (master) +- - **Requirements**: You must be an evil dragon. You destroy the gathered treasures with your breath weapon or other powerful magic, then invoke necromantic energies before you feed upon the charred and melted remains. As you do so, negative energy courses through your flesh, automatically killing you. Each individual ravener's _ravenous reanimation_ requires three to five unique additional components. Whether or not you return as a ravener depends on the success of the ritual. diff --git a/compendium/spells/rituals/reincarnate-apg.md b/compendium/spells/rituals/reincarnate-apg.md index 00cba4b4b..cdc100bd4 100644 --- a/compendium/spells/rituals/reincarnate-apg.md +++ b/compendium/spells/rituals/reincarnate-apg.md @@ -16,8 +16,8 @@ aliases: ["Reincarnate"] - **Secondary Casters** 2 - **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) - **Secondary Checks** [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) -- **Range**10 feet -- **Targets**1 dead creature of up to 8th level +- **Range**: 10 feet +- **Targets**: 1 dead creature of up to 8th level You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the [Religion](compendium/skills.md#Religion) check and can end the ritual without paying the cost. diff --git a/compendium/spells/rituals/rest-eternal-apg.md b/compendium/spells/rituals/rest-eternal-apg.md index cb62b78cb..8cd5b92c2 100644 --- a/compendium/spells/rituals/rest-eternal-apg.md +++ b/compendium/spells/rituals/rest-eternal-apg.md @@ -16,8 +16,8 @@ aliases: ["Rest Eternal"] - **Secondary Casters** 2 - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion) -- **Range**20 feet -- **Targets**1 dead creature +- **Range**: 20 feet +- **Targets**: 1 dead creature You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife. diff --git a/compendium/spells/rituals/resurrect.md b/compendium/spells/rituals/resurrect.md index 48f30d1e5..95308f689 100644 --- a/compendium/spells/rituals/resurrect.md +++ b/compendium/spells/rituals/resurrect.md @@ -17,8 +17,8 @@ aliases: ["Resurrect"] - **Secondary Casters** 2 - **Primary Checks** [Religion](compendium/skills.md#Religion) (expert) - **Secondary Checks** [Medicine](compendium/skills.md#Medicine), [Society](compendium/skills.md#Society) -- **Range**10 feet -- **Targets**1 dead creature of up to 10th level +- **Range**: 10 feet +- **Targets**: 1 dead creature of up to 10th level You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful [Religion](compendium/skills.md#Religion) check and can end the ritual without paying the cost. @@ -28,6 +28,8 @@ You attempt to call forth the target's soul and return it to its body. This requ > - **Failure** Your attempt is unsuccessful. > - **Critical Failure** Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target. +**Heightened (10th)** As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp. + **Heightened (6th)** You can resurrect a target of up to 12th level, and the base cost is 125 gp. **Heightened (7th)** You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp. @@ -36,6 +38,4 @@ You attempt to call forth the target's soul and return it to its body. This requ **Heightened (9th)** You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp. -**Heightened (10th)** As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp. - *Source: Core Rulebook p. 415* \ No newline at end of file diff --git a/compendium/spells/rituals/simulacrum-apg.md b/compendium/spells/rituals/simulacrum-apg.md index 1cf5a39ea..e5e5ab626 100644 --- a/compendium/spells/rituals/simulacrum-apg.md +++ b/compendium/spells/rituals/simulacrum-apg.md @@ -16,8 +16,8 @@ aliases: ["Simulacrum"] - **Secondary Casters** 3 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master, the check has the [secret](rules/traits/secret.md "Secret General Trait") trait) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), or [Society](compendium/skills.md#Society) (whichever is required to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature being duplicated); [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception) -- **Range**20 feet -- **Targets**1 living creature +- **Range**: 20 feet +- **Targets**: 1 living creature You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster, except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to [Impersonate](rules/actions/impersonate.md) the target. It looks exactly like the target and has a [Deception](compendium/skills.md#Deception) modifier to [Impersonate](rules/actions/impersonate.md) that creature equal to the modifier of the secondary spellcaster who rolled the [Deception](compendium/skills.md#Deception) check, with a +4 status bonus. diff --git a/compendium/spells/rituals/statuette-ec4.md b/compendium/spells/rituals/statuette-ec4.md index 6cd066c6e..236586042 100644 --- a/compendium/spells/rituals/statuette-ec4.md +++ b/compendium/spells/rituals/statuette-ec4.md @@ -15,8 +15,8 @@ aliases: ["Statuette"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Occultism](compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**1 freestanding, non-magical object no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature) +- **Range**: 10 feet +- **Targets**: 1 freestanding, non-magical object no larger than 3,000 cubic feet (the size of a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature) This ritual is a variant of the [shrink item](compendium/spells/shrink-item.md) spell that allows for the transformation of significantly larger items. You transform the object into a tiny statuette of itself that is Light Bulk. The ritual does not shrink any creatures inside or on top of the item when it is transformed. The item remains in statuette form until the ritual's duration expires or until a creature places it on a stable surface and uses a 10-minute activity to [Interact](rules/actions/interact.md) with the item to enlarge it. When restored to its normal size, the object simply pushes other creatures and objects aside or harmlessly contains them, as a magic item with the [structure](rules/traits/structure.md "Structure General Trait") trait. diff --git a/compendium/spells/rituals/tattoo-whispers-sot1.md b/compendium/spells/rituals/tattoo-whispers-sot1.md index facc711c0..e16133b6e 100644 --- a/compendium/spells/rituals/tattoo-whispers-sot1.md +++ b/compendium/spells/rituals/tattoo-whispers-sot1.md @@ -19,8 +19,8 @@ aliases: ["Tattoo Whispers"] - **Secondary Casters** 2 up to a maximum of 6 - **Primary Checks** [Crafting](compendium/skills.md#Crafting) (expert) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism) -- **Range**touch -- **Targets**the secondary casters +- **Range**: touch +- **Targets**: the secondary casters You carefully tattoo the same design upon each secondary caster. The tattoo can be of any shape or symbol, but it must include a mouth. The tattoo fades naturally over the course of 1 month. diff --git a/compendium/spells/rituals/teleportation-circle-apg.md b/compendium/spells/rituals/teleportation-circle-apg.md index 2b2b36db0..d3d694e68 100644 --- a/compendium/spells/rituals/teleportation-circle-apg.md +++ b/compendium/spells/rituals/teleportation-circle-apg.md @@ -17,7 +17,7 @@ aliases: ["Teleportation Circle"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (master) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Survival](compendium/skills.md#Survival) -- **Range**20 feet +- **Range**: 20 feet You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. @@ -33,8 +33,8 @@ The teleportation circle normally goes only in one direction, though you can dou > - **Failure** The teleportation circle doesn't function. > - **Critical Failure** The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater. -**Heightened (9th)** The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet. - **Heightened (10th)** The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet. +**Heightened (9th)** The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet. + *Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/compendium/spells/rituals/terminate-bloodline-ec5.md b/compendium/spells/rituals/terminate-bloodline-ec5.md index 0adf7a733..b6692492f 100644 --- a/compendium/spells/rituals/terminate-bloodline-ec5.md +++ b/compendium/spells/rituals/terminate-bloodline-ec5.md @@ -16,8 +16,8 @@ aliases: ["Terminate Bloodline"] - **Secondary Casters** 3 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (master) - **Secondary Checks** [Society](compendium/skills.md#Society) -- **Range**10 miles -- **Targets**1 creature of a level no greater than double the _terminate bloodline_ ritual's level +- **Range**: 10 miles +- **Targets**: 1 creature of a level no greater than double the _terminate bloodline_ ritual's level Mighty drow noble houses, including House Shraen, use this ritual to stamp out fledgling noble houses before they rise to power. At the ritual's completion, you place a contagious wasting disease upon the target creature with the intention of ending their familial bloodline. @@ -28,8 +28,6 @@ Every member of an infected creature's immediate family (blood relationship or p ````ad-embed-affliction title: Dying Bloodline, _Disease 1_ collapse: closed -# Dying Bloodline -*Disease 1* [curse](rules/traits/curse.md "Curse Effect Trait") [disease](rules/traits/disease.md "Disease Effect Trait") Failing or critically failing this disease's Fortitude save causes the disease to progress to the next stage as normal; however, succeeding or critically succeeding at the save has no effect. The disease can be removed only by first successfully counteracting the curse and then counteracting the disease. diff --git a/compendium/spells/rituals/the-worlds-a-stage-som.md b/compendium/spells/rituals/the-worlds-a-stage-som.md index 6f80a2011..c44afb674 100644 --- a/compendium/spells/rituals/the-worlds-a-stage-som.md +++ b/compendium/spells/rituals/the-worlds-a-stage-som.md @@ -17,6 +17,7 @@ aliases: ["The World's A Stage"] - **Secondary Casters** 2 to 12 - **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance) +- This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors ([Performance](compendium/skills.md#Performance)) or significant backstage figures, such as set or costume designers ([Crafting](compendium/skills.md#Crafting)). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. diff --git a/compendium/spells/rituals/unfettered-mark-aoe5.md b/compendium/spells/rituals/unfettered-mark-aoe5.md index b85f6d8af..7b719fb06 100644 --- a/compendium/spells/rituals/unfettered-mark-aoe5.md +++ b/compendium/spells/rituals/unfettered-mark-aoe5.md @@ -16,8 +16,8 @@ aliases: ["Unfettered Mark"] - **Secondary Casters** 0 to 10 - **Primary Checks** [Crafting](compendium/skills.md#Crafting) (master) or any (legendary) - **Secondary Checks** any (see text) -- **Range**touch -- **Targets**1 creature or self +- **Range**: touch +- **Targets**: 1 creature or self You tattoo the target with rare inks and create a magical tattoo called an unfettered mark. This particular version of the unfettered mark grants the target special powers to escape from the Black Whale and Stormholt (the demiplane that overlaps with the Black Whale). While [Crafting](compendium/skills.md#Crafting) is the easiest method for creating this tattoo, the artistry is less important than maintaining a feeling of freedom in your mind while performing the ritual. Because of this, you can use any skill as long as it holds a special significance to you. diff --git a/compendium/spells/rituals/unseen-custodians-apg.md b/compendium/spells/rituals/unseen-custodians-apg.md index cdc99a0b6..00384e27a 100644 --- a/compendium/spells/rituals/unseen-custodians-apg.md +++ b/compendium/spells/rituals/unseen-custodians-apg.md @@ -17,7 +17,7 @@ aliases: ["Unseen Custodians"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check), [Diplomacy](compendium/skills.md#Diplomacy) -- **Area**100 feet × 100 feet, up to 20 feet high +- **Area**: 100 feet × 100 feet, up to 20 feet high You create a site-bound, long-lasting [unseen servant](compendium/spells/unseen-servant.md) spell effect, forming entities of pure force to carry out basic tasks at a fixed location. diff --git a/compendium/spells/rituals/ward-domain-apg.md b/compendium/spells/rituals/ward-domain-apg.md index 9bdd5b2d4..82b2720b8 100644 --- a/compendium/spells/rituals/ward-domain-apg.md +++ b/compendium/spells/rituals/ward-domain-apg.md @@ -17,7 +17,7 @@ aliases: ["Ward Domain"] - **Secondary Casters** 3 - **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), or [Occultism](compendium/skills.md#Occultism) (master) - **Secondary Checks** [Lore](compendium/skills.md#Lore) (any), [Survival](compendium/skills.md#Survival), [Thievery](compendium/skills.md#Thievery) -- **Area**100 feet × 100 feet, up to 50 feet high +- **Area**: 100 feet × 100 feet, up to 50 feet high This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of _ward domain_ and remain throughout the duration. diff --git a/compendium/spells/rituals/word-of-recall-apg.md b/compendium/spells/rituals/word-of-recall-apg.md index 9ebf16aa4..1376225b4 100644 --- a/compendium/spells/rituals/word-of-recall-apg.md +++ b/compendium/spells/rituals/word-of-recall-apg.md @@ -17,8 +17,8 @@ aliases: ["Word of Recall"] - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (expert, the check has the [secret](rules/traits/secret.md "Secret General Trait") trait) - **Secondary Checks** [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check), [Society](compendium/skills.md#Society) -- **Range**20 feet -- **Targets**Up to seven willing creatures of 14th level or lower +- **Range**: 20 feet +- **Targets**: Up to seven willing creatures of 14th level or lower You bind yourself and your allies to the specific safe location where you perform the ritual. This allows the participants to return later by simply speaking a word. diff --git a/compendium/spells/roar-of-the-wyrm-logm.md b/compendium/spells/roar-of-the-wyrm-logm.md index dd82cca0d..7ecdb6218 100644 --- a/compendium/spells/roar-of-the-wyrm-logm.md +++ b/compendium/spells/roar-of-the-wyrm-logm.md @@ -14,11 +14,11 @@ aliases: ["Roar Of The Wyrm"] # Roar Of The Wyrm *Focus 4* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Domains**: [wyrmkin](compendium/setting/domains.md#Wyrmkin) +- **Domains** [wyrmkin](compendium/setting/domains.md#Wyrmkin) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** Will -- **Duration**varies +- **Area**: 30-foot emanation +- **Saving Throw**: Will +- **Duration**: varies You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The impressive roar grants you a +2 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks for 10 minutes against dragons that were in the area at the time of casting. diff --git a/compendium/spells/roaring-applause-som.md b/compendium/spells/roaring-applause-som.md index c03b28dad..0ec8fefe2 100644 --- a/compendium/spells/roaring-applause-som.md +++ b/compendium/spells/roaring-applause-som.md @@ -12,12 +12,12 @@ aliases: ["Roaring Applause"] # Roaring Applause *Spell 3* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. diff --git a/compendium/spells/rope-trick.md b/compendium/spells/rope-trick.md index d62a61efa..4effd4a89 100644 --- a/compendium/spells/rope-trick.md +++ b/compendium/spells/rope-trick.md @@ -12,11 +12,11 @@ aliases: ["Rope Trick"] # Rope Trick *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 touched piece of rope from 5 to 30 feet long -- **Duration**8 hours +- **Range**: touch +- **Targets**: 1 touched piece of rope from 5 to 30 feet long +- **Duration**: 8 hours You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope. diff --git a/compendium/spells/rouse-skeletons-som.md b/compendium/spells/rouse-skeletons-som.md index 463472318..483d49a48 100644 --- a/compendium/spells/rouse-skeletons-som.md +++ b/compendium/spells/rouse-skeletons-som.md @@ -11,12 +11,12 @@ aliases: ["Rouse Skeletons"] # Rouse Skeletons *Spell 3* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Area**: 10-foot burst +- **Saving Throw**: Reflex +- **Duration**: sustained up to 1 minute Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal `2d6` slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save) diff --git a/compendium/spells/runic-impression-som.md b/compendium/spells/runic-impression-som.md index 49396c55a..8d989ab45 100644 --- a/compendium/spells/runic-impression-som.md +++ b/compendium/spells/runic-impression-som.md @@ -13,9 +13,9 @@ aliases: ["Runic Impression"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**you or one weapon you're wielding -- **Duration**1 minute +- **Range**: touch +- **Targets**: you or one weapon you're wielding +- **Duration**: 1 minute Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: [corrosive](compendium/equipment/items/corrosive.md), [flaming](compendium/equipment/items/flaming.md), [frost](compendium/equipment/items/frost.md), [ghost touch](compendium/equipment/items/ghost-touch.md), [returning](compendium/equipment/items/returning.md), [shock](compendium/equipment/items/shock.md), or [thundering](compendium/equipment/items/thundering.md). If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. diff --git a/compendium/spells/rusting-grasp-apg.md b/compendium/spells/rusting-grasp-apg.md index 8a595c17f..122d93b52 100644 --- a/compendium/spells/rusting-grasp-apg.md +++ b/compendium/spells/rusting-grasp-apg.md @@ -10,10 +10,10 @@ aliases: ["Rusting Grasp"] # Rusting Grasp *Spell 4* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk +- **Range**: touch +- **Targets**: 1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. diff --git a/compendium/spells/safe-passage-apg.md b/compendium/spells/safe-passage-apg.md index f3f995793..b755bbaba 100644 --- a/compendium/spells/safe-passage-apg.md +++ b/compendium/spells/safe-passage-apg.md @@ -11,11 +11,11 @@ aliases: ["Safe Passage"] # Safe Passage *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Area**10-foot-wide, 10-foot-tall, 60-foot-long section of terrain -- **Duration**sustained up to 1 minute +- **Range**: touch +- **Area**: 10-foot-wide, 10-foot-tall, 60-foot-long section of terrain +- **Duration**: sustained up to 1 minute You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. diff --git a/compendium/spells/safeguard-secret.md b/compendium/spells/safeguard-secret.md index 2fb1459f2..85568af95 100644 --- a/compendium/spells/safeguard-secret.md +++ b/compendium/spells/safeguard-secret.md @@ -13,11 +13,11 @@ aliases: ["Safeguard Secret"] # Safeguard Secret *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [secrecy](compendium/setting/domains.md#Secrecy) +- **Domains** [secrecy](compendium/setting/domains.md#Secrecy) - **Cast** 1 minute -- **Range**10 foot -- **Targets**you and any number of willing allies -- **Duration**1 hour +- **Range**: 10 foot +- **Targets**: you and any number of willing allies +- **Duration**: 1 hour You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you [Cast the Spell](rules/actions/cast-a-spell.md). The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically [Deception](compendium/skills.md#Deception) checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. diff --git a/compendium/spells/sages-curse-av2.md b/compendium/spells/sages-curse-av2.md index c9262d699..444a3d933 100644 --- a/compendium/spells/sages-curse-av2.md +++ b/compendium/spells/sages-curse-av2.md @@ -15,12 +15,12 @@ aliases: ["Sage's Curse", "Savant's Curse"] # Sage's Curse *Spell 4* [attack](rules/traits/attack.md "Attack Combat Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You afflict the target with a curse that fills its mind with distracting and hyperspecialized minutiae, causing it to second-guess even simple facts. The target must attempt a Will saving throw. diff --git a/compendium/spells/sanctified-ground.md b/compendium/spells/sanctified-ground.md index c81e05c64..b4bd92c73 100644 --- a/compendium/spells/sanctified-ground.md +++ b/compendium/spells/sanctified-ground.md @@ -12,11 +12,11 @@ aliases: ["Sanctified Ground"] # Sanctified Ground *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [consecration](rules/traits/consecration.md "Consecration Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** 1 minute -- **Cost**1 vial of holy water -- **Area**30-foot burst centered on you -- **Duration**until the next time you make your daily preparations +- **Cost**: 1 vial of holy water +- **Area**: 30-foot burst centered on you +- **Duration**: until the next time you make your daily preparations You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures. diff --git a/compendium/spells/sanctuary.md b/compendium/spells/sanctuary.md index 653e86a48..9f44dc189 100644 --- a/compendium/spells/sanctuary.md +++ b/compendium/spells/sanctuary.md @@ -10,11 +10,11 @@ aliases: ["Sanctuary"] # Sanctuary *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 minute You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a [hostile](rules/conditions.md#Hostile) action, the spell ends. diff --git a/compendium/spells/sanguine-mist-som.md b/compendium/spells/sanguine-mist-som.md index 238fbf65d..48ff4b38e 100644 --- a/compendium/spells/sanguine-mist-som.md +++ b/compendium/spells/sanguine-mist-som.md @@ -13,12 +13,12 @@ aliases: ["Sanguine Mist"] # Sanguine Mist *Spell 4* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Area**: 10-foot burst +- **Saving Throw**: basic Fortitude +- **Duration**: sustained up to 1 minute You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you [Cast the Spell](rules/actions/cast-a-spell.md), aside from you, takes `6d6` negative damage with a basic Fortitude save. Creatures in the area are [concealed](rules/conditions.md#Concealed), and all creatures outside the cloud become [concealed](rules/conditions.md#Concealed) to creatures within it. diff --git a/compendium/spells/savor-the-sting.md b/compendium/spells/savor-the-sting.md index 6c6737b45..25f1dd383 100644 --- a/compendium/spells/savor-the-sting.md +++ b/compendium/spells/savor-the-sting.md @@ -14,11 +14,11 @@ aliases: ["Savor The Sting"] # Savor The Sting *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [pain](compendium/setting/domains.md#Pain) +- **Domains** [pain](compendium/setting/domains.md#Pain) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will You inflict pain upon the target and revel in their anguish. This deals `1d4` mental damage and `1d4` [persistent mental damage](rules/conditions.md#Persistent%20Damage); the target must attempt a Will save. As long as the target is taking [persistent damage](rules/conditions.md#Persistent%20Damage) from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. diff --git a/compendium/spells/scatter-scree-som.md b/compendium/spells/scatter-scree-som.md index 5f75356ca..6af6139ad 100644 --- a/compendium/spells/scatter-scree-som.md +++ b/compendium/spells/scatter-scree-som.md @@ -13,12 +13,12 @@ aliases: ["Scatter Scree"] # Scatter Scree *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**two contiguous 5-foot cubes -- **Saving Throw** basic Reflex -- **Duration**1 minute +- **Range**: 30 foot +- **Area**: two contiguous 5-foot cubes +- **Saving Throw**: basic Reflex +- **Duration**: 1 minute You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to `1d4` plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can [Interact](rules/actions/interact.md) to clear a square of this scree. diff --git a/compendium/spells/schadenfreude-som.md b/compendium/spells/schadenfreude-som.md index d37e6067d..11ff543e2 100644 --- a/compendium/spells/schadenfreude-som.md +++ b/compendium/spells/schadenfreude-som.md @@ -12,12 +12,12 @@ aliases: ["Schadenfreude"] # Schadenfreude *Spell 1* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You critically fail a saving throw against a foe's effect. -- **Range**30 foot -- **Targets**the triggering foe -- **Saving Throw** Will +- **Trigger**: You critically fail a saving throw against a foe's effect. +- **Range**: 30 foot +- **Targets**: the triggering foe +- **Saving Throw**: Will You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save. diff --git a/compendium/spells/scholarly-recollection.md b/compendium/spells/scholarly-recollection.md index 77612504c..ba0ffdf2b 100644 --- a/compendium/spells/scholarly-recollection.md +++ b/compendium/spells/scholarly-recollection.md @@ -13,9 +13,10 @@ aliases: ["Scholarly Recollection"] # Scholarly Recollection *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge) +- **Domains** [knowledge](compendium/setting/domains.md#Knowledge) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You attempt a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md), or you attempt a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill you're trained in. +- **Trigger**: You attempt a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md), or you attempt a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill you're trained in. +- Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. diff --git a/compendium/spells/scintillating-pattern.md b/compendium/spells/scintillating-pattern.md index 9a75e4e8c..8722c83a4 100644 --- a/compendium/spells/scintillating-pattern.md +++ b/compendium/spells/scintillating-pattern.md @@ -13,12 +13,12 @@ aliases: ["Scintillating Pattern"] # Scintillating Pattern *Spell 8* [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute A field of cascading, ever-changing colors manifests in the air. diff --git a/compendium/spells/scintillating-safeguard-apg.md b/compendium/spells/scintillating-safeguard-apg.md index 73ab36330..2283635ad 100644 --- a/compendium/spells/scintillating-safeguard-apg.md +++ b/compendium/spells/scintillating-safeguard-apg.md @@ -10,11 +10,11 @@ aliases: ["Scintillating Safeguard"] # Scintillating Safeguard *Spell 6* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An effect would deal physical or energy damage to you or a creature in range. -- **Range**30 foot -- **Targets**up to 5 willing creatures who would be harmed by the triggering effect +- **Trigger**: An effect would deal physical or energy damage to you or a creature in range. +- **Range**: 30 foot +- **Targets**: up to 5 willing creatures who would be harmed by the triggering effect A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any [persistent damage](rules/conditions.md#Persistent%20Damage) or other lingering effects of the effect. diff --git a/compendium/spells/scorching-ray-som.md b/compendium/spells/scorching-ray-som.md index 2412f4b5b..e04dbc241 100644 --- a/compendium/spells/scorching-ray-som.md +++ b/compendium/spells/scorching-ray-som.md @@ -12,10 +12,10 @@ aliases: ["Scorching Ray"] # Scorching Ray *Spell 2* [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Targets**1 or more creatures +- **Range**: 60 foot +- **Targets**: 1 or more creatures You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes `2d6` fire damage, and on a critical hit, the target takes double damage. diff --git a/compendium/spells/scouring-pulse-lokl.md b/compendium/spells/scouring-pulse-lokl.md index 282824400..681b2595e 100644 --- a/compendium/spells/scouring-pulse-lokl.md +++ b/compendium/spells/scouring-pulse-lokl.md @@ -14,11 +14,11 @@ aliases: ["Scouring Pulse"] # Scouring Pulse *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot radius, 60-foot-tall cylinder -- **Saving Throw** Reflex +- **Range**: 120 foot +- **Area**: 10-foot radius, 60-foot-tall cylinder +- **Saving Throw**: Reflex You inundate the area with concentrated positive energy, which scours away the stain of undeath. Each creature in the area takes `6d8` positive damage and must attempt a basic Reflex save. Creatures that fail the save also take `1d8` [persistent positive damage](rules/conditions.md#Persistent%20Damage). Creatures that take [persistent positive damage](rules/conditions.md#Persistent%20Damage) from scouring pulse are wreathed in a heatless halo of light. They emit bright light in a 5-foot radius preventing them from being [concealed](rules/conditions.md#Concealed); if the creature is [invisible](rules/conditions.md#Invisible), they're [concealed](rules/conditions.md#Concealed) while affected by scouring pulse, rather than being [undetected](rules/conditions.md#Undetected). diff --git a/compendium/spells/scouring-sand-ec1.md b/compendium/spells/scouring-sand-ec1.md index aa720a37c..2ea2f92dd 100644 --- a/compendium/spells/scouring-sand-ec1.md +++ b/compendium/spells/scouring-sand-ec1.md @@ -13,11 +13,11 @@ aliases: ["Scouring Sand"] # Scouring Sand *Spell 1* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Area**: 10-foot burst +- **Duration**: sustained up to 1 minute You blast the area with grit that scours away soil and gets into creatures' eyes. For the duration of the spell, any plant-based difficult terrain smaller than a tree becomes loose, allowing each 5-foot square of it to be cleared with a single [Interact](rules/actions/interact.md) action. In addition, scouring sand attempts to counteract entangle and other effects that create or manipulate plant-based terrain in its area. diff --git a/compendium/spells/scrying.md b/compendium/spells/scrying.md index d6afaebd7..d66e2aa17 100644 --- a/compendium/spells/scrying.md +++ b/compendium/spells/scrying.md @@ -12,12 +12,12 @@ aliases: ["Scrying"] # Scrying *Spell 6* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**planetary -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 10 minutes +- **Range**: planetary +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 10 minutes You magically spy on a creature of your choice. Scrying works like clairvoyance (page 324), except that the image you receive is less precise, insufficient for teleport and similar spells. diff --git a/compendium/spells/sculpt-sound-apg.md b/compendium/spells/sculpt-sound-apg.md index 3bcf0c6af..67ca28733 100644 --- a/compendium/spells/sculpt-sound-apg.md +++ b/compendium/spells/sculpt-sound-apg.md @@ -10,11 +10,11 @@ aliases: ["Sculpt Sound"] # Sculpt Sound *Spell 3* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature or object +- **Duration**: 10 minutes You change the sounds made by a creature or object. Choose how you're altering the sounds when you [Cast the Spell](rules/actions/cast-a-spell.md); you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a [Perception](compendium/skills.md#Perception) check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the [Perception](compendium/skills.md#Perception) check. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/sea-of-thought-da.md b/compendium/spells/sea-of-thought-da.md index 6f1a9f21a..80c286780 100644 --- a/compendium/spells/sea-of-thought-da.md +++ b/compendium/spells/sea-of-thought-da.md @@ -11,12 +11,12 @@ aliases: ["Sea of Thought"] # Sea of Thought *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot burst -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: 15-foot burst +- **Saving Throw**: Fortitude +- **Duration**: 1 minute You cover the area in a sloshing torrent of semi-solidified thought, roughly ankle high. The area becomes difficult terrain, similarly to a shallow bog. Each round that a creature starts its turn in the area, it must attempt a Fortitude save against the shifting waves of thought. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also knocked [prone](rules/conditions.md#Prone). diff --git a/compendium/spells/sea-surge-ec1.md b/compendium/spells/sea-surge-ec1.md index 88a3373ab..a7dd763a9 100644 --- a/compendium/spells/sea-surge-ec1.md +++ b/compendium/spells/sea-surge-ec1.md @@ -12,9 +12,10 @@ aliases: ["Sea Surge"] # Sea Surge *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**until the start of your next turn +- +- **Duration**: until the start of your next turn You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save. diff --git a/compendium/spells/seal-fate-apg.md b/compendium/spells/seal-fate-apg.md index 7066b2e36..cda54bc29 100644 --- a/compendium/spells/seal-fate-apg.md +++ b/compendium/spells/seal-fate-apg.md @@ -12,11 +12,11 @@ aliases: ["Seal Fate"] # Seal Fate *Spell 4* [curse](rules/traits/curse.md "Curse Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. diff --git a/compendium/spells/searing-light.md b/compendium/spells/searing-light.md index abb193f2c..93c25189a 100644 --- a/compendium/spells/searing-light.md +++ b/compendium/spells/searing-light.md @@ -14,10 +14,10 @@ aliases: ["Searing Light"] # Searing Light *Spell 3* [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature +- **Range**: 120 foot +- **Targets**: 1 creature You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals `5d6` fire damage. If the target is a fiend or undead, you deal an extra `5d6` good damage. diff --git a/compendium/spells/seashell-of-stolen-sound-som.md b/compendium/spells/seashell-of-stolen-sound-som.md index 47374aada..f294c6f29 100644 --- a/compendium/spells/seashell-of-stolen-sound-som.md +++ b/compendium/spells/seashell-of-stolen-sound-som.md @@ -11,11 +11,11 @@ aliases: ["Seashell Of Stolen Sound"] # Seashell Of Stolen Sound *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range begins to make a sound. -- **Range**30 foot -- **Duration**until your next daily preparations +- **Trigger**: A creature within range begins to make a sound. +- **Range**: 30 foot +- **Duration**: until your next daily preparations You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you [Cast the Spell](rules/actions/cast-a-spell.md), magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. diff --git a/compendium/spells/secret-chest-apg.md b/compendium/spells/secret-chest-apg.md index a5e5ba746..3b84f4fb8 100644 --- a/compendium/spells/secret-chest-apg.md +++ b/compendium/spells/secret-chest-apg.md @@ -10,10 +10,10 @@ aliases: ["Secret Chest"] # Secret Chest *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 container and its contents, totaling 10 +- **Range**: touch +- **Targets**: 1 container and its contents, totaling 10 Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you [Cast this Spell](rules/actions/cast-a-spell.md), the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. diff --git a/compendium/spells/secret-page.md b/compendium/spells/secret-page.md index a58703814..bb5ba95fb 100644 --- a/compendium/spells/secret-page.md +++ b/compendium/spells/secret-page.md @@ -11,11 +11,11 @@ aliases: ["Secret Page"] # Secret Page *Spell 3* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 page up to 3 square feet in size -- **Duration** +- **Range**: touch +- **Targets**: 1 page up to 3 square feet in size +- You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you [Cast the Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/spells/see-invisibility.md b/compendium/spells/see-invisibility.md index 7e4cb41a3..d750c3749 100644 --- a/compendium/spells/see-invisibility.md +++ b/compendium/spells/see-invisibility.md @@ -11,9 +11,10 @@ aliases: ["See Invisibility"] # See Invisibility *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You can see [invisible](rules/conditions.md#Invisible) creatures and objects. They appear to you as translucent shapes, and they are [concealed](rules/conditions.md#Concealed) to you. diff --git a/compendium/spells/sending.md b/compendium/spells/sending.md index c2ce6262b..7f8423ac5 100644 --- a/compendium/spells/sending.md +++ b/compendium/spells/sending.md @@ -11,10 +11,10 @@ aliases: ["Sending"] # Sending *Spell 5* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**planetary -- **Targets**1 creature with whom you are familiar +- **Range**: planetary +- **Targets**: 1 creature with whom you are familiar You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. diff --git a/compendium/spells/sepulchral-mask-apg.md b/compendium/spells/sepulchral-mask-apg.md index bc69106ef..9c085fb0e 100644 --- a/compendium/spells/sepulchral-mask-apg.md +++ b/compendium/spells/sepulchral-mask-apg.md @@ -18,10 +18,10 @@ aliases: ["Sepulchral Mask"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Will -- **Duration**1 minute +- **Area**: 5-foot emanation +- **Targets**: enemies in the area +- **Saving Throw**: Will +- **Duration**: 1 minute You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) or that starts its turn in the area takes `1d4` mental damage and must attempt a Will save. diff --git a/compendium/spells/shadow-army-som.md b/compendium/spells/shadow-army-som.md index 518cf6b3d..f88dc8eff 100644 --- a/compendium/spells/shadow-army-som.md +++ b/compendium/spells/shadow-army-som.md @@ -15,12 +15,12 @@ aliases: ["Shadow Army"] # Shadow Army *Spell 10* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**50-foot burst -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 500 foot +- **Area**: 50-foot burst +- **Saving Throw**: Will +- **Duration**: 1 minute You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes `3d10` mental damage and `3d10` bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you [Cast the Spell](rules/actions/cast-a-spell.md), you choose a condition your shadows impose on a failed save: [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), [flat-footed](rules/conditions.md#Flat-footed), or [slowed](rules/conditions.md#Slowed). diff --git a/compendium/spells/shadow-blast.md b/compendium/spells/shadow-blast.md index 7fc38a00e..77513ecdd 100644 --- a/compendium/spells/shadow-blast.md +++ b/compendium/spells/shadow-blast.md @@ -12,11 +12,11 @@ aliases: ["Shadow Blast"] # Shadow Blast *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**varies -- **Area**varies -- **Saving Throw** basic Reflex or Will +- **Range**: varies +- **Area**: varies +- **Saving Throw**: basic Reflex or Will You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals `5d8` damage of the type you chose to each creature in the area. diff --git a/compendium/spells/shadow-illusion-apg.md b/compendium/spells/shadow-illusion-apg.md index 63ea70f8d..66568f06d 100644 --- a/compendium/spells/shadow-illusion-apg.md +++ b/compendium/spells/shadow-illusion-apg.md @@ -15,8 +15,8 @@ aliases: ["Shadow Illusion"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Duration**sustained +- **Range**: 500 foot +- **Duration**: sustained You create a shadowy illusion of a creature or a stationary object, but the illusion can exist only in an area of dim light or darkness. The spell ends if the illusion is ever out of an area of dim light or darkness. If the illusion is an object, it must fit within a 20-foot burst, and the creature can be of any size up to Gargantuan, filling a 20-foot-by-20-foot space. diff --git a/compendium/spells/shadow-jump-apg.md b/compendium/spells/shadow-jump-apg.md index aa51b7697..d9dcdefbc 100644 --- a/compendium/spells/shadow-jump-apg.md +++ b/compendium/spells/shadow-jump-apg.md @@ -14,8 +14,8 @@ aliases: ["Shadow Jump"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You are in dim light or darkness. -- **Range**120 foot +- **Requirements**: You are in dim light or darkness. +- **Range**: 120 foot You instantly transport yourself from one shadow to another. diff --git a/compendium/spells/shadow-projectile-som.md b/compendium/spells/shadow-projectile-som.md index f318a568c..a891c1772 100644 --- a/compendium/spells/shadow-projectile-som.md +++ b/compendium/spells/shadow-projectile-som.md @@ -12,10 +12,11 @@ aliases: ["Shadow Projectile"] # Shadow Projectile *Spell 3* [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within 20 feet of you makes a ranged attack roll. -- **Saving Throw** Will +- **Trigger**: An ally within 20 feet of you makes a ranged attack roll. +- +- **Saving Throw**: Will You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes `3d8` mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to [shadow projectile](compendium/spells/shadow-projectile-som.md) spells for 1 hour. diff --git a/compendium/spells/shadow-raid-som.md b/compendium/spells/shadow-raid-som.md index 3650bc0bf..f263ca59e 100644 --- a/compendium/spells/shadow-raid-som.md +++ b/compendium/spells/shadow-raid-som.md @@ -12,12 +12,12 @@ aliases: ["Shadow Raid"] # Shadow Raid *Spell 7* [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**30-foot burst -- **Saving Throw** basic Reflex or Will -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 30-foot burst +- **Saving Throw**: basic Reflex or Will +- **Duration**: 1 minute You spin illusions of flying shadows throughout the area. diff --git a/compendium/spells/shadow-siphon.md b/compendium/spells/shadow-siphon.md index 8e655b698..1d05d5f5f 100644 --- a/compendium/spells/shadow-siphon.md +++ b/compendium/spells/shadow-siphon.md @@ -11,11 +11,11 @@ aliases: ["Shadow Siphon"] # Shadow Siphon *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A spell or [magical](rules/traits/magical.md "Magical Item Trait") effect deals damage. -- **Range**60 foot -- **Targets**the triggering spell +- **Trigger**: A spell or [magical](rules/traits/magical.md "Magical Item Trait") effect deals damage. +- **Range**: 60 foot +- **Targets**: the triggering spell Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt. diff --git a/compendium/spells/shadow-spy-da.md b/compendium/spells/shadow-spy-da.md index 25138434e..2395a0f91 100644 --- a/compendium/spells/shadow-spy-da.md +++ b/compendium/spells/shadow-spy-da.md @@ -10,10 +10,10 @@ aliases: ["Shadow Spy"] # Shadow Spy *Spell 3* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**120 foot -- **Duration**until the next time you make your daily preparations +- **Range**: 120 foot +- **Duration**: until the next time you make your daily preparations You mix blood, soil, and shadow together to form a half-real homunculus in the shape of a crow, sparrow, or other bird. You then command the bird to fly to a location within range and observe all around it. The bird has the statistics of a homunculus, save that it has all of your senses and shares your [Perception](compendium/skills.md#Perception) modifier. Once the spell's duration elapses or upon a trigger you set (which must be fairly simple—"at dusk" or "when the judge leaves"), the bird flies to your location. If you wring its neck and drink its blood, you learn all that it saw since its creation. diff --git a/compendium/spells/shadow-walk.md b/compendium/spells/shadow-walk.md index a976ab68f..6a62074f8 100644 --- a/compendium/spells/shadow-walk.md +++ b/compendium/spells/shadow-walk.md @@ -13,11 +13,11 @@ aliases: ["Shadow Walk"] # Shadow Walk *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**you and up to 9 willing creatures touched -- **Duration**8 hours +- **Range**: touch +- **Targets**: you and up to 9 willing creatures touched +- **Duration**: 8 hours You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can [Dismiss](rules/actions/dismiss.md) the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and [Dismiss](rules/actions/dismiss.md) the spell at the same point on the Plane of Shadow appear together). diff --git a/compendium/spells/shadows-web-apg.md b/compendium/spells/shadows-web-apg.md index 323d14c54..46aed583f 100644 --- a/compendium/spells/shadows-web-apg.md +++ b/compendium/spells/shadows-web-apg.md @@ -14,8 +14,8 @@ aliases: ["Shadow's Web"] [evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot burst -- **Saving Throw** Fortitude +- **Area**: 30-foot burst +- **Saving Throw**: Fortitude Grasping darkness surges from you, dealing `14d4` negative damage. Each creature in the area must attempt a Fortitude save. diff --git a/compendium/spells/shaken-confidence-da.md b/compendium/spells/shaken-confidence-da.md index 5aade6d3f..22aed40a1 100644 --- a/compendium/spells/shaken-confidence-da.md +++ b/compendium/spells/shaken-confidence-da.md @@ -15,11 +15,12 @@ aliases: ["Shaken Confidence"] # Shaken Confidence *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [confidence (apocryphal)](compendium/setting/domains.md#Confidence) +- **Domains** [confidence (apocryphal)](compendium/setting/domains.md#Confidence) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An enemy within 30 feet of you critically fails an attack roll, [Perception](compendium/skills.md#Perception) check, or skill check. -- **Saving Throw** Will -- **Duration**varies +- **Trigger**: An enemy within 30 feet of you critically fails an attack roll, [Perception](compendium/skills.md#Perception) check, or skill check. +- +- **Saving Throw**: Will +- **Duration**: varies You mock the target for all its failings, twisting its selfconfidence into doubt. The enemy attempts a Will saving throw. diff --git a/compendium/spells/shall-not-falter-shall-not-rout-lol.md b/compendium/spells/shall-not-falter-shall-not-rout-lol.md index 8fe7f5b0d..691de1261 100644 --- a/compendium/spells/shall-not-falter-shall-not-rout-lol.md +++ b/compendium/spells/shall-not-falter-shall-not-rout-lol.md @@ -13,7 +13,8 @@ aliases: ["Shall Not Falter, Shall Not Rout"] [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Calling out the fifth line of the Crimson Oath, you seal your most grievous injuries with a stroke of your blade. The first time each round that you [Strike](rules/actions/strike.md) with your weapon and deal damage to a foe, you recover a number of HP equal to twice shall not falter, shall not rout's level. This healing can't raise your current HP above half of your maximum HP. diff --git a/compendium/spells/shambling-horror-botd.md b/compendium/spells/shambling-horror-botd.md index 86ea022e7..d44241e7b 100644 --- a/compendium/spells/shambling-horror-botd.md +++ b/compendium/spells/shambling-horror-botd.md @@ -13,9 +13,9 @@ aliases: ["Shambling Horror"] [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 corpse of a Gargantuan or smaller creature that has a level no greater than your level – 4 and has died since the last sunrise -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 corpse of a Gargantuan or smaller creature that has a level no greater than your level – 4 and has died since the last sunrise +- **Duration**: 10 minutes You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton (Bestiary 298, Bestiary 3 236, page 146) or zombie (Bestiary 340, Bestiary 3 302, page 170). Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee [Strikes](rules/actions/strike.md) that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has. diff --git a/compendium/spells/shape-stone.md b/compendium/spells/shape-stone.md index 72b5a0075..b865c5dce 100644 --- a/compendium/spells/shape-stone.md +++ b/compendium/spells/shape-stone.md @@ -11,10 +11,10 @@ aliases: ["Shape Stone"] # Shape Stone *Spell 4* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**cube of stone 10 feet across or smaller +- **Range**: touch +- **Targets**: cube of stone 10 feet across or smaller You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check. diff --git a/compendium/spells/shape-wood.md b/compendium/spells/shape-wood.md index be22ec9fd..dff71d065 100644 --- a/compendium/spells/shape-wood.md +++ b/compendium/spells/shape-wood.md @@ -11,10 +11,10 @@ aliases: ["Shape Wood"] # Shape Wood *Spell 2* [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**an unworked piece of wood up to 20 cubic feet in volume +- **Range**: touch +- **Targets**: an unworked piece of wood up to 20 cubic feet in volume You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping. diff --git a/compendium/spells/shapechange.md b/compendium/spells/shapechange.md index 48f75d3fe..c082ed4b0 100644 --- a/compendium/spells/shapechange.md +++ b/compendium/spells/shapechange.md @@ -11,9 +11,10 @@ aliases: ["Shapechange"] # Shapechange *Spell 9* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you [Cast the Spell](rules/actions/cast-a-spell.md) rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/share-burden-logm.md b/compendium/spells/share-burden-logm.md index 9e40f5b1a..5206861c4 100644 --- a/compendium/spells/share-burden-logm.md +++ b/compendium/spells/share-burden-logm.md @@ -11,10 +11,10 @@ aliases: ["Share Burden"] # Share Burden *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Domains**: [repose](compendium/setting/domains.md#Repose) +- **Domains** [repose](compendium/setting/domains.md#Repose) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within 30 feet is about to attempt a saving throw against a harmful [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, and you would not -- **Targets**you and the triggering ally +- **Trigger**: An ally within 30 feet is about to attempt a saving throw against a harmful [emotion](rules/traits/emotion.md "Emotion Effect Trait") effect, and you would not +- **Targets**: you and the triggering ally You shoulder some of your ally's pain. Both you and your ally use the outcome one degree of success better than the result of your ally's saving throw, even if the triggering effect usually affects only one target. diff --git a/compendium/spells/share-lore-logm.md b/compendium/spells/share-lore-logm.md index 5b376256d..471d4d0ba 100644 --- a/compendium/spells/share-lore-logm.md +++ b/compendium/spells/share-lore-logm.md @@ -11,11 +11,11 @@ aliases: ["Share Lore"] # Share Lore *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**up to 3 creatures -- **Duration**10 minutes +- **Range**: touch +- **Targets**: up to 3 creatures +- **Duration**: 10 minutes You share your knowledge with the touched creatures. diff --git a/compendium/spells/shared-nightmare.md b/compendium/spells/shared-nightmare.md index fbfca00ef..512400aaa 100644 --- a/compendium/spells/shared-nightmare.md +++ b/compendium/spells/shared-nightmare.md @@ -15,12 +15,12 @@ aliases: ["Shared Nightmare"] # Shared Nightmare *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [nightmares](compendium/setting/domains.md#Nightmares) +- **Domains** [nightmares](compendium/setting/domains.md#Nightmares) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become [confused](rules/conditions.md#Confused), but which it'll be depends on the target's Will save. diff --git a/compendium/spells/shatter-mind-da.md b/compendium/spells/shatter-mind-da.md index 538b0a481..ea29aac04 100644 --- a/compendium/spells/shatter-mind-da.md +++ b/compendium/spells/shatter-mind-da.md @@ -16,8 +16,8 @@ aliases: ["Shatter Mind"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Will +- **Area**: 15-foot cone +- **Saving Throw**: basic Will You telepathically assail the minds of your foes. You deal mental damage equal to `2d4` plus your spellcasting ability modifier to all enemies in the area, with a basic Will save. diff --git a/compendium/spells/shatter.md b/compendium/spells/shatter.md index bffc715d4..2ae5a79aa 100644 --- a/compendium/spells/shatter.md +++ b/compendium/spells/shatter.md @@ -11,10 +11,10 @@ aliases: ["Shatter"] # Shatter *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 unattended object +- **Range**: 30 foot +- **Targets**: 1 unattended object A high-frequency sonic attack shatters a nearby object. You deal `2d10` sonic damage to the object, ignoring the object's Hardness if it is 4 or lower. diff --git a/compendium/spells/shattering-gem-logm.md b/compendium/spells/shattering-gem-logm.md index 85c2d9769..b25b77657 100644 --- a/compendium/spells/shattering-gem-logm.md +++ b/compendium/spells/shattering-gem-logm.md @@ -11,11 +11,11 @@ aliases: ["Shattering Gem"] # Shattering Gem *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 minute A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature [Strikes](rules/actions/strike.md) the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it `1d8` slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target. diff --git a/compendium/spells/shepherd-of-souls-apg.md b/compendium/spells/shepherd-of-souls-apg.md index 73de7d597..7a52b0da5 100644 --- a/compendium/spells/shepherd-of-souls-apg.md +++ b/compendium/spells/shepherd-of-souls-apg.md @@ -15,9 +15,9 @@ aliases: ["Shepherd Of Souls"] - **Bloodline** Sorcerer - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A living creature within 30 feet takes damage. -- **Range**30 foot -- **Targets**1 creature +- **Trigger**: A living creature within 30 feet takes damage. +- **Range**: 30 foot +- **Targets**: 1 creature You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount. diff --git a/compendium/spells/shield-other.md b/compendium/spells/shield-other.md index 818920b77..692ed20c5 100644 --- a/compendium/spells/shield-other.md +++ b/compendium/spells/shield-other.md @@ -10,11 +10,11 @@ aliases: ["Shield Other"] # Shield Other *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 10 minutes You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends. diff --git a/compendium/spells/shield.md b/compendium/spells/shield.md index 81d74aa0c..463d57a2e 100644 --- a/compendium/spells/shield.md +++ b/compendium/spells/shield.md @@ -12,9 +12,10 @@ aliases: ["Shield"] # Shield *Cantrip 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the start of your next turn +- +- **Duration**: until the start of your next turn You raise a magical shield of force. This counts as using the [Raise a Shield](rules/actions/raise-a-shield.md) action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. diff --git a/compendium/spells/shielding-strike-som.md b/compendium/spells/shielding-strike-som.md index 7f78d3241..72d658b03 100644 --- a/compendium/spells/shielding-strike-som.md +++ b/compendium/spells/shielding-strike-som.md @@ -13,6 +13,7 @@ aliases: ["Shielding Strike"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee [Strike](rules/actions/strike.md). You can then either [Raise your Shield](rules/actions/raise-a-shield.md) if you're wielding one or cast [shield](compendium/spells/shield.md) if you have the spell. diff --git a/compendium/spells/shift-blame-som.md b/compendium/spells/shift-blame-som.md index e5c5c7077..fdcf2a99c 100644 --- a/compendium/spells/shift-blame-som.md +++ b/compendium/spells/shift-blame-som.md @@ -11,12 +11,12 @@ aliases: ["Shift Blame"] # Shift Blame *Spell 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or another creature attacks a creature or fails at a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check. -- **Range**30 foot -- **Targets**the target of the triggering attack or skill check -- **Saving Throw** Will +- **Trigger**: You or another creature attacks a creature or fails at a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check. +- **Range**: 30 foot +- **Targets**: the target of the triggering attack or skill check +- **Saving Throw**: Will You alter the target's memories of the triggering event as they form. You choose another creature (which can be you) with the capacity to make the triggering attack or skill check, and you alter the target's memories to recall the creature you chose as responsible for the triggering attack or skill check. The target must attempt a Will save and is then temporarily immune for 24 hours. diff --git a/compendium/spells/shifting-form.md b/compendium/spells/shifting-form.md index 64ce238b2..64b8bddf5 100644 --- a/compendium/spells/shifting-form.md +++ b/compendium/spells/shifting-form.md @@ -14,7 +14,8 @@ aliases: ["Shifting Form"] [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You gain one of the following abilities of your choice. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/shifting-sand-logm.md b/compendium/spells/shifting-sand-logm.md index 047f5bb65..77ffbcd94 100644 --- a/compendium/spells/shifting-sand-logm.md +++ b/compendium/spells/shifting-sand-logm.md @@ -12,11 +12,11 @@ aliases: ["Shifting Sand"] # Shifting Sand *Spell 3* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**a horizontal earthen or sandy surface within a 20-foot burst -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: a horizontal earthen or sandy surface within a 20-foot burst +- **Duration**: sustained up to 1 minute You cause the surface to heave. The area becomes difficult terrain and any tracks in the area are destroyed by the churning ground. Creatures standing in the area take a –1 status penalty to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) and [Tumble Through](rules/actions/tumble-through.md) and [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). The first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the churning area up to 10 feet in any direction. Creatures [immobilized](rules/conditions.md#Immobilized) by the spell are carried along with the shifting sand in the same direction, if possible; this movement is forced movement. Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save. diff --git a/compendium/spells/shillelagh.md b/compendium/spells/shillelagh.md index 74b8da563..1d0127b35 100644 --- a/compendium/spells/shillelagh.md +++ b/compendium/spells/shillelagh.md @@ -11,11 +11,11 @@ aliases: ["Shillelagh"] # Shillelagh *Spell 1* [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 club or staff you hold -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 club or staff you hold +- **Duration**: 1 minute The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three. diff --git a/compendium/spells/shocking-grasp.md b/compendium/spells/shocking-grasp.md index 2356d60ac..2f00e60b9 100644 --- a/compendium/spells/shocking-grasp.md +++ b/compendium/spells/shocking-grasp.md @@ -12,10 +12,10 @@ aliases: ["Shocking Grasp"] # Shocking Grasp *Spell 1* [attack](rules/traits/attack.md "Attack Combat Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes `2d12` electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes `1d4` [persistent electricity damage](rules/conditions.md#Persistent%20Damage) on a hit. On a critical hit, double the initial damage, but not the [persistent damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/shockwave-logm.md b/compendium/spells/shockwave-logm.md index d9a93d040..ee77cd662 100644 --- a/compendium/spells/shockwave-logm.md +++ b/compendium/spells/shockwave-logm.md @@ -12,10 +12,10 @@ aliases: ["Shockwave"] # Shockwave *Spell 1* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex +- **Area**: 15-foot cone +- **Saving Throw**: Reflex You create a wave of energy that ripples through the earth. diff --git a/compendium/spells/shooting-star-som.md b/compendium/spells/shooting-star-som.md index 17b93fec0..867d4ca1c 100644 --- a/compendium/spells/shooting-star-som.md +++ b/compendium/spells/shooting-star-som.md @@ -13,7 +13,8 @@ aliases: ["Shooting Star"] [divination](rules/traits/divination.md "Divination School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're wielding a ranged weapon or a thrown weapon. +- **Requirements**: You're wielding a ranged weapon or a thrown weapon. +- You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged [Strike](rules/actions/strike.md), ignoring the target's concealment and reducing the target's cover by one degree for this [Strike](rules/actions/strike.md) only (greater to standard, standard to lesser, and lesser to none). If the [Strike](rules/actions/strike.md) hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. diff --git a/compendium/spells/show-the-way-logm.md b/compendium/spells/show-the-way-logm.md index 964e44f8a..162a18534 100644 --- a/compendium/spells/show-the-way-logm.md +++ b/compendium/spells/show-the-way-logm.md @@ -12,11 +12,11 @@ aliases: ["Show The Way"] # Show The Way *Spell 3* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Area**5-foot emanation -- **Targets**you and allies in the area -- **Duration**8 hours +- **Area**: 5-foot emanation +- **Targets**: you and allies in the area +- **Duration**: 8 hours You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards. diff --git a/compendium/spells/shrink-item.md b/compendium/spells/shrink-item.md index 9d10b255d..e240d865c 100644 --- a/compendium/spells/shrink-item.md +++ b/compendium/spells/shrink-item.md @@ -11,11 +11,11 @@ aliases: ["Shrink Item"] # Shrink Item *Spell 3* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk +- **Duration**: until the next time you make your daily preparations You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can [Dismiss](rules/actions/dismiss.md) the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size. If there isn't room for the object to return to normal size when the spell ends, the spell's duration continues until the object is in a location large enough to accommodate its normal size. diff --git a/compendium/spells/shrink.md b/compendium/spells/shrink.md index 6ad1f5270..e858d02a3 100644 --- a/compendium/spells/shrink.md +++ b/compendium/spells/shrink.md @@ -11,11 +11,11 @@ aliases: ["Shrink"] # Shrink *Spell 2* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**5 minutes +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 5 minutes You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature. diff --git a/compendium/spells/shroud-of-flame-frp3.md b/compendium/spells/shroud-of-flame-frp3.md index 9b2711885..a3481b76a 100644 --- a/compendium/spells/shroud-of-flame-frp3.md +++ b/compendium/spells/shroud-of-flame-frp3.md @@ -16,8 +16,8 @@ aliases: ["Shroud Of Flame"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Duration**sustained up to 1 minute +- **Area**: 10-foot emanation +- **Duration**: sustained up to 1 minute You encircle yourself in an aura of protective flames. diff --git a/compendium/spells/shroud-of-night-apg.md b/compendium/spells/shroud-of-night-apg.md index 7215a95fa..c6d2199cc 100644 --- a/compendium/spells/shroud-of-night-apg.md +++ b/compendium/spells/shroud-of-night-apg.md @@ -17,10 +17,10 @@ aliases: ["Shroud Of Night"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. The target's eyes are blanketed in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. Regardless of the outcome, the target is then temporarily immune for 1 minute. diff --git a/compendium/spells/sigil.md b/compendium/spells/sigil.md index 8490a9767..6a5c58374 100644 --- a/compendium/spells/sigil.md +++ b/compendium/spells/sigil.md @@ -11,11 +11,11 @@ aliases: ["Sigil"] # Sigil *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object -- **Duration**unlimited (see below) +- **Range**: touch +- **Targets**: 1 creature or object +- **Duration**: unlimited (see below) You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or [invisible](rules/conditions.md#Invisible), and you can change it from one state to another by using an [Interact](rules/actions/interact.md) action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level. diff --git a/compendium/spells/sign-of-conviction-lokl.md b/compendium/spells/sign-of-conviction-lokl.md index 8f286d395..8d182e576 100644 --- a/compendium/spells/sign-of-conviction-lokl.md +++ b/compendium/spells/sign-of-conviction-lokl.md @@ -11,9 +11,10 @@ aliases: ["Sign of Conviction"] # Sign of Conviction *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are [immobilized](rules/conditions.md#Immobilized). The DC for [any](rules/traits/any-b1.md "Any Alignment Trait") effect to force you to move out of your space (such as the [Shove](rules/actions/shove.md) action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being [immobilized](rules/conditions.md#Immobilized) or are moved out of your space, sign of conviction immediately ends. diff --git a/compendium/spells/silence.md b/compendium/spells/silence.md index a9f04d9a5..e72d711dc 100644 --- a/compendium/spells/silence.md +++ b/compendium/spells/silence.md @@ -10,11 +10,11 @@ aliases: ["Silence"] # Silence *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 willing creature +- **Duration**: 1 minute The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use actions with the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. This prevents it from casting spells that include verbal components. diff --git a/compendium/spells/silvers-refrain-aoa3.md b/compendium/spells/silvers-refrain-aoa3.md index 6b9287382..70e68cad1 100644 --- a/compendium/spells/silvers-refrain-aoa3.md +++ b/compendium/spells/silvers-refrain-aoa3.md @@ -16,8 +16,8 @@ aliases: ["Silver's Refrain"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round +- **Area**: 60-foot emanation +- **Duration**: 1 round The "Song of Silver" was an enchanted song used by the Silver Ravens to battle diabolic forces. You pull from select verses to temporarily replicate some of the legendary song's benefits, albeit on a much smaller scale. diff --git a/compendium/spells/sleep.md b/compendium/spells/sleep.md index cca1cde8c..bb497d436 100644 --- a/compendium/spells/sleep.md +++ b/compendium/spells/sleep.md @@ -14,11 +14,11 @@ aliases: ["Sleep"] # Sleep *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Saving Throw** Will +- **Range**: 30 foot +- **Area**: 5-foot burst +- **Saving Throw**: Will Each creature in the area becomes drowsy and might fall asleep. A creature that falls [unconscious](rules/conditions.md#Unconscious) from this spell doesn't fall [prone](rules/conditions.md#Prone) or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful [Perception](compendium/skills.md#Perception) check, limiting its utility in combat. diff --git a/compendium/spells/slough-skin-logm.md b/compendium/spells/slough-skin-logm.md index 02a298eee..4ca95d6b1 100644 --- a/compendium/spells/slough-skin-logm.md +++ b/compendium/spells/slough-skin-logm.md @@ -10,9 +10,10 @@ aliases: ["Slough Skin"] # Slough Skin *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove [persistent damage](rules/conditions.md#Persistent%20Damage) from effects that coat your skin (such as most [persistent acid damage](rules/conditions.md#Persistent%20Damage)) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system) diff --git a/compendium/spells/slow.md b/compendium/spells/slow.md index f1e688773..316954ece 100644 --- a/compendium/spells/slow.md +++ b/compendium/spells/slow.md @@ -10,12 +10,12 @@ aliases: ["Slow"] # Slow *Spell 3* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: 1 minute You dilate the flow of time around the target, slowing its actions. diff --git a/compendium/spells/snare-hopping-apg.md b/compendium/spells/snare-hopping-apg.md index 631a4e819..f827b16cd 100644 --- a/compendium/spells/snare-hopping-apg.md +++ b/compendium/spells/snare-hopping-apg.md @@ -14,8 +14,8 @@ aliases: ["Snare Hopping"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Targets**one snare you built +- **Range**: 10 foot +- **Targets**: one snare you built You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range. diff --git a/compendium/spells/snowball-lowg.md b/compendium/spells/snowball-lowg.md index 6b2cd5d64..f5b259a39 100644 --- a/compendium/spells/snowball-lowg.md +++ b/compendium/spells/snowball-lowg.md @@ -13,10 +13,10 @@ aliases: ["Snowball"] # Snowball *Spell 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You throw a magically propelled and chilled ball of dense snow. The target takes `2d4` cold damage and potentially other effects, depending on the result of your spell attack roll. diff --git a/compendium/spells/soft-landing-da.md b/compendium/spells/soft-landing-da.md index d2013f04d..430c6e0e1 100644 --- a/compendium/spells/soft-landing-da.md +++ b/compendium/spells/soft-landing-da.md @@ -11,11 +11,11 @@ aliases: ["Soft Landing"] # Soft Landing *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**mile -- **Area**20-foot tall, 60-foot radius cylinder with the ground at the bottom -- **Duration**1 minute +- **Range**: mile +- **Area**: 20-foot tall, 60-foot radius cylinder with the ground at the bottom +- **Duration**: 1 minute You create a magical field that buoys any creature or object falling into the area, providing a harmless landing from any height. As you generally fall 1,500 feet per round, you can cast this spell while you are falling to ensure a safe landing, provided you can see your landing point and it's within range. diff --git a/compendium/spells/solid-fog.md b/compendium/spells/solid-fog.md index a0a42db45..cdae92569 100644 --- a/compendium/spells/solid-fog.md +++ b/compendium/spells/solid-fog.md @@ -12,11 +12,11 @@ aliases: ["Solid Fog"] # Solid Fog *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Duration**: 1 minute You conjure a bank of fog so thick it impedes movement as well as sight. This functions as [obscuring mist](compendium/spells/obscuring-mist.md), except that the area is also difficult terrain. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/sonata-span-som.md b/compendium/spells/sonata-span-som.md index ab3b2159b..37fcd26e1 100644 --- a/compendium/spells/sonata-span-som.md +++ b/compendium/spells/sonata-span-som.md @@ -13,10 +13,10 @@ aliases: ["Sonata Span"] # Sonata Span *Spell 2* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot line -- **Duration**sustained +- **Area**: 30-foot line +- **Duration**: sustained By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. diff --git a/compendium/spells/song-of-marching-apg.md b/compendium/spells/song-of-marching-apg.md index 846fb4fb7..e59d3ace3 100644 --- a/compendium/spells/song-of-marching-apg.md +++ b/compendium/spells/song-of-marching-apg.md @@ -17,8 +17,8 @@ aliases: ["Song Of Marching"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**sustained up to 1 hour +- **Area**: 60-foot emanation +- **Duration**: sustained up to 1 hour You maintain a brisk performance that keeps allies on the move. You and your allies in the area can [Hustle](rules/actions/hustle.md) for the spell's duration, even though you are also [Sustaining the Spell](rules/actions/sustain-a-spell.md). You and your allies then become temporarily immune for 1 day. diff --git a/compendium/spells/song-of-strength-apg.md b/compendium/spells/song-of-strength-apg.md index a459acafd..48433e2dd 100644 --- a/compendium/spells/song-of-strength-apg.md +++ b/compendium/spells/song-of-strength-apg.md @@ -18,8 +18,8 @@ aliases: ["Song Of Strength"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round +- **Area**: 60-foot emanation +- **Duration**: 1 round You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to [Athletics](compendium/skills.md#Athletics) checks and to their DCs against [Athletics](compendium/skills.md#Athletics) skill actions such as [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), and [Trip](rules/actions/trip.md). diff --git a/compendium/spells/song-of-the-fallen-aoa6.md b/compendium/spells/song-of-the-fallen-aoa6.md index f6602a359..489a90336 100644 --- a/compendium/spells/song-of-the-fallen-aoa6.md +++ b/compendium/spells/song-of-the-fallen-aoa6.md @@ -14,9 +14,9 @@ aliases: ["Song Of The Fallen"] [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 4 dead creatures or up to 4 undead creatures -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: up to 4 dead creatures or up to 4 undead creatures +- **Duration**: sustained up to 1 minute You chant a dirge or an elegy that either rouses the dead to action or reminds undead that they should lay to rest. diff --git a/compendium/spells/soothe.md b/compendium/spells/soothe.md index 15f4daeaf..017bed8ba 100644 --- a/compendium/spells/soothe.md +++ b/compendium/spells/soothe.md @@ -13,11 +13,11 @@ aliases: ["Soothe"] # Soothe *Spell 1* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 1 minute You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains `1d10+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md) and gains a +2 status bonus to saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects for the duration. diff --git a/compendium/spells/soothing-ballad.md b/compendium/spells/soothing-ballad.md index 0ca5c8d1c..345f5429d 100644 --- a/compendium/spells/soothing-ballad.md +++ b/compendium/spells/soothing-ballad.md @@ -17,8 +17,8 @@ aliases: ["Soothing Ballad"] [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you and up to 9 allies +- **Range**: 30 foot +- **Targets**: you and up to 9 allies You draw upon your muse to soothe your allies. Choose one of the following three effects: diff --git a/compendium/spells/soothing-blossoms-som.md b/compendium/spells/soothing-blossoms-som.md index b70b812f9..94f3b467c 100644 --- a/compendium/spells/soothing-blossoms-som.md +++ b/compendium/spells/soothing-blossoms-som.md @@ -12,11 +12,11 @@ aliases: ["Soothing Blossoms"] # Soothing Blossoms *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**10 minutes +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Duration**: 10 minutes Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a [poison](rules/traits/poison.md "Poison Effect Trait") or [disease](rules/traits/disease.md "Disease Effect Trait") effect, it gets a critical success instead. diff --git a/compendium/spells/soothing-mist-apg.md b/compendium/spells/soothing-mist-apg.md index a032fa219..c3ac90199 100644 --- a/compendium/spells/soothing-mist-apg.md +++ b/compendium/spells/soothing-mist-apg.md @@ -15,8 +15,8 @@ aliases: ["Soothing Mist"] [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing living creature or 1 undead creature +- **Range**: 30 foot +- **Targets**: 1 willing living creature or 1 undead creature You call forth a magical mist of positive energy that envelops a creature. The mist restores `2d8` Hit Points to a target living creature and ends one source of [persistent acid](rules/conditions.md#Persistent%20Damage), bleed, fire, negative, or poison damage affecting it. If the creature is taking [persistent damage](rules/conditions.md#Persistent%20Damage) from multiple sources, you select which one is removed. Against an undead target, you deal `2d8` positive damage (basic Fortitude save); if it fails the save, it also takes 2 [persistent positive damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/soothing-spring-som.md b/compendium/spells/soothing-spring-som.md index 10fcc1a57..f0dc75aff 100644 --- a/compendium/spells/soothing-spring-som.md +++ b/compendium/spells/soothing-spring-som.md @@ -13,10 +13,10 @@ aliases: ["Soothing Spring"] # Soothing Spring *Spell 4* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Duration**1 hour +- **Range**: 30 foot +- **Duration**: 1 hour Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains `10d8` Hit Points and feels refreshed, losing the [fatigued](rules/conditions.md#Fatigued) condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. diff --git a/compendium/spells/soothing-words.md b/compendium/spells/soothing-words.md index 47abbd933..a669d6105 100644 --- a/compendium/spells/soothing-words.md +++ b/compendium/spells/soothing-words.md @@ -14,11 +14,11 @@ aliases: ["Soothing Words"] # Soothing Words *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [family](compendium/setting/domains.md#Family) +- **Domains** [family](compendium/setting/domains.md#Family) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 ally -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 ally +- **Duration**: 1 round You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against [emotion](rules/traits/emotion.md "Emotion Effect Trait") effects. diff --git a/compendium/spells/soul-siphon-apg.md b/compendium/spells/soul-siphon-apg.md index de95bf1ad..509ee3bcb 100644 --- a/compendium/spells/soul-siphon-apg.md +++ b/compendium/spells/soul-siphon-apg.md @@ -16,9 +16,9 @@ aliases: ["Soul Siphon"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take `1d4` negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming [drained](rules/conditions.md#Drained). diff --git a/compendium/spells/sound-burst.md b/compendium/spells/sound-burst.md index 3522c1515..11d408d7b 100644 --- a/compendium/spells/sound-burst.md +++ b/compendium/spells/sound-burst.md @@ -12,11 +12,11 @@ aliases: ["Sound Burst"] # Sound Burst *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Saving Throw**: Fortitude A cacophonous noise blasts out, dealing `2d10` sonic damage. diff --git a/compendium/spells/speak-with-animals.md b/compendium/spells/speak-with-animals.md index fc34a4560..463408bc5 100644 --- a/compendium/spells/speak-with-animals.md +++ b/compendium/spells/speak-with-animals.md @@ -10,9 +10,10 @@ aliases: ["Speak With Animals"] # Speak With Animals *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals. The spell doesn't make them more [friendly](rules/conditions.md#Friendly) than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments. diff --git a/compendium/spells/speak-with-plants.md b/compendium/spells/speak-with-plants.md index 2b50d4705..9af7c8c1d 100644 --- a/compendium/spells/speak-with-plants.md +++ b/compendium/spells/speak-with-plants.md @@ -11,9 +11,10 @@ aliases: ["Speak With Plants"] # Speak With Plants *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more [friendly](rules/conditions.md#Friendly) or intelligent than normal. Most normal plants have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. diff --git a/compendium/spells/speaking-sky-aoe2.md b/compendium/spells/speaking-sky-aoe2.md index 4ea6c3f85..a6e5ea02d 100644 --- a/compendium/spells/speaking-sky-aoe2.md +++ b/compendium/spells/speaking-sky-aoe2.md @@ -13,7 +13,8 @@ aliases: ["Speaking Sky"] [air](rules/traits/air.md "Air Energy & Element Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 round +- +- **Duration**: 1 round The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement. diff --git a/compendium/spells/speaking-sky-loil.md b/compendium/spells/speaking-sky-loil.md index cf60c3f33..e21b18e28 100644 --- a/compendium/spells/speaking-sky-loil.md +++ b/compendium/spells/speaking-sky-loil.md @@ -13,7 +13,8 @@ aliases: ["Speaking Sky"] [air](rules/traits/air.md "Air Energy & Element Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 round +- +- **Duration**: 1 round The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement. diff --git a/compendium/spells/spectral-hand.md b/compendium/spells/spectral-hand.md index c45217c3f..e1d1ef8e8 100644 --- a/compendium/spells/spectral-hand.md +++ b/compendium/spells/spectral-hand.md @@ -10,10 +10,10 @@ aliases: ["Spectral Hand"] # Spectral Hand *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you [Cast a Spell](rules/actions/cast-a-spell.md) with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. diff --git a/compendium/spells/spell-immunity.md b/compendium/spells/spell-immunity.md index 628a4e669..8199d5f8d 100644 --- a/compendium/spells/spell-immunity.md +++ b/compendium/spells/spell-immunity.md @@ -10,11 +10,11 @@ aliases: ["Spell Immunity"] # Spell Immunity *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: until the next time you make your daily preparations You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity. diff --git a/compendium/spells/spell-turning.md b/compendium/spells/spell-turning.md index b1d8d3c98..5319e72c1 100644 --- a/compendium/spells/spell-turning.md +++ b/compendium/spells/spell-turning.md @@ -11,9 +11,10 @@ aliases: ["Spell Turning"] # Spell Turning *Spell 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour This abjuration reflects spells cast at you back at their caster. diff --git a/compendium/spells/spellmasters-ward-lopsg.md b/compendium/spells/spellmasters-ward-lopsg.md index 71c6b2cf3..ce4b1b37c 100644 --- a/compendium/spells/spellmasters-ward-lopsg.md +++ b/compendium/spells/spellmasters-ward-lopsg.md @@ -12,7 +12,8 @@ aliases: ["Spellmaster's Ward"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute You create one or more glowing protective runes that revolve around you. For each additional action you use when [Casting the Spell](rules/actions/cast-a-spell.md), increase the number of runes you create by one, to a maximum of three runes for 3 actions. diff --git a/compendium/spells/spells.md b/compendium/spells/spells.md index 3112b9d4b..5a353ff71 100644 --- a/compendium/spells/spells.md +++ b/compendium/spells/spells.md @@ -552,6 +552,7 @@ cssclass: pf2e,pf2e-index - [Know Direction](know-direction.md) - [Know The Enemy](know-the-enemy.md) - [Lament](lament-logm.md) +- [Lashunta's Life Bubble](lashuntas-life-bubble-gw1.md) - [Lay On Hands](lay-on-hands.md) - [Leng Sting](leng-sting-aoe4.md) - [Levitate](levitate.md) diff --git a/compendium/spells/spellwrack.md b/compendium/spells/spellwrack.md index b2a61b9f7..2141ddeb4 100644 --- a/compendium/spells/spellwrack.md +++ b/compendium/spells/spellwrack.md @@ -12,11 +12,11 @@ aliases: ["Spellwrack"] # Spellwrack *Spell 6* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [curse](rules/traits/curse.md "Curse Effect Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save. diff --git a/compendium/spells/spider-climb.md b/compendium/spells/spider-climb.md index ffb294a1a..9d4b23745 100644 --- a/compendium/spells/spider-climb.md +++ b/compendium/spells/spider-climb.md @@ -10,11 +10,11 @@ aliases: ["Spider Climb"] # Spider Climb *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 10 minutes Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed. diff --git a/compendium/spells/spider-sting.md b/compendium/spells/spider-sting.md index 1275121d7..37e8c8cb3 100644 --- a/compendium/spells/spider-sting.md +++ b/compendium/spells/spider-sting.md @@ -11,11 +11,11 @@ aliases: ["Spider Sting"] # Spider Sting *Spell 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You magically duplicate a spider's venomous sting. You deal `1d4` piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. diff --git a/compendium/spells/spike-stones-apg.md b/compendium/spells/spike-stones-apg.md index f2ab1d20a..583b20908 100644 --- a/compendium/spells/spike-stones-apg.md +++ b/compendium/spells/spike-stones-apg.md @@ -12,11 +12,11 @@ aliases: ["Spike Stones"] # Spike Stones *Spell 4* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**20-foot burst -- **Duration**1 hour +- **Range**: 60 foot +- **Area**: 20-foot burst +- **Duration**: 1 hour Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. diff --git a/compendium/spells/spinning-staff-som.md b/compendium/spells/spinning-staff-som.md index 0d2e852d5..7066fe50d 100644 --- a/compendium/spells/spinning-staff-som.md +++ b/compendium/spells/spinning-staff-som.md @@ -13,7 +13,8 @@ aliases: ["Spinning Staff"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're wielding a staff. +- **Requirements**: You're wielding a staff. +- You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next [Spellstrike](rules/actions/spellstrike-som.md). Make a melee [Strike](rules/actions/strike.md) with your staff against one foe and then a second melee [Strike](rules/actions/strike.md) with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. diff --git a/compendium/spells/spirit-blast.md b/compendium/spells/spirit-blast.md index 679ba6444..8e421340e 100644 --- a/compendium/spells/spirit-blast.md +++ b/compendium/spells/spirit-blast.md @@ -11,11 +11,11 @@ aliases: ["Spirit Blast"] # Spirit Blast *Spell 6* [force](rules/traits/force.md "Force Energy & Element Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** basic Fortitude +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: basic Fortitude You concentrate ethereal energy and attack a creature's spirit, dealing `16d6` force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs. diff --git a/compendium/spells/spirit-link.md b/compendium/spells/spirit-link.md index 544cc2cd9..54a658727 100644 --- a/compendium/spells/spirit-link.md +++ b/compendium/spells/spirit-link.md @@ -11,11 +11,11 @@ aliases: ["Spirit Link"] # Spirit Link *Spell 1* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 10 minutes You form a spiritual link with another creature, allowing you to take in its pain. When you [Cast this Spell](rules/actions/cast-a-spell.md) and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained. diff --git a/compendium/spells/spirit-object-lol.md b/compendium/spells/spirit-object-lol.md index b87e76749..f07dd7a9c 100644 --- a/compendium/spells/spirit-object-lol.md +++ b/compendium/spells/spirit-object-lol.md @@ -16,8 +16,8 @@ aliases: ["Spirit Object"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 unattended object up to 1 Bulk +- **Range**: 30 foot +- **Targets**: 1 unattended object up to 1 Bulk Using a sliver of Baba Yaga's power, you briefly bring an object to life. The object gains a means of locomotion, such as sprouting chicken legs, and [Strides](rules/actions/stride.md) up to 25 feet to a space you decide within range. If you spent 2 actions [Casting the Spell](rules/actions/cast-a-spell.md), the object then attacks one creature of your choice adjacent to its new space. Make a melee spell attack roll against the creature. On a success, the creature takes bludgeoning, piercing, or slashing damage (as appropriate for the object) equal to `1d4` plus your spellcasting ability modifier, and on a critical success, it takes double damage. diff --git a/compendium/spells/spirit-sense-apg.md b/compendium/spells/spirit-sense-apg.md index 739d14c06..7e1375a9e 100644 --- a/compendium/spells/spirit-sense-apg.md +++ b/compendium/spells/spirit-sense-apg.md @@ -13,10 +13,10 @@ aliases: ["Spirit Sense"] # Spirit Sense *Spell 2* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Duration**10 minutes +- **Area**: 30-foot emanation +- **Duration**: 10 minutes You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't [Searching](rules/actions/search.md), you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md), attempts to [Recall Knowledge](rules/actions/recall-knowledge.md), skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits. diff --git a/compendium/spells/spirit-song.md b/compendium/spells/spirit-song.md index d4b908914..9366c98ef 100644 --- a/compendium/spells/spirit-song.md +++ b/compendium/spells/spirit-song.md @@ -12,10 +12,10 @@ aliases: ["Spirit Song"] # Spirit Song *Spell 8* [force](rules/traits/force.md "Force Energy & Element Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot cone -- **Saving Throw** basic Fortitude +- **Area**: 60-foot cone +- **Saving Throw**: basic Fortitude Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing `18d6` force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. diff --git a/compendium/spells/spirit-veil-apg.md b/compendium/spells/spirit-veil-apg.md index 8832833c5..58882472e 100644 --- a/compendium/spells/spirit-veil-apg.md +++ b/compendium/spells/spirit-veil-apg.md @@ -14,7 +14,8 @@ aliases: ["Spirit Veil"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become [concealed](rules/conditions.md#Concealed) to all creatures, and you are [hidden](rules/conditions.md#Hidden) from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a [hostile](rules/conditions.md#Hostile) action, the spell ends. diff --git a/compendium/spells/spiritual-anamnesis-aoa3.md b/compendium/spells/spiritual-anamnesis-aoa3.md index 24c7cde69..75fb9b583 100644 --- a/compendium/spells/spiritual-anamnesis-aoa3.md +++ b/compendium/spells/spiritual-anamnesis-aoa3.md @@ -12,12 +12,12 @@ aliases: ["Spiritual Anamnesis"] # Spiritual Anamnesis *Spell 4* [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies Memories of a past life that seem incredibly real (and may even be) overwhelm the target's mind. This is especially disorienting for undead and creatures that have lived a previous life (such as celestials, fiends, monitors, and many other extraplanar creatures); if such creatures roll a critical success on their save, they get a success instead, and if they roll a failure, they get a critical failure instead. diff --git a/compendium/spells/spiritual-attunement-som.md b/compendium/spells/spiritual-attunement-som.md index acb51d1fc..c99dd8dfc 100644 --- a/compendium/spells/spiritual-attunement-som.md +++ b/compendium/spells/spiritual-attunement-som.md @@ -11,9 +11,10 @@ aliases: ["Spiritual Attunement"] # Spiritual Attunement *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your [Strikes](rules/actions/strike.md) and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your [Strikes](rules/actions/strike.md) would gain the [good](rules/traits/good.md "Good Alignment Trait") and [lawful](rules/traits/lawful.md "Lawful Alignment Trait") traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead. diff --git a/compendium/spells/spiritual-epidemic.md b/compendium/spells/spiritual-epidemic.md index f12e9142b..dc0ae4b9f 100644 --- a/compendium/spells/spiritual-epidemic.md +++ b/compendium/spells/spiritual-epidemic.md @@ -11,12 +11,12 @@ aliases: ["Spiritual Epidemic"] # Spiritual Epidemic *Spell 8* [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way. diff --git a/compendium/spells/spiritual-guardian.md b/compendium/spells/spiritual-guardian.md index 55336ae93..d73eabe61 100644 --- a/compendium/spells/spiritual-guardian.md +++ b/compendium/spells/spiritual-guardian.md @@ -11,11 +11,11 @@ aliases: ["Spiritual Guardian"] # Spiritual Guardian *Spell 5* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have a deity. -- **Range**120 foot -- **Duration**sustained up to 1 minute +- **Requirements**: You have a deity. +- **Range**: 120 foot +- **Duration**: sustained up to 1 minute A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. diff --git a/compendium/spells/spiritual-weapon.md b/compendium/spells/spiritual-weapon.md index 892d9bdca..f6be1e27c 100644 --- a/compendium/spells/spiritual-weapon.md +++ b/compendium/spells/spiritual-weapon.md @@ -11,10 +11,10 @@ aliases: ["Spiritual Weapon"] # Spiritual Weapon *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Duration**: sustained up to 1 minute A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon. diff --git a/compendium/spells/splash-of-art.md b/compendium/spells/splash-of-art.md index 38ee9c448..cc6f44b1e 100644 --- a/compendium/spells/splash-of-art.md +++ b/compendium/spells/splash-of-art.md @@ -14,12 +14,12 @@ aliases: ["Splash Of Art"] # Splash Of Art *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [creation](compendium/setting/domains.md#Creation) +- **Domains** [creation](compendium/setting/domains.md#Creation) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Area**: 5-foot burst +- **Saving Throw**: Will +- **Duration**: varies A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll `1d4` to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color. diff --git a/compendium/spells/split-the-tongue-aoe5.md b/compendium/spells/split-the-tongue-aoe5.md index ddc05aa06..f46a160c7 100644 --- a/compendium/spells/split-the-tongue-aoe5.md +++ b/compendium/spells/split-the-tongue-aoe5.md @@ -11,10 +11,11 @@ aliases: ["Split The Tongue"] # Split The Tongue *Focus 1* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [naga](compendium/setting/domains.md#Naga) +- **Domains** [naga](compendium/setting/domains.md#Naga) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within 30 feet fails a [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check. -- **Saving Throw** basic Fortitude +- **Trigger**: A creature within 30 feet fails a [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check. +- +- **Saving Throw**: basic Fortitude The deceiving creature's tongue splits like a serpent's tongue. The creature takes `1d8` slashing damage and must attempt a Fortitude save. diff --git a/compendium/spells/spout-som.md b/compendium/spells/spout-som.md index 4da52390d..b3204a80e 100644 --- a/compendium/spells/spout-som.md +++ b/compendium/spells/spout-som.md @@ -13,11 +13,11 @@ aliases: ["Spout"] # Spout *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**a 5-foot cube -- **Saving Throw** Reflex +- **Range**: 30 foot +- **Area**: a 5-foot cube +- **Saving Throw**: Reflex Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to `1d4` plus your spellcasting ability modifier, with a basic Reflex saving throw. diff --git a/compendium/spells/spray-of-stars-apg.md b/compendium/spells/spray-of-stars-apg.md index 8e166ff4d..61e728b19 100644 --- a/compendium/spells/spray-of-stars-apg.md +++ b/compendium/spells/spray-of-stars-apg.md @@ -18,8 +18,8 @@ aliases: ["Spray Of Stars"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex +- **Area**: 15-foot cone +- **Saving Throw**: Reflex You fling a spray of tiny shooting stars, dealing `1d4` fire damage. Each creature in the area must attempt a Reflex save. diff --git a/compendium/spells/stabilize.md b/compendium/spells/stabilize.md index ba3b9a4ea..12a257b7e 100644 --- a/compendium/spells/stabilize.md +++ b/compendium/spells/stabilize.md @@ -13,10 +13,10 @@ aliases: ["Stabilize"] # Stabilize *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 [dying](rules/conditions.md#Dying) creature +- **Range**: 30 foot +- **Targets**: 1 [dying](rules/conditions.md#Dying) creature Positive energy shuts death's door. The target loses the [dying](rules/conditions.md#Dying) condition, though it remains [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points. diff --git a/compendium/spells/stagnate-time-da.md b/compendium/spells/stagnate-time-da.md index 4b268e33e..d0b3a80a0 100644 --- a/compendium/spells/stagnate-time-da.md +++ b/compendium/spells/stagnate-time-da.md @@ -11,12 +11,12 @@ aliases: ["Stagnate Time"] # Stagnate Time *Spell 5* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: Will +- **Duration**: 1 minute You examine the time stream in a particular area, then proceed to stick a few metaphorical pins into it, thickening and slowing down the flow of time until it rumbles along like a river of molasses. Any creature that begins its turn in the area must attempt a Will save. diff --git a/compendium/spells/stasis-logm.md b/compendium/spells/stasis-logm.md index bc734faa8..e37b33107 100644 --- a/compendium/spells/stasis-logm.md +++ b/compendium/spells/stasis-logm.md @@ -11,12 +11,12 @@ aliases: ["Stasis"] # Stasis *Focus 4* [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Domains**: [time](compendium/setting/domains.md#Time) +- **Domains** [time](compendium/setting/domains.md#Time) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature or up to 1 Bulk of objects -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature or up to 1 Bulk of objects +- **Saving Throw**: Will +- **Duration**: varies The flow of time congeals around an object or creature, holding it in place. The target must attempt a Will save (an unattended object automatically critically fails its save). diff --git a/compendium/spells/status.md b/compendium/spells/status.md index 23d0b1524..d02a2fa38 100644 --- a/compendium/spells/status.md +++ b/compendium/spells/status.md @@ -11,11 +11,11 @@ aliases: ["Status"] # Status *Spell 2* [detection](rules/traits/detection.md "Detection Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing living creature -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 willing living creature +- **Duration**: until the next time you make your daily preparations As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it. diff --git a/compendium/spells/steal-shadow-apg.md b/compendium/spells/steal-shadow-apg.md index 571a102d2..a391121db 100644 --- a/compendium/spells/steal-shadow-apg.md +++ b/compendium/spells/steal-shadow-apg.md @@ -15,10 +15,10 @@ aliases: ["Steal Shadow"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: sustained up to 1 minute You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save. diff --git a/compendium/spells/steal-the-sky-aoe2.md b/compendium/spells/steal-the-sky-aoe2.md index 279da8036..fde6d475d 100644 --- a/compendium/spells/steal-the-sky-aoe2.md +++ b/compendium/spells/steal-the-sky-aoe2.md @@ -13,7 +13,8 @@ aliases: ["Steal The Sky"] [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You make a successful unarmed +- **Trigger**: You make a successful unarmed +- [Strike](rules/actions/strike.md) against a flying creature. diff --git a/compendium/spells/steal-the-sky-loil.md b/compendium/spells/steal-the-sky-loil.md index ffb6e86f8..f4cf246ae 100644 --- a/compendium/spells/steal-the-sky-loil.md +++ b/compendium/spells/steal-the-sky-loil.md @@ -13,9 +13,9 @@ aliases: ["Steal the Sky"] [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You make a successful unarmed [Strike](rules/actions/strike.md) against a flying creature. -- **Targets**the creature you hit -- **Saving Throw** Fortitude or Fortitude +- **Trigger**: You make a successful unarmed [Strike](rules/actions/strike.md) against a flying creature. +- **Targets**: the creature you hit +- **Saving Throw**: Fortitude or Fortitude You deny a flying creature the support of the air. diff --git a/compendium/spells/stinking-cloud.md b/compendium/spells/stinking-cloud.md index 32cb8f42f..c6b21def9 100644 --- a/compendium/spells/stinking-cloud.md +++ b/compendium/spells/stinking-cloud.md @@ -12,12 +12,12 @@ aliases: ["Stinking Cloud"] # Stinking Cloud *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: Fortitude +- **Duration**: 1 minute You create a cloud of putrid mist in the area. The cloud functions as [obscuring mist](compendium/spells/obscuring-mist.md) except it sickens creatures that end their turns within the cloud. (The [concealed](rules/conditions.md#Concealed) condition is not a [poison](rules/traits/poison.md "Poison Effect Trait") effect.) diff --git a/compendium/spells/stoke-the-heart-apg.md b/compendium/spells/stoke-the-heart-apg.md index bf025a29e..8511facf0 100644 --- a/compendium/spells/stoke-the-heart-apg.md +++ b/compendium/spells/stoke-the-heart-apg.md @@ -17,9 +17,9 @@ aliases: ["Stoke The Heart"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute Intense fervor fills the target creature, empowering their blows. diff --git a/compendium/spells/stone-lance-som.md b/compendium/spells/stone-lance-som.md index d9f1b9d2e..b67e6e94c 100644 --- a/compendium/spells/stone-lance-som.md +++ b/compendium/spells/stone-lance-som.md @@ -14,9 +14,9 @@ aliases: ["Stone Lance"] [attack](rules/traits/attack.md "Attack Combat Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Duration**1 minute +- **Range**: 120 foot +- **Targets**: 1 creature +- **Duration**: 1 minute You conjure a jagged lance of stone and then launch it at a foe. Make a spell attack roll against the target. diff --git a/compendium/spells/stone-tell.md b/compendium/spells/stone-tell.md index fdca3c96f..8506314b6 100644 --- a/compendium/spells/stone-tell.md +++ b/compendium/spells/stone-tell.md @@ -12,9 +12,10 @@ aliases: ["Stone Tell"] # Stone Tell *Spell 6* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is [concealed](rules/conditions.md#Concealed) beneath or behind them. diff --git a/compendium/spells/stone-to-flesh.md b/compendium/spells/stone-to-flesh.md index 078f033a8..7e389d599 100644 --- a/compendium/spells/stone-to-flesh.md +++ b/compendium/spells/stone-to-flesh.md @@ -11,10 +11,10 @@ aliases: ["Stone To Flesh"] # Stone To Flesh *Spell 6* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**[petrified](rules/conditions.md#Petrified) creature or human-size stone object +- **Range**: touch +- **Targets**: [petrified](rules/conditions.md#Petrified) creature or human-size stone object Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a [petrified](rules/conditions.md#Petrified) creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape. diff --git a/compendium/spells/stoneskin.md b/compendium/spells/stoneskin.md index aa535abf9..ed87d0348 100644 --- a/compendium/spells/stoneskin.md +++ b/compendium/spells/stoneskin.md @@ -11,20 +11,20 @@ aliases: ["Stoneskin"] # Stoneskin *Spell 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**20 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 20 minutes The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute. +**Heightened (10th)** The resistance increases to 20. + **Heightened (6th)** The resistance increases to 10. **Heightened (8th)** The resistance increases to 15. -**Heightened (10th)** The resistance increases to 20. - **Spell Lists**: Elemental *Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/compendium/spells/storm-lord.md b/compendium/spells/storm-lord.md index 569f578f5..b6e775a90 100644 --- a/compendium/spells/storm-lord.md +++ b/compendium/spells/storm-lord.md @@ -16,9 +16,9 @@ aliases: ["Storm Lord"] [air](rules/traits/air.md "Air Energy & Element Trait") [druid](rules/traits/druid.md "Druid Class Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You are outdoors and aboveground. -- **Area**100-foot emanation which affects you -- **Duration**sustained up to 1 minute +- **Requirements**: You are outdoors and aboveground. +- **Area**: 100-foot emanation which affects you +- **Duration**: sustained up to 1 minute The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you can select one of the following effects to occur in the area. diff --git a/compendium/spells/storm-of-vengeance.md b/compendium/spells/storm-of-vengeance.md index 7b0855db6..1e633971d 100644 --- a/compendium/spells/storm-of-vengeance.md +++ b/compendium/spells/storm-of-vengeance.md @@ -13,11 +13,11 @@ aliases: ["Storm Of Vengeance"] # Storm Of Vengeance *Spell 9* [air](rules/traits/air.md "Air Energy & Element Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**800 foot -- **Area**360-foot burst -- **Duration**sustained up to 1 minute +- **Range**: 800 foot +- **Area**: 360-foot burst +- **Duration**: sustained up to 1 minute A massive storm cloud forms in the air in a 360-foot burst. diff --git a/compendium/spells/stormburst-sot3.md b/compendium/spells/stormburst-sot3.md index 308703a78..dc5831e92 100644 --- a/compendium/spells/stormburst-sot3.md +++ b/compendium/spells/stormburst-sot3.md @@ -13,11 +13,11 @@ aliases: ["Stormburst"] # Stormburst *Spell 5* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot burst -- **Saving Throw** Reflex +- **Range**: 60 foot +- **Area**: 15-foot burst +- **Saving Throw**: Reflex Your voice projects like cracking thunder as you summon a localized storm, creating a fearsome surge of lightning and wind that deals `6d6` electricity damage. Each creature must attempt a Reflex saving throw. diff --git a/compendium/spells/stormwind-flight.md b/compendium/spells/stormwind-flight.md index fe270fe95..3ed1fc0bc 100644 --- a/compendium/spells/stormwind-flight.md +++ b/compendium/spells/stormwind-flight.md @@ -14,7 +14,8 @@ aliases: ["Stormwind Flight"] [air](rules/traits/air.md "Air Energy & Element Trait") [druid](rules/traits/druid.md "Druid Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. diff --git a/compendium/spells/strange-geometry-apg.md b/compendium/spells/strange-geometry-apg.md index 9869418f6..9df1c2c6b 100644 --- a/compendium/spells/strange-geometry-apg.md +++ b/compendium/spells/strange-geometry-apg.md @@ -11,12 +11,12 @@ aliases: ["Strange Geometry"] # Strange Geometry *Spell 5* [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**4 cubes, each 10 feet on a side -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: 4 cubes, each 10 feet on a side +- **Saving Throw**: Will +- **Duration**: 1 minute You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you [Cast the Spell](rules/actions/cast-a-spell.md), or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to 0, as normal. diff --git a/compendium/spells/string-of-fate-da.md b/compendium/spells/string-of-fate-da.md index 47f98d55a..8bfac2cf5 100644 --- a/compendium/spells/string-of-fate-da.md +++ b/compendium/spells/string-of-fate-da.md @@ -13,11 +13,11 @@ aliases: ["String of Fate"] # String of Fate *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [fate (apocryphal)](compendium/setting/domains.md#Fate) +- **Domains** [fate (apocryphal)](compendium/setting/domains.md#Fate) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**you and 1 ally -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Targets**: you and 1 ally +- **Duration**: sustained up to 1 minute You bond yourself to a cherished friend, vowing to share their fate for good or for ill. Whenever an effect would require both you and the target to attempt a saving throw, if one of you succeeds at your saving throw and the other critically fails, you can choose to both fail instead. You and the ally must agree to fail; otherwise, use your normal save results instead. diff --git a/compendium/spells/stumbling-curse-sot1.md b/compendium/spells/stumbling-curse-sot1.md index ad91f532f..2881badaf 100644 --- a/compendium/spells/stumbling-curse-sot1.md +++ b/compendium/spells/stumbling-curse-sot1.md @@ -15,10 +15,10 @@ aliases: ["Stumbling Curse"] [curse](rules/traits/curse.md "Curse Effect Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex +- **Duration**: sustained up to 1 minute With a twist of a finger, you send a creature careening on a haphazard trajectory. The target must attempt a Reflex save. diff --git a/compendium/spells/subconscious-suggestion.md b/compendium/spells/subconscious-suggestion.md index b58849436..4abad4fc2 100644 --- a/compendium/spells/subconscious-suggestion.md +++ b/compendium/spells/subconscious-suggestion.md @@ -13,12 +13,12 @@ aliases: ["Subconscious Suggestion"] # Subconscious Suggestion *Spell 5* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs (as described on page 305). You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can't be selfdestructive or obviously against the target's self-interest. The target must attempt a Will save. diff --git a/compendium/spells/subjugate-undead-botd.md b/compendium/spells/subjugate-undead-botd.md index 92bf3de56..bc7bec91f 100644 --- a/compendium/spells/subjugate-undead-botd.md +++ b/compendium/spells/subjugate-undead-botd.md @@ -13,10 +13,10 @@ aliases: ["Subjugate Undead"] [mental](rules/traits/mental.md "Mental Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**one undead creature with a level of no more than your level – 4 -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: one undead creature with a level of no more than your level – 4 +- **Saving Throw**: Will +- **Duration**: varies You attempt to seize control of the target. It can attempt a Will save to resist the effect. If the target is already being [controlled](rules/conditions.md#Controlled) by another creature, the controlling creature also rolls a saving throw and the undead uses the better result. Casting subjugate undead again ends any previous subjugate undead you cast. diff --git a/compendium/spells/sudden-blight-apg.md b/compendium/spells/sudden-blight-apg.md index 90b89b54e..a0ea3df4e 100644 --- a/compendium/spells/sudden-blight-apg.md +++ b/compendium/spells/sudden-blight-apg.md @@ -12,11 +12,11 @@ aliases: ["Sudden Blight"] # Sudden Blight *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Fortitude +- **Range**: 120 foot +- **Area**: 20-foot burst +- **Saving Throw**: basic Fortitude You accelerate the processes of decay in the area. Each living creature in the area takes `2d10` negative damage (basic Fortitude save). A creature afflicted by a disease takes a –2 circumstance penalty to this save. diff --git a/compendium/spells/sudden-bolt-ec1.md b/compendium/spells/sudden-bolt-ec1.md index 854d2c2ab..abebee58e 100644 --- a/compendium/spells/sudden-bolt-ec1.md +++ b/compendium/spells/sudden-bolt-ec1.md @@ -12,11 +12,11 @@ aliases: ["Sudden Bolt"] # Sudden Bolt *Spell 2* [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature or object -- **Saving Throw** basic Reflex +- **Range**: 60 foot +- **Targets**: 1 creature or object +- **Saving Throw**: basic Reflex You call down a small bolt of lightning on the target, dealing `4d12` electricity damage. diff --git a/compendium/spells/sudden-recollection-som.md b/compendium/spells/sudden-recollection-som.md index e855567eb..e40cb0c4d 100644 --- a/compendium/spells/sudden-recollection-som.md +++ b/compendium/spells/sudden-recollection-som.md @@ -12,12 +12,11 @@ aliases: ["Sudden Recollection"] # Sudden Recollection *Spell 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration** +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. diff --git a/compendium/spells/sudden-shift.md b/compendium/spells/sudden-shift.md index 0f99142f6..e5257595d 100644 --- a/compendium/spells/sudden-shift.md +++ b/compendium/spells/sudden-shift.md @@ -13,10 +13,11 @@ aliases: ["Sudden Shift"] # Sudden Shift *Focus 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [trickery](compendium/setting/domains.md#Trickery) +- **Domains** [trickery](compendium/setting/domains.md#Trickery) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An enemy misses you with a melee attack. -- **Duration**until the end of your next turn +- **Trigger**: An enemy misses you with a melee attack. +- +- **Duration**: until the end of your next turn You swiftly move from a dangerous spot and veil yourself. You [Step](rules/actions/step.md) and become [concealed](rules/conditions.md#Concealed). diff --git a/compendium/spells/suggestion.md b/compendium/spells/suggestion.md index 763bd0f33..fcb47f2e4 100644 --- a/compendium/spells/suggestion.md +++ b/compendium/spells/suggestion.md @@ -13,12 +13,12 @@ aliases: ["Suggestion"] # Suggestion *Spell 4* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save. diff --git a/compendium/spells/summon-anarch-som.md b/compendium/spells/summon-anarch-som.md index a3cc46024..fd22bec69 100644 --- a/compendium/spells/summon-anarch-som.md +++ b/compendium/spells/summon-anarch-som.md @@ -10,13 +10,15 @@ aliases: ["Summon Anarch"] # Summon Anarch *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") to fight on your behalf. You summon a common chaotic creature that has the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (10th)** Level 15. + **Heightened (6th)** Level 7. **Heightened (7th)** Level 9. @@ -25,6 +27,4 @@ You conjure a [chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") [cele **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/compendium/spells/summon-ancient-fleshforged-loil.md b/compendium/spells/summon-ancient-fleshforged-loil.md index 078cb01fe..9e8342d92 100644 --- a/compendium/spells/summon-ancient-fleshforged-loil.md +++ b/compendium/spells/summon-ancient-fleshforged-loil.md @@ -12,10 +12,10 @@ aliases: ["Summon Ancient Fleshforged"] # Summon Ancient Fleshforged *Spell 9* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**250 foot -- **Duration** +- **Range**: 250 foot +- You summon an ancient Fleshforged, one of Nex's personal weaponized monstrosities unleashed in the first wars against Geb. It squeezes itself into its war form from time long forgotten, unleashing its wrath upon your foes. diff --git a/compendium/spells/summon-animal.md b/compendium/spells/summon-animal.md index 15bc73631..aa47c419c 100644 --- a/compendium/spells/summon-animal.md +++ b/compendium/spells/summon-animal.md @@ -10,15 +10,17 @@ aliases: ["Summon Animal"] # Summon Animal *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure an animal to fight for you. You summon a common creature that has the [animal](rules/traits/animal.md "Animal Creature Type Trait") trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (10th)** Level 15. + **Heightened (2nd)** Level 1. **Heightened (3rd)** Level 2. @@ -35,6 +37,4 @@ Heightening the spell increases the maximum level of creature you can summon. **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-archmage-som.md b/compendium/spells/summon-archmage-som.md index 0158cc59e..e5ba9dc00 100644 --- a/compendium/spells/summon-archmage-som.md +++ b/compendium/spells/summon-archmage-som.md @@ -11,10 +11,10 @@ aliases: ["Summon Archmage"] # Summon Archmage *Spell 8* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the end of your next turn +- **Range**: 100 foot +- **Duration**: until the end of your next turn You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. diff --git a/compendium/spells/summon-axiom-som.md b/compendium/spells/summon-axiom-som.md index ec5fc318b..fd15ba2af 100644 --- a/compendium/spells/summon-axiom-som.md +++ b/compendium/spells/summon-axiom-som.md @@ -10,13 +10,15 @@ aliases: ["Summon Axiom"] # Summon Axiom *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") to fight on your behalf. You summon a common lawful creature that has the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait"), or [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. +**Heightened (10th)** Level 15. + **Heightened (6th)** Level 7. **Heightened (7th)** Level 9. @@ -25,6 +27,4 @@ You conjure a [lawful](rules/traits/lawful.md "Lawful Alignment Trait") [celesti **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/compendium/spells/summon-celestial.md b/compendium/spells/summon-celestial.md index a5e1dbb88..3d0982f53 100644 --- a/compendium/spells/summon-celestial.md +++ b/compendium/spells/summon-celestial.md @@ -10,13 +10,15 @@ aliases: ["Summon Celestial"] # Summon Celestial *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a celestial to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. +**Heightened (10th)** Level 15. + **Heightened (6th)** Level 7. **Heightened (7th)** Level 9. @@ -25,6 +27,4 @@ You conjure a celestial to fight on your behalf. This works like [summon animal] **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-construct.md b/compendium/spells/summon-construct.md index 84bdd9b3f..e69124f14 100644 --- a/compendium/spells/summon-construct.md +++ b/compendium/spells/summon-construct.md @@ -10,13 +10,15 @@ aliases: ["Summon Construct"] # Summon Construct *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a construct to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [construct](rules/traits/construct.md "Construct Creature Type Trait") trait and whose level is –1. +**Heightened (10th)** Level 15. + **Heightened (2nd)** Level 1. **Heightened (3rd)** Level 2. @@ -33,6 +35,4 @@ You conjure a construct to fight for you. This works like [summon animal](compen **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-deific-herald-som.md b/compendium/spells/summon-deific-herald-som.md index 289a497b0..e0ec35089 100644 --- a/compendium/spells/summon-deific-herald-som.md +++ b/compendium/spells/summon-deific-herald-som.md @@ -11,11 +11,11 @@ aliases: ["Summon Deific Herald"] # Summon Deific Herald *Spell 8* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Requirements**You have a deity. -- **Range**100 foot -- **Duration**until the end of your next turn +- **Requirements**: You have a deity. +- **Range**: 100 foot +- **Duration**: until the end of your next turn Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. diff --git a/compendium/spells/summon-draconic-legion-som.md b/compendium/spells/summon-draconic-legion-som.md index 15cc9c0ec..8537e2bf2 100644 --- a/compendium/spells/summon-draconic-legion-som.md +++ b/compendium/spells/summon-draconic-legion-som.md @@ -11,10 +11,10 @@ aliases: ["Summon Draconic Legion"] # Summon Draconic Legion *Spell 9* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the end of your next turn +- **Range**: 100 foot +- **Duration**: until the end of your next turn You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") creature. They have a fly Speed of 100 feet. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose whether it summons chromatic or metallic dragons. diff --git a/compendium/spells/summon-dragon.md b/compendium/spells/summon-dragon.md index 7da6dd44e..c583b0e71 100644 --- a/compendium/spells/summon-dragon.md +++ b/compendium/spells/summon-dragon.md @@ -10,13 +10,15 @@ aliases: ["Summon Dragon"] # Summon Dragon *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a dragon to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [dragon](rules/traits/dragon.md "Dragon Creature Type Trait") trait and whose level is 5 or lower. +**Heightened (10th)** Level 15. + **Heightened (6th)** Level 7. **Heightened (7th)** Level 9. @@ -25,6 +27,4 @@ You conjure a dragon to fight for you. This works like [summon animal](compendiu **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-elemental.md b/compendium/spells/summon-elemental.md index e195cde8b..f7e26d02f 100644 --- a/compendium/spells/summon-elemental.md +++ b/compendium/spells/summon-elemental.md @@ -10,13 +10,15 @@ aliases: ["Summon Elemental"] # Summon Elemental *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure an elemental to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [elemental](rules/traits/elemental.md "Elemental Creature Type Trait") trait and whose level is 1 or lower. +**Heightened (10th)** Level 15. + **Heightened (3rd)** Level 2. **Heightened (4th)** Level 3. @@ -31,8 +33,6 @@ You conjure an elemental to fight for you. This works like [summon animal](compe **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - **Spell Lists**: Elemental *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-entity.md b/compendium/spells/summon-entity.md index 0b5701dac..b98c53a5c 100644 --- a/compendium/spells/summon-entity.md +++ b/compendium/spells/summon-entity.md @@ -10,13 +10,15 @@ aliases: ["Summon Entity"] # Summon Entity *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure an aberration to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [aberration](rules/traits/aberration.md "Aberration Creature Type Trait") trait and whose level is 5 or lower. +**Heightened (10th)** Level 15. + **Heightened (6th)** Level 7. **Heightened (7th)** Level 9. @@ -25,6 +27,4 @@ You conjure an aberration to fight for you. This works like [summon animal](comp **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-fey.md b/compendium/spells/summon-fey.md index 9357c0746..82d3b4e57 100644 --- a/compendium/spells/summon-fey.md +++ b/compendium/spells/summon-fey.md @@ -10,13 +10,15 @@ aliases: ["Summon Fey"] # Summon Fey *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a fey to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fey](rules/traits/fey.md "Fey Creature Type Trait") trait and whose level is –1. +**Heightened (10th)** Level 15. + **Heightened (2nd)** Level 1. **Heightened (3rd)** Level 2. @@ -33,6 +35,4 @@ You conjure a fey to fight for you. This works like [summon animal](compendium/s **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-fiend.md b/compendium/spells/summon-fiend.md index 0e590f82f..17908d0bc 100644 --- a/compendium/spells/summon-fiend.md +++ b/compendium/spells/summon-fiend.md @@ -10,13 +10,15 @@ aliases: ["Summon Fiend"] # Summon Fiend *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a fiend to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. +**Heightened (10th)** Level 15. + **Heightened (6th)** Level 7. **Heightened (7th)** Level 9. @@ -25,6 +27,4 @@ You conjure a fiend to fight on your behalf. This works like [summon animal](com **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-giant.md b/compendium/spells/summon-giant.md index b9cb44098..9a53f1760 100644 --- a/compendium/spells/summon-giant.md +++ b/compendium/spells/summon-giant.md @@ -10,13 +10,15 @@ aliases: ["Summon Giant"] # Summon Giant *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a giant to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [giant](rules/traits/giant.md "Giant Creature Type Trait") trait and whose level is 5 or lower. +**Heightened (10th)** Level 15. + **Heightened (6th)** Level 7. **Heightened (7th)** Level 9. @@ -25,8 +27,6 @@ You conjure a giant to fight for you. This works like [summon animal](compendium **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - **Spell Lists**: Elemental *Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/summon-healing-servitor-loil.md b/compendium/spells/summon-healing-servitor-loil.md index dfe2116e0..c1b50e87a 100644 --- a/compendium/spells/summon-healing-servitor-loil.md +++ b/compendium/spells/summon-healing-servitor-loil.md @@ -14,10 +14,10 @@ aliases: ["Summon Healing Servitor"] # Summon Healing Servitor *Spell 5* [healing](rules/traits/healing.md "Healing Effect Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration** +- **Range**: 100 foot +- You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet. diff --git a/compendium/spells/summon-instrument-apg.md b/compendium/spells/summon-instrument-apg.md index 7bd7b05a5..250db305d 100644 --- a/compendium/spells/summon-instrument-apg.md +++ b/compendium/spells/summon-instrument-apg.md @@ -11,9 +11,10 @@ aliases: ["Summon Instrument"] # Summon Instrument *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Duration**1 hour +- +- **Duration**: 1 hour You materialize a handheld musical instrument in your grasp. diff --git a/compendium/spells/summon-irii-da.md b/compendium/spells/summon-irii-da.md index 7a29dcd27..1f1f0e657 100644 --- a/compendium/spells/summon-irii-da.md +++ b/compendium/spells/summon-irii-da.md @@ -12,10 +12,10 @@ aliases: ["Summon Irii"] # Summon Irii *Spell 8* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the start of your next turn +- **Range**: 100 foot +- **Duration**: until the start of your next turn You cast your spell, whisper your words of power, and find that an irii is already here—indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii. diff --git a/compendium/spells/summon-kaiju-som.md b/compendium/spells/summon-kaiju-som.md index d2269b43e..78c107f89 100644 --- a/compendium/spells/summon-kaiju-som.md +++ b/compendium/spells/summon-kaiju-som.md @@ -12,10 +12,10 @@ aliases: ["Summon Kaiju"] # Summon Kaiju *Spell 10* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Duration**until the end of your next turn +- **Range**: 500 foot +- **Duration**: until the end of your next turn You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. diff --git a/compendium/spells/summon-lesser-servitor-som.md b/compendium/spells/summon-lesser-servitor-som.md index f466206ff..507e2008f 100644 --- a/compendium/spells/summon-lesser-servitor-som.md +++ b/compendium/spells/summon-lesser-servitor-som.md @@ -10,10 +10,10 @@ aliases: ["Summon Lesser Servitor"] # Summon Lesser Servitor *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute While deities jealously guard their most powerful servants from the summoning spells of those who aren't steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity's permission. diff --git a/compendium/spells/summon-plant-or-fungus.md b/compendium/spells/summon-plant-or-fungus.md index 6fed51bf8..30aa3c556 100644 --- a/compendium/spells/summon-plant-or-fungus.md +++ b/compendium/spells/summon-plant-or-fungus.md @@ -10,13 +10,15 @@ aliases: ["Summon Plant Or Fungus"] # Summon Plant Or Fungus *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Duration**: sustained up to 1 minute You conjure a plant or fungus to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [plant](rules/traits/plant.md "Plant Creature Type Trait") or [fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") trait and whose level is –1. +**Heightened (10th)** Level 15. + **Heightened (2nd)** Level 1. **Heightened (3rd)** Level 2. @@ -33,6 +35,4 @@ You conjure a plant or fungus to fight for you. This works like [summon animal]( **Heightened (9th)** Level 13. -**Heightened (10th)** Level 15. - *Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/summoners-precaution-som.md b/compendium/spells/summoners-precaution-som.md index a07e93297..9504027fe 100644 --- a/compendium/spells/summoners-precaution-som.md +++ b/compendium/spells/summoners-precaution-som.md @@ -11,10 +11,11 @@ aliases: ["Summoner's Precaution"] # Summoner's Precaution *Spell 2* [contingency](rules/traits/contingency-som.md "Contingency Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Requirements**You have an eidolon. -- **Duration**until your next daily preparations +- **Requirements**: You have an eidolon. +- +- **Duration**: until your next daily preparations You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. diff --git a/compendium/spells/summoners-visage-som.md b/compendium/spells/summoners-visage-som.md index a27251710..c025875c0 100644 --- a/compendium/spells/summoners-visage-som.md +++ b/compendium/spells/summoners-visage-som.md @@ -11,11 +11,11 @@ aliases: ["Summoner's Visage"] # Summoner's Visage *Spell 2* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**your eidolon -- **Duration**10 minutes +- **Range**: touch +- **Targets**: your eidolon +- **Duration**: 10 minutes You transform your eidolon into your identical twin. diff --git a/compendium/spells/sun-blade-locg.md b/compendium/spells/sun-blade-locg.md index c2d43578b..dd252f243 100644 --- a/compendium/spells/sun-blade-locg.md +++ b/compendium/spells/sun-blade-locg.md @@ -15,8 +15,8 @@ aliases: ["Sun Blade"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature You fire a ray of burning sunlight from your weapon. You must be wielding a sword or spear to cast [sun blade](compendium/spells/sun-blade-locg.md), and you perform this spell's somatic component with the weapon. Make a spell attack roll. The ray deals `1d4` fire damage. If the target is evil, the ray deals an additional `1d4` good damage, and if the target is undead, the ray deals an additional `1d4` positive damage (both effects apply against creatures that are both evil and undead). If you are in an area of bright natural sunlight, increase the die size of each damage die by one step (from d4 to d6). diff --git a/compendium/spells/sunburst.md b/compendium/spells/sunburst.md index 55d3117b6..6c3818312 100644 --- a/compendium/spells/sunburst.md +++ b/compendium/spells/sunburst.md @@ -14,11 +14,11 @@ aliases: ["Sunburst"] # Sunburst *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [light](rules/traits/light.md "Light Effect Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**60-foot burst -- **Saving Throw** Reflex +- **Range**: 500 foot +- **Area**: 60-foot burst +- **Saving Throw**: Reflex A powerful globe of searing sunlight explodes in the area, dealing `8d10` fire damage to creatures in the area, plus `8d10` additional positive damage to undead creatures. Each creature in the area must attempt a Reflex save. diff --git a/compendium/spells/suns-fury-lol.md b/compendium/spells/suns-fury-lol.md index a6dc4953d..da1042d8d 100644 --- a/compendium/spells/suns-fury-lol.md +++ b/compendium/spells/suns-fury-lol.md @@ -14,9 +14,9 @@ aliases: ["Sun's Fury"] [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [good](rules/traits/good.md "Good Alignment Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon without an unholy rune that is unattended or wielded by you or a willing ally -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 weapon without an unholy rune that is unattended or wielded by you or a willing ally +- **Duration**: 1 minute The target weapon becomes wreathed in a glowing flame. The weapon deals an additional `1d4` fire and 1 good damage on a successful [Strike](rules/actions/strike.md). In addition, the flame causes the weapon to glow as bright as a torch. You can [Dismiss](rules/actions/dismiss.md) the spell. diff --git a/compendium/spells/suspended-retribution-da.md b/compendium/spells/suspended-retribution-da.md index e68b98596..fc9dbcaf2 100644 --- a/compendium/spells/suspended-retribution-da.md +++ b/compendium/spells/suspended-retribution-da.md @@ -13,12 +13,12 @@ aliases: ["Suspended Retribution"] # Suspended Retribution *Spell 6* [curse](rules/traits/curse.md "Curse Effect Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** basic Reflex -- **Duration**1 minute +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: basic Reflex +- **Duration**: 1 minute All life dances one step from the precipice, one heartbeat from disaster. You open your eyes wide and see doom waiting in the wings, then invite it to step forward. A spectral omen of disaster appears above the target's head— traditionally, this is a downward-pointing sword, but some spellcasters report seeing a hangman's noose or a grinning skull instead. When you Cast this Spell, pick one of the following triggers. diff --git a/compendium/spells/swamp-of-sloth.md b/compendium/spells/swamp-of-sloth.md index fbdbf7848..3acf7a1a7 100644 --- a/compendium/spells/swamp-of-sloth.md +++ b/compendium/spells/swamp-of-sloth.md @@ -15,10 +15,10 @@ aliases: ["Swamp Of Sloth"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**5-foot burst or more -- **Saving Throw** basic Fortitude -- **Duration**1 minute +- **Range**: 120 foot +- **Area**: 5-foot burst or more +- **Saving Throw**: basic Fortitude +- **Duration**: 1 minute Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals `1d6` poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to [Cast the Spell](rules/actions/cast-a-spell.md). For each additional action, increase the burst's radius by 5 feet. diff --git a/compendium/spells/swampcall-sot3.md b/compendium/spells/swampcall-sot3.md index 745fbbce3..cf560bcc8 100644 --- a/compendium/spells/swampcall-sot3.md +++ b/compendium/spells/swampcall-sot3.md @@ -13,11 +13,11 @@ aliases: ["Swampcall"] # Swampcall *Spell 1* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**1 minute +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Duration**: 1 minute You call upon the spirits of the soil to twist and churn, transforming the terrain in the targeted area into a sodden mess. The area becomes difficult terrain. Creatures in the area when you Cast this Spell must attempt a Reflex saving throw. diff --git a/compendium/spells/swarm-form-logm.md b/compendium/spells/swarm-form-logm.md index f84bb7ce2..707533bc0 100644 --- a/compendium/spells/swarm-form-logm.md +++ b/compendium/spells/swarm-form-logm.md @@ -11,9 +11,10 @@ aliases: ["Swarm Form"] # Swarm Form *Focus 4* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Domains**: [swarm](compendium/setting/domains.md#Swarm) +- **Domains** [swarm](compendium/setting/domains.md#Swarm) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**5 minutes +- +- **Duration**: 5 minutes You discorporate into a swarm of Tiny creatures. While in swarm form, you have the [swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") trait and you gain resistance 5 to slashing and piercing damage and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent creatures through the gap. diff --git a/compendium/spells/swarming-wasp-stings-aoe4.md b/compendium/spells/swarming-wasp-stings-aoe4.md index 80f17133e..1c056b9d3 100644 --- a/compendium/spells/swarming-wasp-stings-aoe4.md +++ b/compendium/spells/swarming-wasp-stings-aoe4.md @@ -13,11 +13,11 @@ aliases: ["Swarming Wasp Stings"] # Swarming Wasp Stings *Spell 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Saving Throw**: Fortitude You manifest a swarm of disembodied wasp stingers that stab creatures in the area, possibly poisoning them. diff --git a/compendium/spells/swarmsense-logm.md b/compendium/spells/swarmsense-logm.md index 16bfb1683..9220e6648 100644 --- a/compendium/spells/swarmsense-logm.md +++ b/compendium/spells/swarmsense-logm.md @@ -10,9 +10,10 @@ aliases: ["Swarmsense"] # Swarmsense *Focus 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Domains**: [swarm](compendium/setting/domains.md#Swarm) +- **Domains** [swarm](compendium/setting/domains.md#Swarm) - **Cast** 1 minute -- **Duration**sustained +- +- **Duration**: sustained You extend your senses through a multitude of crawling and flying creatures. You create a crawling swarm in your square. diff --git a/compendium/spells/sweet-dream.md b/compendium/spells/sweet-dream.md index d8525e035..a753e6918 100644 --- a/compendium/spells/sweet-dream.md +++ b/compendium/spells/sweet-dream.md @@ -16,11 +16,11 @@ aliases: ["Sweet Dream"] # Sweet Dream *Focus 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [sleep](rules/traits/sleep.md "Sleep Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [dreams](compendium/setting/domains.md#Dreams) +- **Domains** [dreams](compendium/setting/domains.md#Dreams) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 willing creature +- **Duration**: 10 minutes With soothing song or tales, you lull the target into an enchanting dream. When you cast the spell, the target falls [unconscious](rules/conditions.md#Unconscious) if it wasn't already. While [unconscious](rules/conditions.md#Unconscious), it experiences a dream of your choice. If it sleeps for at least 1 minute, it gains the benefit of the dream for the remainder of the spell's duration. diff --git a/compendium/spells/symphony-of-the-unfettered-heart-apg.md b/compendium/spells/symphony-of-the-unfettered-heart-apg.md index 8684af971..2717c47b8 100644 --- a/compendium/spells/symphony-of-the-unfettered-heart-apg.md +++ b/compendium/spells/symphony-of-the-unfettered-heart-apg.md @@ -14,8 +14,8 @@ aliases: ["Symphony Of The Unfettered Heart"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [bard](rules/traits/bard.md "Bard Class Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you or 1 ally +- **Range**: 30 foot +- **Targets**: you or 1 ally Your symphony lifts listeners from their worldly concerns. diff --git a/compendium/spells/synaptic-pulse.md b/compendium/spells/synaptic-pulse.md index e23a8a896..43d5b3beb 100644 --- a/compendium/spells/synaptic-pulse.md +++ b/compendium/spells/synaptic-pulse.md @@ -13,11 +13,11 @@ aliases: ["Synaptic Pulse"] # Synaptic Pulse *Spell 5* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** Will -- **Duration**1 round +- **Area**: 30-foot emanation +- **Saving Throw**: Will +- **Duration**: 1 round You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. diff --git a/compendium/spells/synchronize-som.md b/compendium/spells/synchronize-som.md index c813dac9a..9c68cc1db 100644 --- a/compendium/spells/synchronize-som.md +++ b/compendium/spells/synchronize-som.md @@ -10,11 +10,11 @@ aliases: ["Synchronize"] # Synchronize *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to 5 willing creatures -- **Duration**up to 24 hours +- **Range**: touch +- **Targets**: up to 5 willing creatures +- **Duration**: up to 24 hours You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you [Cast the Spell](rules/actions/cast-a-spell.md), you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses. diff --git a/compendium/spells/synchronize-steps-lokl.md b/compendium/spells/synchronize-steps-lokl.md index 822b0b76c..28ad6a754 100644 --- a/compendium/spells/synchronize-steps-lokl.md +++ b/compendium/spells/synchronize-steps-lokl.md @@ -11,11 +11,11 @@ aliases: ["Synchronize Steps"] # Synchronize Steps *Spell 1* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**2 willing creatures -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 2 willing creatures +- **Duration**: sustained up to 1 minute You link the minds of two targets, enabling them to move in tandem. When one of the targets Steps, the other target can use a reaction to [Step](rules/actions/step.md). When one of the targets Strides, the other target can use a reaction to [Stride](rules/actions/stride.md). diff --git a/compendium/spells/synesthesia.md b/compendium/spells/synesthesia.md index f5eaf58d0..636d186d1 100644 --- a/compendium/spells/synesthesia.md +++ b/compendium/spells/synesthesia.md @@ -11,12 +11,12 @@ aliases: ["Synesthesia"] # Synesthesia *Spell 5* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 minute The target's senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save. diff --git a/compendium/spells/take-its-course.md b/compendium/spells/take-its-course.md index 2e46b0598..9ab7ed8fe 100644 --- a/compendium/spells/take-its-course.md +++ b/compendium/spells/take-its-course.md @@ -12,10 +12,10 @@ aliases: ["Take Its Course"] # Take Its Course *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence) +- **Domains** [indulgence](compendium/setting/domains.md#Indulgence) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature +- **Range**: touch +- **Targets**: 1 creature When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. diff --git a/compendium/spells/talking-corpse.md b/compendium/spells/talking-corpse.md index 1b141b572..db25137e4 100644 --- a/compendium/spells/talking-corpse.md +++ b/compendium/spells/talking-corpse.md @@ -11,12 +11,12 @@ aliases: ["Talking Corpse"] # Talking Corpse *Spell 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**1 corpse -- **Saving Throw** Will -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 corpse +- **Saving Throw**: Will +- **Duration**: 10 minutes You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects. diff --git a/compendium/spells/tame-som.md b/compendium/spells/tame-som.md index 5c74fa7b7..09fb922d9 100644 --- a/compendium/spells/tame-som.md +++ b/compendium/spells/tame-som.md @@ -13,12 +13,12 @@ aliases: ["Tame"] # Tame *Cantrip 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Targets**1 non-[hostile](rules/conditions.md#Hostile) domesticated animal -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 10 foot +- **Targets**: 1 non-[hostile](rules/conditions.md#Hostile) domesticated animal +- **Saving Throw**: Will +- **Duration**: 1 minute As you make comforting sounds and gestures, you approach the target in a [friendly](rules/conditions.md#Friendly) manner combining caution and confidence. You improve the target's attitude to you by one step ([unfriendly](rules/conditions.md#Unfriendly) to neutral, neutral to [friendly](rules/conditions.md#Friendly), [friendly](rules/conditions.md#Friendly) to [helpful](rules/conditions.md#Helpful)) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day. diff --git a/compendium/spells/tanglefoot.md b/compendium/spells/tanglefoot.md index 7bab4dbf8..d1d425dc5 100644 --- a/compendium/spells/tanglefoot.md +++ b/compendium/spells/tanglefoot.md @@ -13,10 +13,10 @@ aliases: ["Tanglefoot"] # Tanglefoot *Cantrip 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target. diff --git a/compendium/spells/tangling-creepers.md b/compendium/spells/tangling-creepers.md index e52fe626c..fb4c0d03b 100644 --- a/compendium/spells/tangling-creepers.md +++ b/compendium/spells/tangling-creepers.md @@ -12,11 +12,11 @@ aliases: ["Tangling Creepers"] # Tangling Creepers *Spell 6* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**40-foot burst -- **Duration**10 minutes +- **Range**: 500 foot +- **Area**: 40-foot burst +- **Duration**: 10 minutes Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target. If the attack succeeds, the vine pulls the target into the creepers and makes it [immobilized](rules/conditions.md#Immobilized) for 1 round or until the creature [Escapes](rules/actions/escape.md) (against your spell DC), whichever comes first. diff --git a/compendium/spells/telekinetic-bombardment-da.md b/compendium/spells/telekinetic-bombardment-da.md index c99e71986..85278e127 100644 --- a/compendium/spells/telekinetic-bombardment-da.md +++ b/compendium/spells/telekinetic-bombardment-da.md @@ -11,11 +11,11 @@ aliases: ["Telekinetic Bombardment"] # Telekinetic Bombardment *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**10-foot burst or 30-foot line -- **Saving Throw** Reflex +- **Range**: 500 foot +- **Area**: 10-foot burst or 30-foot line +- **Saving Throw**: Reflex You grasp a piece of the landscape—such as a tree, carriage, or piece of masonry—and lob it in your foe's direction. Your missile crashes down in either a 10-foot burst (for most missiles) or a 30-foot line (for something long and tall, like a tree or a ship's mast), dealing `14d6` bludgeoning damage and turning its area into difficult terrain as it breaks into rubble. All creatures in the area must attempt a Reflex save. If the area is a line, it doesn't have to start from your square but can instead start anywhere in range, as long as the entire area remains within range. diff --git a/compendium/spells/telekinetic-haul.md b/compendium/spells/telekinetic-haul.md index 41a285a2c..88894e02c 100644 --- a/compendium/spells/telekinetic-haul.md +++ b/compendium/spells/telekinetic-haul.md @@ -10,11 +10,11 @@ aliases: ["Telekinetic Haul"] # Telekinetic Haul *Spell 5* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 unattended object of up to 80 Bulk with no dimension longer than 20 feet -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Targets**: 1 unattended object of up to 80 Bulk with no dimension longer than 20 feet +- **Duration**: sustained up to 1 minute You move the target up to 20 feet, potentially suspending it in midair. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can do so again, or you can choose a different eligible target to move. diff --git a/compendium/spells/telekinetic-maneuver.md b/compendium/spells/telekinetic-maneuver.md index 0b3b2a5de..13d464163 100644 --- a/compendium/spells/telekinetic-maneuver.md +++ b/compendium/spells/telekinetic-maneuver.md @@ -12,10 +12,10 @@ aliases: ["Telekinetic Maneuver"] # Telekinetic Maneuver *Spell 2* [attack](rules/traits/attack.md "Attack Combat Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature With a rush of telekinetic power, you move a foe or something they carry. You can attempt to [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) the target using a spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check. diff --git a/compendium/spells/telekinetic-projectile.md b/compendium/spells/telekinetic-projectile.md index f7dbbec56..bb37b3c94 100644 --- a/compendium/spells/telekinetic-projectile.md +++ b/compendium/spells/telekinetic-projectile.md @@ -12,10 +12,10 @@ aliases: ["Telekinetic Projectile"] # Telekinetic Projectile *Cantrip 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature +- **Range**: 30 foot +- **Targets**: 1 creature You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to `1d6` plus your spellcasting ability modifier. diff --git a/compendium/spells/telekinetic-rend-da.md b/compendium/spells/telekinetic-rend-da.md index ba9a6e625..9ba1b0ac9 100644 --- a/compendium/spells/telekinetic-rend-da.md +++ b/compendium/spells/telekinetic-rend-da.md @@ -15,9 +15,9 @@ aliases: ["Telekinetic Rend"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**2 non-overlapping 5-foot bursts -- **Saving Throw** basic Fortitude +- **Range**: 60 foot +- **Area**: 2 non-overlapping 5-foot bursts +- **Saving Throw**: basic Fortitude Your mind creates a violent axis of motion in a nearby space. You deal your choice of `1d6` bludgeoning or `1d6` slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. diff --git a/compendium/spells/telepathic-bond.md b/compendium/spells/telepathic-bond.md index ee78abc6e..ce59d0a02 100644 --- a/compendium/spells/telepathic-bond.md +++ b/compendium/spells/telepathic-bond.md @@ -12,11 +12,11 @@ aliases: ["Telepathic Bond"] # Telepathic Bond *Spell 5* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**you and up to 4 willing creatures touched -- **Duration**8 hours +- **Range**: touch +- **Targets**: you and up to 4 willing creatures touched +- **Duration**: 8 hours The targets can communicate telepathically with any or all of the other targets from any point on the same planet. diff --git a/compendium/spells/telepathic-demand.md b/compendium/spells/telepathic-demand.md index 8d0a42929..be2cc9de2 100644 --- a/compendium/spells/telepathic-demand.md +++ b/compendium/spells/telepathic-demand.md @@ -13,12 +13,12 @@ aliases: ["Telepathic Demand"] # Telepathic Demand *Spell 9* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**planetary -- **Targets**1 creature you've telepathically contacted before -- **Saving Throw** Will -- **Duration**varies +- **Range**: planetary +- **Targets**: 1 creature you've telepathically contacted before +- **Saving Throw**: Will +- **Duration**: varies You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of [suggestion](compendium/spells/suggestion.md), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the [telepathy](compendium/spells/telepathy.md) spell. diff --git a/compendium/spells/telepathy.md b/compendium/spells/telepathy.md index 20e616905..92d69702f 100644 --- a/compendium/spells/telepathy.md +++ b/compendium/spells/telepathy.md @@ -12,9 +12,10 @@ aliases: ["Telepathy"] # Telepathy *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you. diff --git a/compendium/spells/teleport.md b/compendium/spells/teleport.md index 7fd87041d..79459882a 100644 --- a/compendium/spells/teleport.md +++ b/compendium/spells/teleport.md @@ -12,21 +12,21 @@ aliases: ["Teleport"] # Teleport *Spell 6* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 10 minutes -- **Range**mile -- **Targets**you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature. +- **Range**: mile +- **Targets**: you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature. You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile. +**Heightened (10th)** As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy. + **Heightened (7th)** You and the other targets can travel to any location within 1,000 miles. **Heightened (8th)** You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target. **Heightened (9th)** You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target. -**Heightened (10th)** As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy. - **Spell Lists**: Elemental *Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/compendium/spells/tempest-form-apg.md b/compendium/spells/tempest-form-apg.md index c5b42d556..7b219c9a4 100644 --- a/compendium/spells/tempest-form-apg.md +++ b/compendium/spells/tempest-form-apg.md @@ -16,7 +16,8 @@ aliases: ["Tempest Form"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute Your body becomes fluid to better suit your surroundings. diff --git a/compendium/spells/tempest-of-shades-som.md b/compendium/spells/tempest-of-shades-som.md index 1ed414b1e..ae111d8c4 100644 --- a/compendium/spells/tempest-of-shades-som.md +++ b/compendium/spells/tempest-of-shades-som.md @@ -11,10 +11,10 @@ aliases: ["Tempest Of Shades"] # Tempest Of Shades *Spell 7* [incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the end of your next turn +- **Range**: 100 foot +- **Duration**: until the end of your next turn You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. diff --git a/compendium/spells/tempest-surge.md b/compendium/spells/tempest-surge.md index 87cddd012..664f15958 100644 --- a/compendium/spells/tempest-surge.md +++ b/compendium/spells/tempest-surge.md @@ -15,9 +15,9 @@ aliases: ["Tempest Surge"] [air](rules/traits/air.md "Air Energy & Element Trait") [druid](rules/traits/druid.md "Druid Class Trait") [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals `1d12` electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is [clumsy](rules/conditions.md#Clumsy) for 1 round and takes 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/tempest-touch-apg.md b/compendium/spells/tempest-touch-apg.md index a32be7035..faf33e69a 100644 --- a/compendium/spells/tempest-touch-apg.md +++ b/compendium/spells/tempest-touch-apg.md @@ -17,9 +17,9 @@ aliases: ["Tempest Touch"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude Your touch calls forth a churning mass of icy water that clings to your target, dealing `1d4` bludgeoning damage and `1d4` cold damage. The target must attempt a Fortitude save. diff --git a/compendium/spells/temporal-distortion-da.md b/compendium/spells/temporal-distortion-da.md index 72d76fed8..1b24f89b2 100644 --- a/compendium/spells/temporal-distortion-da.md +++ b/compendium/spells/temporal-distortion-da.md @@ -15,9 +15,9 @@ aliases: ["Temporal Distortion"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You share some of your own temporal distortions with a foe, altering their mind and body unpredictably as they're thrown backward or forward in time. Roll `1d4`. On a 1, the foe becomes [clumsy](rules/conditions.md#Clumsy); on a 2, it becomes [enfeebled](rules/conditions.md#Enfeebled); on a 3, it becomes [stupefied](rules/conditions.md#Stupefied); and on a 4, you choose which condition applies. diff --git a/compendium/spells/temporal-twin-da.md b/compendium/spells/temporal-twin-da.md index e9fd61136..5d63e07a4 100644 --- a/compendium/spells/temporal-twin-da.md +++ b/compendium/spells/temporal-twin-da.md @@ -11,11 +11,11 @@ aliases: ["Temporal Twin"] # Temporal Twin *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**one willing ally -- **Duration**until the start of your next turn +- **Range**: 30 foot +- **Targets**: one willing ally +- **Duration**: until the start of your next turn You pull a fleeting duplicate of your ally from the recent past. The duplicate appears in an unoccupied space of your choice within 30 feet of you and repeats a basic single action the target took since the end of your last turn, such as making a [Strike](rules/actions/strike.md) or [Interacting](rules/actions/interact.md) to pull a lever. Because the other basic single actions don't produce much of a result on their own, this is typically used for [Strike](rules/actions/strike.md) and [Interact](rules/actions/interact.md), though occasionally it could be useful to have a temporal twin [Stride](rules/actions/stride.md) through a potentially dangerous area to expose a hazard. The target ally spends a reaction to create the duplicate, makes any decisions, and rolls for the repeated action, such as choosing a target for a [Strike](rules/actions/strike.md) and making the attack roll. If the ally doesn't have a reaction to spend, temporal twin fails. Use the duplicate's location for determining flanking, cover, and the like. Using this spell requires remembering what your ally did, and if you don't remember the details, the GM might not allow you to cast temporal twin. diff --git a/compendium/spells/temporal-ward-sot5.md b/compendium/spells/temporal-ward-sot5.md index 91a0dba8f..8a13cb750 100644 --- a/compendium/spells/temporal-ward-sot5.md +++ b/compendium/spells/temporal-ward-sot5.md @@ -11,12 +11,12 @@ aliases: ["Temporal Ward"] # Temporal Ward *Spell 6* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 container or doorway -- **Saving Throw** Will -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 container or doorway +- **Saving Throw**: Will +- **Duration**: 10 minutes You ward a target doorway or container with a temporal trap that rewinds the personal timeline of creatures trying to open it. A creature attempting to open a warded doorway or container must attempt a Will save with the below results. You can set a password for the ward. Any creature that attempts to open the target container, or to open or pass through the target doorway without speaking the password must attempt a save as normal. The ward vanishes automatically once the spell's duration ends, but can be removed before then as if it were a magical trap, using your spell DC for both the [Perception](compendium/skills.md#Perception) check to notice it and [Thievery](compendium/skills.md#Thievery) check to disable it. Both checks require the creature attempting them to have expert proficiency in order to succeed. You can [Dismiss](rules/actions/dismiss.md) temporal ward. The maximum number of temporal wards you can have active at a time is equal to your spellcasting ability modifier. diff --git a/compendium/spells/temporary-glyph-som.md b/compendium/spells/temporary-glyph-som.md index ac883e228..b5c2c2b67 100644 --- a/compendium/spells/temporary-glyph-som.md +++ b/compendium/spells/temporary-glyph-som.md @@ -11,11 +11,11 @@ aliases: ["Temporary Glyph"] # Temporary Glyph *Spell 5* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**a 5-foot square -- **Duration**1 minute +- **Range**: 30 foot +- **Area**: a 5-foot square +- **Duration**: 1 minute You temporarily bind a [hostile](rules/conditions.md#Hostile) spell into a symbol. While Casting this Spell, you also [Cast a Spell](rules/actions/cast-a-spell.md) of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a [hostile](rules/conditions.md#Hostile) effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. diff --git a/compendium/spells/temporary-tool-logm.md b/compendium/spells/temporary-tool-logm.md index b743c1111..bf3a2f721 100644 --- a/compendium/spells/temporary-tool-logm.md +++ b/compendium/spells/temporary-tool-logm.md @@ -10,9 +10,10 @@ aliases: ["Temporary Tool"] # Temporary Tool *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** 1 minute -- **Duration**until used or 1 minute; see text +- +- **Duration**: until used or 1 minute; see text You conjure a temporary simple tool, such as a shovel or rope into your hands. It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears. The tool is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. diff --git a/compendium/spells/tempt-fate.md b/compendium/spells/tempt-fate.md index 27ebd6282..27e9c5fb7 100644 --- a/compendium/spells/tempt-fate.md +++ b/compendium/spells/tempt-fate.md @@ -13,11 +13,11 @@ aliases: ["Tempt Fate"] # Tempt Fate *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [fate](compendium/setting/domains.md#Fate) +- **Domains** [fate](compendium/setting/domains.md#Fate) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or an ally within range attempts a saving throw. -- **Range**120 foot -- **Targets**the triggering creature +- **Trigger**: You or an ally within range attempts a saving throw. +- **Range**: 120 foot +- **Targets**: the triggering creature You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. diff --git a/compendium/spells/tentacular-limbs.md b/compendium/spells/tentacular-limbs.md index 2c5a5ef24..7764fdeb5 100644 --- a/compendium/spells/tentacular-limbs.md +++ b/compendium/spells/tentacular-limbs.md @@ -15,7 +15,8 @@ aliases: ["Tentacular Limbs"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed [Strikes](rules/actions/strike.md) with your arms (such as fist and claw [Strikes](rules/actions/strike.md)) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you [Cast a Spell](rules/actions/cast-a-spell.md), you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell. diff --git a/compendium/spells/terrain-transposition-apg.md b/compendium/spells/terrain-transposition-apg.md index d97617606..ed9481246 100644 --- a/compendium/spells/terrain-transposition-apg.md +++ b/compendium/spells/terrain-transposition-apg.md @@ -14,7 +14,7 @@ aliases: ["Terrain Transposition"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**90 foot +- **Range**: 90 foot You mystically transpose your current location with another. diff --git a/compendium/spells/tesseract-tunnel-da.md b/compendium/spells/tesseract-tunnel-da.md index e8a6a08eb..929722285 100644 --- a/compendium/spells/tesseract-tunnel-da.md +++ b/compendium/spells/tesseract-tunnel-da.md @@ -15,7 +15,8 @@ aliases: ["Tesseract Tunnel"] [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then [Stride](rules/actions/stride.md), creating another portal in the space you end your [Stride](rules/actions/stride.md). Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") trait to its movement. diff --git a/compendium/spells/tether-logm.md b/compendium/spells/tether-logm.md index 04e0d6151..7e586546f 100644 --- a/compendium/spells/tether-logm.md +++ b/compendium/spells/tether-logm.md @@ -10,12 +10,12 @@ aliases: ["Tether"] # Tether *Spell 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 minute or until dismissed; see text +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Reflex +- **Duration**: 1 minute or until dismissed; see text You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to [Escape](rules/actions/escape.md), and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save. diff --git a/compendium/spells/thermal-stasis-da.md b/compendium/spells/thermal-stasis-da.md index 9e0099fa9..aa50b6b82 100644 --- a/compendium/spells/thermal-stasis-da.md +++ b/compendium/spells/thermal-stasis-da.md @@ -14,9 +14,9 @@ aliases: ["Thermal Stasis"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Duration**until the start of your next turn +- **Range**: 60 foot +- **Targets**: 1 creature +- **Duration**: until the start of your next turn The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium. The target gains resistance 2 against fire damage and resistance 2 against cold damage. diff --git a/compendium/spells/thicket-of-knives-som.md b/compendium/spells/thicket-of-knives-som.md index 165c32440..df27e8483 100644 --- a/compendium/spells/thicket-of-knives-som.md +++ b/compendium/spells/thicket-of-knives-som.md @@ -11,9 +11,10 @@ aliases: ["Thicket Of Knives"] # Thicket Of Knives *Spell 1* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to [Deception](compendium/skills.md#Deception) checks. If you're untrained in [Deception](compendium/skills.md#Deception), you can use the [Feint](rules/actions/feint.md) action anyway, and add your level as your proficiency bonus despite being untrained. diff --git a/compendium/spells/thoughtful-gift-apg.md b/compendium/spells/thoughtful-gift-apg.md index 1a073ac96..fda5d3fd7 100644 --- a/compendium/spells/thoughtful-gift-apg.md +++ b/compendium/spells/thoughtful-gift-apg.md @@ -11,10 +11,10 @@ aliases: ["Thoughtful Gift"] # Thoughtful Gift *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**120 foot -- **Targets**1 willing creature +- **Range**: 120 foot +- **Targets**: 1 willing creature You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them. diff --git a/compendium/spells/threefold-aspect-apg.md b/compendium/spells/threefold-aspect-apg.md index 874ec5538..57f5da8f9 100644 --- a/compendium/spells/threefold-aspect-apg.md +++ b/compendium/spells/threefold-aspect-apg.md @@ -11,9 +11,10 @@ aliases: ["Threefold Aspect"] # Threefold Aspect *Spell 3* [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Duration**until the next time you make your daily preparations +- +- **Duration**: until the next time you make your daily preparations This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you [Cast the Spell](rules/actions/cast-a-spell.md). While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. diff --git a/compendium/spells/thunderburst-apg.md b/compendium/spells/thunderburst-apg.md index eb00db0c6..ec74d50ab 100644 --- a/compendium/spells/thunderburst-apg.md +++ b/compendium/spells/thunderburst-apg.md @@ -18,9 +18,9 @@ aliases: ["Thunderburst"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude +- **Range**: 100 foot +- **Area**: 20-foot burst +- **Saving Throw**: Fortitude You create a powerful blast of air and a loud peal of thunder, dealing `2d6` bludgeoning damage and `2d6` sonic damage. diff --git a/compendium/spells/thundering-dominance-som.md b/compendium/spells/thundering-dominance-som.md index d8ac8e639..a2fb6fa42 100644 --- a/compendium/spells/thundering-dominance-som.md +++ b/compendium/spells/thundering-dominance-som.md @@ -11,11 +11,11 @@ aliases: ["Thundering Dominance"] # Thundering Dominance *Spell 2* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your companion or eidolon -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: your companion or eidolon +- **Duration**: 1 minute You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to [Intimidation](compendium/skills.md#Intimidation) checks. Once during this spell's duration, it can take the Thundering Roar action. diff --git a/compendium/spells/thunderous-strike-som.md b/compendium/spells/thunderous-strike-som.md index 426e83e8f..6188355f2 100644 --- a/compendium/spells/thunderous-strike-som.md +++ b/compendium/spells/thunderous-strike-som.md @@ -14,7 +14,8 @@ aliases: ["Thunderous Strike"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magus](rules/traits/magus-som.md "Magus Class Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're wielding a melee weapon in two hands. +- **Requirements**: You're wielding a melee weapon in two hands. +- You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee [Strike](rules/actions/strike.md) with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked [prone](rules/conditions.md#Prone). The target of your [Strike](rules/actions/strike.md) must be within the cone or the effect fails. diff --git a/compendium/spells/tidal-surge.md b/compendium/spells/tidal-surge.md index ff9768fb5..ac1db460d 100644 --- a/compendium/spells/tidal-surge.md +++ b/compendium/spells/tidal-surge.md @@ -13,11 +13,11 @@ aliases: ["Tidal Surge"] # Tidal Surge *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Domains**: [water](compendium/setting/domains.md#Water) +- **Domains** [water](compendium/setting/domains.md#Water) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save. diff --git a/compendium/spells/time-beacon-logm.md b/compendium/spells/time-beacon-logm.md index d9347c237..973c7423c 100644 --- a/compendium/spells/time-beacon-logm.md +++ b/compendium/spells/time-beacon-logm.md @@ -10,9 +10,10 @@ aliases: ["Time Beacon"] # Time Beacon *Spell 7* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of your turn +- +- **Duration**: until the end of your turn You create a beacon in time, intending to return to it if things go wrong. You can cast [time beacon](compendium/spells/time-beacon-logm.md) on only your turn. Keep careful track of everything that happens this turn after you cast [time beacon](compendium/spells/time-beacon-logm.md). At the end of your turn, you can choose to rewind time back to just after you cast [time beacon](compendium/spells/time-beacon-logm.md), removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can't return. After returning to the time beacon, the spell ends. diff --git a/compendium/spells/time-jump-som.md b/compendium/spells/time-jump-som.md index e37c114ae..8d95e1eee 100644 --- a/compendium/spells/time-jump-som.md +++ b/compendium/spells/time-jump-som.md @@ -10,8 +10,9 @@ aliases: ["Time Jump"] # Time Jump *Spell 3* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to [Leap](rules/actions/leap.md), [Stand](rules/actions/stand.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md). diff --git a/compendium/spells/time-pocket-da.md b/compendium/spells/time-pocket-da.md index 8e73a6da8..0d584fdeb 100644 --- a/compendium/spells/time-pocket-da.md +++ b/compendium/spells/time-pocket-da.md @@ -10,11 +10,11 @@ aliases: ["Time Pocket"] # Time Pocket *Spell 3* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**one item of 1 Bulk or less that a willing creature is holding -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: one item of 1 Bulk or less that a willing creature is holding +- **Duration**: until the next time you make your daily preparations You fling the target item forward in time and link it to the future of the creature holding it. The item disappears. When the spell ends, the item reappears with the creature that was holding it when you [Cast the Spell](rules/actions/cast-a-spell.md). If the creature has enough hands free to hold the item, it appears in their hands. Otherwise, it falls to the ground in the creature's space. diff --git a/compendium/spells/time-sense-da.md b/compendium/spells/time-sense-da.md index c8c0c8b5c..47ab4aa1a 100644 --- a/compendium/spells/time-sense-da.md +++ b/compendium/spells/time-sense-da.md @@ -10,8 +10,9 @@ aliases: ["Time Sense"] # Time Sense *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- When you [Cast the Spell](rules/actions/cast-a-spell.md), you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in [Nature](compendium/skills.md#Nature), you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in [Astronomy Lore](compendium/skills.md#Lore), you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on. diff --git a/compendium/spells/time-skip-da.md b/compendium/spells/time-skip-da.md index fbe3004dd..0c236c6b7 100644 --- a/compendium/spells/time-skip-da.md +++ b/compendium/spells/time-skip-da.md @@ -15,9 +15,9 @@ aliases: ["Time Skip"] - **Mystery** Oracle - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing creature other than yourself -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 willing creature other than yourself +- **Duration**: 1 round You manipulate time around your ally, pushing them forward a few moments in time. The target is [quickened](rules/conditions.md#Quickened) on its next turn and can use the action only to [Step](rules/actions/step.md), [Stride](rules/actions/stride.md), or [Strike](rules/actions/strike.md). diff --git a/compendium/spells/time-stop.md b/compendium/spells/time-stop.md index 336b15757..642899c55 100644 --- a/compendium/spells/time-stop.md +++ b/compendium/spells/time-stop.md @@ -10,8 +10,9 @@ aliases: ["Time Stop"] # Time Stop *Spell 10* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. diff --git a/compendium/spells/timely-tutor-som.md b/compendium/spells/timely-tutor-som.md index 8ac0e0f7a..2ebc3bc65 100644 --- a/compendium/spells/timely-tutor-som.md +++ b/compendium/spells/timely-tutor-som.md @@ -11,11 +11,11 @@ aliases: ["Timely Tutor"] # Timely Tutor *Spell 2* [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**your eidolon or familiar -- **Duration**sustained up to 1 minute +- **Range**: touch +- **Targets**: your eidolon or familiar +- **Duration**: sustained up to 1 minute You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to [Recall Knowledge](rules/actions/recall-knowledge.md) with the [Lore](compendium/skills.md#Lore) skill of your choice, much like it does for [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth). Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the [Lore](compendium/skills.md#Lore) skill. diff --git a/compendium/spells/tireless-worker-aoa4.md b/compendium/spells/tireless-worker-aoa4.md index d53879df7..011261b5c 100644 --- a/compendium/spells/tireless-worker-aoa4.md +++ b/compendium/spells/tireless-worker-aoa4.md @@ -11,11 +11,11 @@ aliases: ["Tireless Worker"] # Tireless Worker *Focus 4* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Domains**: [toil](compendium/setting/domains.md#Toil) +- **Domains** [toil](compendium/setting/domains.md#Toil) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: sustained up to 1 minute You suppress your choice of one of the following conditions that's affecting the target: [clumsy](rules/conditions.md#Clumsy), [encumbered](rules/conditions.md#Encumbered), [enfeebled](rules/conditions.md#Enfeebled), or [fatigued](rules/conditions.md#Fatigued). If you don't remove the effect that caused the condition, the condition returns after the spell's duration expires. diff --git a/compendium/spells/tongues.md b/compendium/spells/tongues.md index d0d51a5fe..92937100f 100644 --- a/compendium/spells/tongues.md +++ b/compendium/spells/tongues.md @@ -11,11 +11,11 @@ aliases: ["Tongues"] # Tongues *Spell 5* [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 hour +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 hour The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is. diff --git a/compendium/spells/tortoise-and-the-hare-som.md b/compendium/spells/tortoise-and-the-hare-som.md index 3d13e3929..dffe95823 100644 --- a/compendium/spells/tortoise-and-the-hare-som.md +++ b/compendium/spells/tortoise-and-the-hare-som.md @@ -10,11 +10,11 @@ aliases: ["Tortoise And The Hare"] # Tortoise And The Hare *Spell 4* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 foe, and either yourself or 1 ally -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 foe, and either yourself or 1 ally +- **Saving Throw**: Fortitude You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. diff --git a/compendium/spells/touch-of-corruption-apg.md b/compendium/spells/touch-of-corruption-apg.md index 43ae5aded..b657dfcc2 100644 --- a/compendium/spells/touch-of-corruption-apg.md +++ b/compendium/spells/touch-of-corruption-apg.md @@ -14,8 +14,8 @@ aliases: ["Touch Of Corruption"] [champion](rules/traits/champion.md "Champion Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing undead creature or 1 living creature +- **Range**: touch +- **Targets**: 1 willing undead creature or 1 living creature You infuse the target with negative energy. If the target is living, this deals `1d6` negative damage (basic Fortitude save); on a failed save, the target also takes a –2 status penalty to AC for 1 round. diff --git a/compendium/spells/touch-of-idiocy.md b/compendium/spells/touch-of-idiocy.md index 765622bbb..c560141a2 100644 --- a/compendium/spells/touch-of-idiocy.md +++ b/compendium/spells/touch-of-idiocy.md @@ -11,12 +11,12 @@ aliases: ["Touch Of Idiocy"] # Touch Of Idiocy *Spell 2* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 living creature +- **Saving Throw**: Will +- **Duration**: 1 minute You dull the target's mind; the target must attempt a Will save. diff --git a/compendium/spells/touch-of-obedience.md b/compendium/spells/touch-of-obedience.md index 1939d578c..2f8101b81 100644 --- a/compendium/spells/touch-of-obedience.md +++ b/compendium/spells/touch-of-obedience.md @@ -13,12 +13,12 @@ aliases: ["Touch Of Obedience"] # Touch Of Obedience *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [tyranny](compendium/setting/domains.md#Tyranny) +- **Domains** [tyranny](compendium/setting/domains.md#Tyranny) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: touch +- **Targets**: 1 living creature +- **Saving Throw**: Will +- **Duration**: varies Your imperious touch erodes the target's willpower, making it easier to control. The target attempts a Will save. diff --git a/compendium/spells/touch-of-the-moon.md b/compendium/spells/touch-of-the-moon.md index fe3d17fbc..ee27c5eac 100644 --- a/compendium/spells/touch-of-the-moon.md +++ b/compendium/spells/touch-of-the-moon.md @@ -13,11 +13,11 @@ aliases: ["Touch Of The Moon"] # Touch Of The Moon *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [moon](compendium/setting/domains.md#Moon) +- **Domains** [moon](compendium/setting/domains.md#Moon) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 1 minute When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. diff --git a/compendium/spells/touch-of-undeath.md b/compendium/spells/touch-of-undeath.md index a3a2c17a4..48b89d6df 100644 --- a/compendium/spells/touch-of-undeath.md +++ b/compendium/spells/touch-of-undeath.md @@ -13,11 +13,11 @@ aliases: ["Touch Of Undeath"] # Touch Of Undeath *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [undeath](compendium/setting/domains.md#Undeath) +- **Domains** [undeath](compendium/setting/domains.md#Undeath) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 living creature +- **Saving Throw**: Fortitude You attack the target's life force with undeath, dealing `1d6` negative damage. The target must attempt a Fortitude save. diff --git a/compendium/spells/transcribe-moment-lopsg.md b/compendium/spells/transcribe-moment-lopsg.md index bb66c9553..60c1a0ccf 100644 --- a/compendium/spells/transcribe-moment-lopsg.md +++ b/compendium/spells/transcribe-moment-lopsg.md @@ -12,6 +12,7 @@ aliases: ["Transcribe Moment"] [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- You instantly create a small, permanent scroll that contains a magically precise written description of your current surroundings in every direction. Any creature who spends 1 minute to read the scroll—written in a language of your choice that you know— immediately sees and experiences your surroundings during the moment that you recorded (including whatever events transpired that round) exactly as you experienced it. This depiction records only what you can sense yourself. For example, if you can't see [invisible](rules/conditions.md#Invisible) creatures, the depiction doesn't reveal them even to a reader who could normally see them; a reader can't use their [Perception](compendium/skills.md#Perception) to notice details you missed, but they can attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) based on what they just experienced if they have knowledge that you lack. You can have multiple scrolls from transcribe moment in existence at the same time, up to a number equal to your Intelligence modifier. If you [Cast the Spell](rules/actions/cast-a-spell.md) again while already at the maximum number of scrolls, choose one of the current scrolls to lose its magic, then create the new one. diff --git a/compendium/spells/transmute-rock-and-mud-apg.md b/compendium/spells/transmute-rock-and-mud-apg.md index b1e2f61f5..53dfe26e1 100644 --- a/compendium/spells/transmute-rock-and-mud-apg.md +++ b/compendium/spells/transmute-rock-and-mud-apg.md @@ -12,10 +12,10 @@ aliases: ["Transmute Rock And Mud"] # Transmute Rock And Mud *Spell 5* [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**2 adjacent 10-foot cubes +- **Range**: 60 foot +- **Area**: 2 adjacent 10-foot cubes You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you [Cast the Spell](rules/actions/cast-a-spell.md). diff --git a/compendium/spells/travelers-transit.md b/compendium/spells/travelers-transit.md index 62f4e7070..aef972532 100644 --- a/compendium/spells/travelers-transit.md +++ b/compendium/spells/travelers-transit.md @@ -12,9 +12,10 @@ aliases: ["Traveler's Transit"] # Traveler's Transit *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [travel](compendium/setting/domains.md#Travel) +- **Domains** [travel](compendium/setting/domains.md#Travel) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed. diff --git a/compendium/spells/tree-shape.md b/compendium/spells/tree-shape.md index ec42f7752..9e848b6a8 100644 --- a/compendium/spells/tree-shape.md +++ b/compendium/spells/tree-shape.md @@ -12,9 +12,10 @@ aliases: ["Tree Shape"] # Tree Shape *Spell 2* [plant](rules/traits/plant.md "Plant Creature Type Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**8 hours +- +- **Duration**: 8 hours You transform into a Large tree. [Perception](compendium/skills.md#Perception) checks don't reveal your true nature, but a successful [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival) check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. diff --git a/compendium/spells/tree-stride.md b/compendium/spells/tree-stride.md index 816863bbf..2d92367ea 100644 --- a/compendium/spells/tree-stride.md +++ b/compendium/spells/tree-stride.md @@ -13,8 +13,9 @@ aliases: ["Tree Stride"] # Tree Stride *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute +- You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. diff --git a/compendium/spells/tricksters-twin.md b/compendium/spells/tricksters-twin.md index 132b80747..2121a732c 100644 --- a/compendium/spells/tricksters-twin.md +++ b/compendium/spells/tricksters-twin.md @@ -13,12 +13,12 @@ aliases: ["Trickster's Twin"] # Trickster's Twin *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Domains**: [trickery](compendium/setting/domains.md#Trickery) +- **Domains** [trickery](compendium/setting/domains.md#Trickery) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 minute You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save. diff --git a/compendium/spells/triple-time.md b/compendium/spells/triple-time.md index 007e97e25..6974a08b1 100644 --- a/compendium/spells/triple-time.md +++ b/compendium/spells/triple-time.md @@ -18,8 +18,8 @@ aliases: ["Triple Time"] [bard](rules/traits/bard.md "Bard Class Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [composition](rules/traits/composition.md "Composition Spell Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round +- **Area**: 60-foot emanation +- **Duration**: 1 round You dance at a lively tempo, speeding your allies' movement. diff --git a/compendium/spells/true-seeing.md b/compendium/spells/true-seeing.md index ccc1161e3..ca8f8ee4e 100644 --- a/compendium/spells/true-seeing.md +++ b/compendium/spells/true-seeing.md @@ -11,9 +11,10 @@ aliases: ["True Seeing"] # True Seeing *Spell 6* [divination](rules/traits/divination.md "Divination School Trait") [revelation](rules/traits/revelation.md "Revelation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell). diff --git a/compendium/spells/true-strike.md b/compendium/spells/true-strike.md index 895c2295f..6f6b4503f 100644 --- a/compendium/spells/true-strike.md +++ b/compendium/spells/true-strike.md @@ -11,9 +11,10 @@ aliases: ["True Strike"] # True Strike *Spell 1* [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of your turn +- +- **Duration**: until the end of your turn A glimpse into the future ensures your next blow strikes true. diff --git a/compendium/spells/true-target.md b/compendium/spells/true-target.md index a79a7bb8c..73f399cc2 100644 --- a/compendium/spells/true-target.md +++ b/compendium/spells/true-target.md @@ -12,11 +12,11 @@ aliases: ["True Target"] # True Target *Spell 7* [divination](rules/traits/divination.md "Divination School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [prediction](rules/traits/prediction.md "Prediction Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**4 creatures -- **Duration**until the start of your next turn +- **Range**: 60 foot +- **Targets**: 4 creatures +- **Duration**: until the start of your next turn You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). diff --git a/compendium/spells/umbral-extraction-som.md b/compendium/spells/umbral-extraction-som.md index 6541bf67f..d7376644d 100644 --- a/compendium/spells/umbral-extraction-som.md +++ b/compendium/spells/umbral-extraction-som.md @@ -12,9 +12,10 @@ aliases: ["Umbral Extraction"] # Umbral Extraction *Spell 2* [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**3 rounds +- +- **Duration**: 3 rounds You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral extraction. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, you deal `1d4` mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the [shadow](rules/traits/shadow.md "Shadow General Trait") trait if cast from this temporary slot. diff --git a/compendium/spells/umbral-graft-som.md b/compendium/spells/umbral-graft-som.md index 53a62831d..b5f55babc 100644 --- a/compendium/spells/umbral-graft-som.md +++ b/compendium/spells/umbral-graft-som.md @@ -11,9 +11,10 @@ aliases: ["Umbral Graft"] # Umbral Graft *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**3 rounds +- +- **Duration**: 3 rounds You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the [Steal](rules/actions/steal.md) action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to [Steal](rules/actions/steal.md) as part of Casting umbral graft. If you succeed at your check to [Steal](rules/actions/steal.md) a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to [Steal](rules/actions/steal.md) was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the [shadow](rules/traits/shadow.md "Shadow General Trait") trait. diff --git a/compendium/spells/unblinking-flame-emblem-loil.md b/compendium/spells/unblinking-flame-emblem-loil.md index a50571bdc..658f060e2 100644 --- a/compendium/spells/unblinking-flame-emblem-loil.md +++ b/compendium/spells/unblinking-flame-emblem-loil.md @@ -13,8 +13,9 @@ aliases: ["Unblinking Flame Emblem"] [divination](rules/traits/divination.md "Divination School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Trigger**Your last action was a successful [Strike](rules/actions/strike.md) against an enemy. -- **Duration**3 rounds +- **Trigger**: Your last action was a successful [Strike](rules/actions/strike.md) against an enemy. +- +- **Duration**: 3 rounds You emblazon the target with a fiery sigil that projects your sight and your flame onto them, allowing you and your allies to track their movements and making it easier to hit them. diff --git a/compendium/spells/unblinking-flame-ignition-loil.md b/compendium/spells/unblinking-flame-ignition-loil.md index 0857b37e2..9851bde33 100644 --- a/compendium/spells/unblinking-flame-ignition-loil.md +++ b/compendium/spells/unblinking-flame-ignition-loil.md @@ -13,8 +13,9 @@ aliases: ["Unblinking Flame Ignition"] [divination](rules/traits/divination.md "Divination School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A foe reduces you to half your Hit Points or fewer. -- **Duration**3 rounds +- **Trigger**: A foe reduces you to half your Hit Points or fewer. +- +- **Duration**: 3 rounds You feel the most alive when pushed into a corner, as the insights and vision granted by the flame stoke into overdrive. Your body begins to emit a blazing aura of flames. You gain greater darkvision, low-light vision, and the ability to see [invisible](rules/conditions.md#Invisible) creatures. You gain a fly Speed equal to your land Speed as you launch flame from your aura to soar through the sky. You become [quickened](rules/conditions.md#Quickened), and you can use the extra action each round only to [Strike](rules/actions/strike.md) or [Fly](rules/actions/fly.md) using your flames. Any creature who starts their turn within 5 feet of you takes `1d12` fire damage. diff --git a/compendium/spells/unblinking-flame-revelation-lowg.md b/compendium/spells/unblinking-flame-revelation-lowg.md index ddff399c0..7a8924274 100644 --- a/compendium/spells/unblinking-flame-revelation-lowg.md +++ b/compendium/spells/unblinking-flame-revelation-lowg.md @@ -12,9 +12,9 @@ aliases: ["Unblinking Flame Revelation"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**Your previous action was a successful unarmed [Strike](rules/actions/strike.md). -- **Targets**the creature you hit -- **Duration**2 rounds +- **Requirements**: Your previous action was a successful unarmed [Strike](rules/actions/strike.md). +- **Targets**: the creature you hit +- **Duration**: 2 rounds You light your foe with revealing flame. The GM attempts a secret counteract check against each illusion affecting the creature; on a success, you suppress the illusion for the duration, rather than end the effect. diff --git a/compendium/spells/unbreaking-wave-advance-lowg.md b/compendium/spells/unbreaking-wave-advance-lowg.md index d41973e3b..d78b49c53 100644 --- a/compendium/spells/unbreaking-wave-advance-lowg.md +++ b/compendium/spells/unbreaking-wave-advance-lowg.md @@ -14,8 +14,8 @@ aliases: ["Unbreaking Wave Advance"] [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude +- **Area**: 15-foot cone +- **Saving Throw**: Fortitude You unleash a mighty wave from your hand that buffets back your foes. Each creature in the area must attempt a Fortitude saving throw. If a creature pushed by unbreaking wave advance would be pushed into a solid barrier or another creature, it stops at that point and takes `3d6` damage. diff --git a/compendium/spells/unbreaking-wave-barrier-loil.md b/compendium/spells/unbreaking-wave-barrier-loil.md index d63033bcf..124c14795 100644 --- a/compendium/spells/unbreaking-wave-barrier-loil.md +++ b/compendium/spells/unbreaking-wave-barrier-loil.md @@ -14,9 +14,9 @@ aliases: ["Unbreaking Wave Barrier"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**5-foot emanation -- **Saving Throw** Fortitude or Fortitude -- **Duration**sustained up to 1 minute +- **Area**: 5-foot emanation +- **Saving Throw**: Fortitude or Fortitude +- **Duration**: sustained up to 1 minute You create a protective circle around yourself that repels your foes. You gain a +1 status bonus to AC. Any creature other than you within the area, or attempting to move into the area, must attempt a Fortitude saving throw; a creature needs to attempt the Fortitude saving throw only once each round. diff --git a/compendium/spells/unbreaking-wave-containment-loil.md b/compendium/spells/unbreaking-wave-containment-loil.md index 2ac30e427..fe36522aa 100644 --- a/compendium/spells/unbreaking-wave-containment-loil.md +++ b/compendium/spells/unbreaking-wave-containment-loil.md @@ -14,9 +14,9 @@ aliases: ["Unbreaking Wave Containment"] [evocation](rules/traits/evocation.md "Evocation School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**up to 4 creatures -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: up to 4 creatures +- **Duration**: sustained up to 1 minute You wrap enemies in four strands of water. When you cast the spell, make a spell attack roll against the targets. On a success, they're [immobilized](rules/conditions.md#Immobilized) until the spell ends or they [Escape](rules/actions/escape.md); on a critical success, they're also [restrained](rules/conditions.md#Restrained) until the spell ends or they [Escape](rules/actions/escape.md). Each target that's [immobilized](rules/conditions.md#Immobilized) or [restrained](rules/conditions.md#Restrained) also takes `10d6` bludgeoning damage from the constricting waves, with a basic Fortitude save. The first time each subsequent round when you Sustain the Spell, if all the targets aren't [immobilized](rules/conditions.md#Immobilized) or [restrained](rules/conditions.md#Restrained), make a spell attack roll against any targets who are free but remain within range, with the same effects as when you cast the spell, immobilizing or restraining them depending on your spell attack roll. Creatures who are [immobilized](rules/conditions.md#Immobilized) or [restrained](rules/conditions.md#Restrained) take `10d6` bludgeoning damage with a basic Fortitude save. diff --git a/compendium/spells/unbreaking-wave-vapor-loil.md b/compendium/spells/unbreaking-wave-vapor-loil.md index 1d520fb66..5ce702e72 100644 --- a/compendium/spells/unbreaking-wave-vapor-loil.md +++ b/compendium/spells/unbreaking-wave-vapor-loil.md @@ -13,7 +13,8 @@ aliases: ["Unbreaking Wave Vapor"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [water](rules/traits/water.md "Water Energy & Element Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You're targeted by an attack made by an attacker you can see. +- **Trigger**: You're targeted by an attack made by an attacker you can see. +- You're [concealed](rules/conditions.md#Concealed) against the triggering attack and gain a +2 circumstance bonus to AC against it. After the triggering attack is complete, you can [Step](rules/actions/step.md) if the triggering attack hit or [Step](rules/actions/step.md) twice if the triggering attack missed. diff --git a/compendium/spells/uncontrollable-dance.md b/compendium/spells/uncontrollable-dance.md index fcbabc08d..4c5e3816d 100644 --- a/compendium/spells/uncontrollable-dance.md +++ b/compendium/spells/uncontrollable-dance.md @@ -12,12 +12,12 @@ aliases: ["Uncontrollable Dance"] # Uncontrollable Dance *Spell 8* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies The target is overcome with an all-consuming urge to dance. diff --git a/compendium/spells/undeaths-blessing.md b/compendium/spells/undeaths-blessing.md index da476a595..4db9e1748 100644 --- a/compendium/spells/undeaths-blessing.md +++ b/compendium/spells/undeaths-blessing.md @@ -15,10 +15,10 @@ aliases: ["Undeath's Blessing"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature touched -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: touch +- **Targets**: 1 living creature touched +- **Saving Throw**: Will +- **Duration**: 1 minute You instill within a creature the touch of the grave. For the duration, [harm](compendium/spells/harm.md) and [heal](compendium/spells/heal.md) spells treat the creature as undead. In addition, [harm](compendium/spells/harm.md) spells gain a +2 status bonus to the Hit Points restored to the target. diff --git a/compendium/spells/undermine-reality-ec6.md b/compendium/spells/undermine-reality-ec6.md index 7ce2c7865..f23ade5f9 100644 --- a/compendium/spells/undermine-reality-ec6.md +++ b/compendium/spells/undermine-reality-ec6.md @@ -13,11 +13,11 @@ aliases: ["Undermine Reality"] # Undermine Reality *Spell 8* [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Targets**one creature -- **Duration**varies +- **Range**: 500 foot +- **Targets**: one creature +- **Duration**: varies You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasireal, its [Strikes](rules/actions/strike.md) deal half damage, it can't critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw. diff --git a/compendium/spells/undetectable-alignment.md b/compendium/spells/undetectable-alignment.md index 44429ab81..750f17d8e 100644 --- a/compendium/spells/undetectable-alignment.md +++ b/compendium/spells/undetectable-alignment.md @@ -11,11 +11,11 @@ aliases: ["Undetectable Alignment"] # Undetectable Alignment *Spell 2* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Range**touch -- **Targets**1 creature or object -- **Duration**until the next time you make your daily preparations +- **Range**: touch +- **Targets**: 1 creature or object +- **Duration**: until the next time you make your daily preparations You shroud a creature in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. diff --git a/compendium/spells/unexpected-transposition-som.md b/compendium/spells/unexpected-transposition-som.md index de13a2de1..ea207715e 100644 --- a/compendium/spells/unexpected-transposition-som.md +++ b/compendium/spells/unexpected-transposition-som.md @@ -11,12 +11,12 @@ aliases: ["Unexpected Transposition"] # Unexpected Transposition *Spell 6* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are targeted with an enemy's [Strike](rules/actions/strike.md). -- **Range**30 foot -- **Targets**1 creature other than the triggering enemy -- **Saving Throw** Will +- **Trigger**: You are targeted with an enemy's [Strike](rules/actions/strike.md). +- **Range**: 30 foot +- **Targets**: 1 creature other than the triggering enemy +- **Saving Throw**: Will When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to [unexpected transposition](compendium/spells/unexpected-transposition-som.md) spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. diff --git a/compendium/spells/unfathomable-song.md b/compendium/spells/unfathomable-song.md index 6c6e5c7e2..414c6432e 100644 --- a/compendium/spells/unfathomable-song.md +++ b/compendium/spells/unfathomable-song.md @@ -15,12 +15,12 @@ aliases: ["Unfathomable Song"] # Unfathomable Song *Spell 9* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**up to 5 creatures -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Targets**: up to 5 creatures +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you [Sustain the Spell](rules/actions/sustain-a-spell.md). diff --git a/compendium/spells/unfetter-eidolon-som.md b/compendium/spells/unfetter-eidolon-som.md index b3e403122..d976eec8c 100644 --- a/compendium/spells/unfetter-eidolon-som.md +++ b/compendium/spells/unfetter-eidolon-som.md @@ -13,9 +13,9 @@ aliases: ["Unfetter Eidolon"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 minute +- **Range**: 100 foot +- **Targets**: your eidolon +- **Duration**: 1 minute You loosen the link between yourself and your eidolon, allowing it to travel farther from you for a short period of time. While the spell is active, your eidolon can travel an unlimited distance away from you. When the spell ends, if your eidolon is more than 100 feet away from you, it unmanifests. diff --git a/compendium/spells/unfettered-pack.md b/compendium/spells/unfettered-pack.md index 7a7485456..7ab7b4fa4 100644 --- a/compendium/spells/unfettered-pack.md +++ b/compendium/spells/unfettered-pack.md @@ -10,11 +10,11 @@ aliases: ["Unfettered Pack"] # Unfettered Pack *Spell 7* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 10 creatures -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: up to 10 creatures +- **Duration**: 1 hour You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties. diff --git a/compendium/spells/unfolding-wind-blitz-loil.md b/compendium/spells/unfolding-wind-blitz-loil.md index 39cbbd3c0..9c9196e3b 100644 --- a/compendium/spells/unfolding-wind-blitz-loil.md +++ b/compendium/spells/unfolding-wind-blitz-loil.md @@ -13,6 +13,7 @@ aliases: ["Unfolding Wind Blitz"] [air](rules/traits/air.md "Air Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- You blitz forward so quickly that you soar through the air, and nothing can react to you. [Fly](rules/actions/fly.md) up to twice your Speed. This movement doesn't trigger reactions. At any point along the way, you can make Strikes with an unarmed attack against up to three different targets within your reach. You increase your multiple attack penalty for these attacks only after completing all of the attacks. diff --git a/compendium/spells/unfolding-wind-buffet-loil.md b/compendium/spells/unfolding-wind-buffet-loil.md index c39cefffc..a126db22e 100644 --- a/compendium/spells/unfolding-wind-buffet-loil.md +++ b/compendium/spells/unfolding-wind-buffet-loil.md @@ -13,6 +13,7 @@ aliases: ["Unfolding Wind Buffet"] [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- You surround your unarmed attacks with the speed and force of air. Make three unarmed Strikes against the same target. If at least one was a successful hit, the target must attempt a Fortitude save or be pushed back 5 feet for each normal hit from the buffet, plus 10 feet for each critical hit. diff --git a/compendium/spells/unfolding-wind-crash-loil.md b/compendium/spells/unfolding-wind-crash-loil.md index 5cf1111a9..363627d74 100644 --- a/compendium/spells/unfolding-wind-crash-loil.md +++ b/compendium/spells/unfolding-wind-crash-loil.md @@ -14,7 +14,8 @@ aliases: ["Unfolding Wind Crash"] [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [move](rules/traits/move.md "Move Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** basic Reflex +- +- **Saving Throw**: basic Reflex You jump up to 120 feet in any direction and then deal `18d6` bludgeoning damage to creatures within a 20-foot emanation after you land, with a basic Reflex save. Creatures who critically fail are also knocked [prone](rules/conditions.md#Prone). diff --git a/compendium/spells/unfolding-wind-rush-lowg.md b/compendium/spells/unfolding-wind-rush-lowg.md index 0e60e59e7..0ed13ea4a 100644 --- a/compendium/spells/unfolding-wind-rush-lowg.md +++ b/compendium/spells/unfolding-wind-rush-lowg.md @@ -12,6 +12,7 @@ aliases: ["Unfolding Wind Rush"] [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You travel on a rushing wind. Move two times: two [Strides](rules/actions/stride.md), two [Steps](rules/actions/step.md), or one [Stride](rules/actions/stride.md) and one [Step](rules/actions/step.md) (in either order). You can [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md) into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A [wall of wind](compendium/spells/wall-of-wind.md) appears in all the spaces you left during this movement, lasting for 1 round. diff --git a/compendium/spells/unimpeded-stride.md b/compendium/spells/unimpeded-stride.md index ef1d62747..4b446356c 100644 --- a/compendium/spells/unimpeded-stride.md +++ b/compendium/spells/unimpeded-stride.md @@ -12,8 +12,9 @@ aliases: ["Unimpeded Stride"] # Unimpeded Stride *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [freedom](compendium/setting/domains.md#Freedom) +- **Domains** [freedom](compendium/setting/domains.md#Freedom) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- Nothing can hold you in place. You immediately escape from every [magical](rules/traits/magical.md "Magical Item Trait") effect that has you [immobilized](rules/conditions.md#Immobilized) or [grabbed](rules/conditions.md#Grabbed) unless the effect is of a higher level than your [unimpeded stride](compendium/spells/unimpeded-stride.md) spell. diff --git a/compendium/spells/unity.md b/compendium/spells/unity.md index f1860f568..6c2c8b9e5 100644 --- a/compendium/spells/unity.md +++ b/compendium/spells/unity.md @@ -13,11 +13,11 @@ aliases: ["Unity"] # Unity *Focus 4* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cleric](rules/traits/cleric.md "Cleric Class Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [family](compendium/setting/domains.md#Family) +- **Domains** [family](compendium/setting/domains.md#Family) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw. -- **Range**30 foot -- **Targets**each ally targeted by the triggering spell +- **Trigger**: You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw. +- **Range**: 30 foot +- **Targets**: each ally targeted by the triggering spell You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. diff --git a/compendium/spells/unrelenting-observation.md b/compendium/spells/unrelenting-observation.md index e5b570268..3a9e5dd6e 100644 --- a/compendium/spells/unrelenting-observation.md +++ b/compendium/spells/unrelenting-observation.md @@ -12,12 +12,12 @@ aliases: ["Unrelenting Observation"] # Unrelenting Observation *Spell 8* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Area**20-foot burst -- **Targets**1 creature or object tracked and up to 5 other willing creatures -- **Duration**varies +- **Range**: 100 foot +- **Area**: 20-foot burst +- **Targets**: 1 creature or object tracked and up to 5 other willing creatures +- **Duration**: varies This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the [concealed](rules/conditions.md#Concealed) or [invisible](rules/conditions.md#Invisible) condition, though physical barriers still provide cover. diff --git a/compendium/spells/unseasonable-squall-ec1.md b/compendium/spells/unseasonable-squall-ec1.md index 8736e8049..1abc58d7a 100644 --- a/compendium/spells/unseasonable-squall-ec1.md +++ b/compendium/spells/unseasonable-squall-ec1.md @@ -13,11 +13,11 @@ aliases: ["Unseasonable Squall"] # Unseasonable Squall *Spell 3* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**20-foot burst -- **Duration**until the start of your next turn +- **Range**: 60 foot +- **Area**: 20-foot burst +- **Duration**: until the start of your next turn You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell's origin point. Each Medium or smaller creature in the area when you [Cast the Spell](rules/actions/cast-a-spell.md) or that moves into spell's area must attempt a Fortitude saving throw. diff --git a/compendium/spells/unseen-servant.md b/compendium/spells/unseen-servant.md index 49da86947..57af6a2d7 100644 --- a/compendium/spells/unseen-servant.md +++ b/compendium/spells/unseen-servant.md @@ -10,10 +10,10 @@ aliases: ["Unseen Servant"] # Unseen Servant *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Duration**sustained +- **Range**: 60 foot +- **Duration**: sustained You summon an unseen servant, which you can command as part of [Sustaining the Spell](rules/actions/sustain-a-spell.md). It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop [Sustaining the Spell](rules/actions/sustain-a-spell.md). The unseen servant gains the [summoned](rules/traits/summoned.md "Summoned Creature Trait") trait. diff --git a/compendium/spells/unspeakable-shadow-som.md b/compendium/spells/unspeakable-shadow-som.md index 34c9bbf3c..d1788a905 100644 --- a/compendium/spells/unspeakable-shadow-som.md +++ b/compendium/spells/unspeakable-shadow-som.md @@ -16,12 +16,12 @@ aliases: ["Unspeakable Shadow"] # Unspeakable Shadow *Spell 9* [death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the [frightened](rules/conditions.md#Frightened) condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow (making a [Strike](rules/actions/strike.md) ineffectually) or flee from its shadow (using one action to move away as though it had the [fleeing](rules/conditions.md#Fleeing) condition). diff --git a/compendium/spells/untwisting-iron-augmentation-loil.md b/compendium/spells/untwisting-iron-augmentation-loil.md index 32634b84d..117887d61 100644 --- a/compendium/spells/untwisting-iron-augmentation-loil.md +++ b/compendium/spells/untwisting-iron-augmentation-loil.md @@ -13,7 +13,8 @@ aliases: ["Untwisting Iron Augmentation"] [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Your unarmed attacks are treated as cold iron and silver, they gain the [earth](rules/traits/earth.md "Earth Energy & Element Trait") trait, and they gain a +1 status bonus to damage rolls per damage die. diff --git a/compendium/spells/untwisting-iron-buffer-lowg.md b/compendium/spells/untwisting-iron-buffer-lowg.md index 430e50b39..a92aeecec 100644 --- a/compendium/spells/untwisting-iron-buffer-lowg.md +++ b/compendium/spells/untwisting-iron-buffer-lowg.md @@ -12,6 +12,7 @@ aliases: ["Untwisting Iron Buffer"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You send currents of protective ki to the surface of your body that protect you from harm, at least until your enemies dissipate them. diff --git a/compendium/spells/untwisting-iron-pillar-loil.md b/compendium/spells/untwisting-iron-pillar-loil.md index f565a94fc..49950f07f 100644 --- a/compendium/spells/untwisting-iron-pillar-loil.md +++ b/compendium/spells/untwisting-iron-pillar-loil.md @@ -13,7 +13,8 @@ aliases: ["Untwisting Iron Pillar"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**5 rounds +- +- **Duration**: 5 rounds You call upon the earth and your ki to shield you from your enemies. You gain 50 temporary Hit Points that last for the duration or until you lose them, as well as resistance 5 to all physical damage (except adamantine). diff --git a/compendium/spells/untwisting-iron-roots-loil.md b/compendium/spells/untwisting-iron-roots-loil.md index c248549a4..fa96d40f9 100644 --- a/compendium/spells/untwisting-iron-roots-loil.md +++ b/compendium/spells/untwisting-iron-roots-loil.md @@ -14,7 +14,7 @@ aliases: ["Untwisting Iron Roots"] [earth](rules/traits/earth.md "Earth Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**10-foot emanation +- **Area**: 10-foot emanation You manipulate the earth beneath your feet to throw your enemies off balance, leaving chunks of rock and rubble behind. Creatures within range take `2d6` bludgeoning damage, with a basic Reflex save; on a failed save, they also fall [prone](rules/conditions.md#Prone). The affected area becomes difficult terrain, but you can move through the difficult terrain normally. diff --git a/compendium/spells/unusual-anatomy.md b/compendium/spells/unusual-anatomy.md index c60997f4f..aa33620c4 100644 --- a/compendium/spells/unusual-anatomy.md +++ b/compendium/spells/unusual-anatomy.md @@ -15,7 +15,8 @@ aliases: ["Unusual Anatomy"] - **Bloodline** Sorcerer - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects: diff --git a/compendium/spells/updraft-som.md b/compendium/spells/updraft-som.md index 312733b5d..be4868849 100644 --- a/compendium/spells/updraft-som.md +++ b/compendium/spells/updraft-som.md @@ -13,9 +13,9 @@ aliases: ["Updraft"] [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** basic Reflex +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: basic Reflex A powerful blast of wind erupts from the ground, launching the target into the air and sending it crashing back down. The collision deals `2d6` bludgeoning damage with a basic Reflex save. On a failure, the target is knocked [prone](rules/conditions.md#Prone). diff --git a/compendium/spells/upheaval-ec6.md b/compendium/spells/upheaval-ec6.md index ed2281394..926bad46a 100644 --- a/compendium/spells/upheaval-ec6.md +++ b/compendium/spells/upheaval-ec6.md @@ -13,10 +13,10 @@ aliases: ["Upheaval"] # Upheaval *Spell 9* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**150-foot burst +- **Range**: 500 foot +- **Area**: 150-foot burst The ground in the area shudders and crumbles as huge pillars of stone erupt into the air, rending the terrain around them. diff --git a/compendium/spells/vampiric-exsanguination.md b/compendium/spells/vampiric-exsanguination.md index ec58abe5d..df575c385 100644 --- a/compendium/spells/vampiric-exsanguination.md +++ b/compendium/spells/vampiric-exsanguination.md @@ -13,10 +13,10 @@ aliases: ["Vampiric Exsanguination"] # Vampiric Exsanguination *Spell 6* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Fortitude +- **Area**: 30-foot cone +- **Saving Throw**: basic Fortitude You draw in the blood and life force of other creatures through your outstretched arms. You deal `12d6` negative damage to living creatures in the area. diff --git a/compendium/spells/vampiric-maiden-apg.md b/compendium/spells/vampiric-maiden-apg.md index 5ae5583ce..3245a0c07 100644 --- a/compendium/spells/vampiric-maiden-apg.md +++ b/compendium/spells/vampiric-maiden-apg.md @@ -11,11 +11,11 @@ aliases: ["Vampiric Maiden"] # Vampiric Maiden *Spell 4* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals `4d4` piercing damage and `4d4` negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. diff --git a/compendium/spells/vampiric-touch.md b/compendium/spells/vampiric-touch.md index 38307e421..abff30d87 100644 --- a/compendium/spells/vampiric-touch.md +++ b/compendium/spells/vampiric-touch.md @@ -12,11 +12,11 @@ aliases: ["Vampiric Touch"] # Vampiric Touch *Spell 3* [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** basic Fortitude +- **Range**: touch +- **Targets**: 1 living creature +- **Saving Throw**: basic Fortitude Your touch leeches the lifeblood out of a target to empower yourself. You deal `6d6` negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. diff --git a/compendium/spells/variable-gravity-som.md b/compendium/spells/variable-gravity-som.md index 384fb8a5f..4df308475 100644 --- a/compendium/spells/variable-gravity-som.md +++ b/compendium/spells/variable-gravity-som.md @@ -10,9 +10,10 @@ aliases: ["Variable Gravity"] # Variable Gravity *Spell 4* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**5 minutes +- +- **Duration**: 5 minutes You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. diff --git a/compendium/spells/vector-screen-da.md b/compendium/spells/vector-screen-da.md index 9bb69e469..a06c3ecc1 100644 --- a/compendium/spells/vector-screen-da.md +++ b/compendium/spells/vector-screen-da.md @@ -15,9 +15,9 @@ aliases: ["Vector Screen"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**one 5-foot square -- **Duration**until the start of your next turn +- **Range**: 60 foot +- **Area**: one 5-foot square +- **Duration**: until the start of your next turn You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks—such as arrows, bolts, [sling bullets](compendium/equipment/items/sling-bullets.md), and other objects of similar size—is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as [javelins](compendium/equipment/items/javelin.md), take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty. diff --git a/compendium/spells/veil-of-confidence.md b/compendium/spells/veil-of-confidence.md index 31e962fd5..7cc8b8c65 100644 --- a/compendium/spells/veil-of-confidence.md +++ b/compendium/spells/veil-of-confidence.md @@ -13,9 +13,10 @@ aliases: ["Veil Of Confidence"] # Veil Of Confidence *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [confidence](compendium/setting/domains.md#Confidence) +- **Domains** [confidence](compendium/setting/domains.md#Confidence) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You surround yourself in a veil of confidence. You reduce your current [frightened](rules/conditions.md#Frightened) condition by 1, and whenever you would become [frightened](rules/conditions.md#Frightened) during the duration, reduce the amount by 1. If you critically fail a save against fear, veil of confidence ends immediately, and you increase any [frightened](rules/conditions.md#Frightened) condition you gain from the critical failure by 1 instead of decreasing it. diff --git a/compendium/spells/veil-of-dreams-apg.md b/compendium/spells/veil-of-dreams-apg.md index 67c058503..356806bf9 100644 --- a/compendium/spells/veil-of-dreams-apg.md +++ b/compendium/spells/veil-of-dreams-apg.md @@ -15,10 +15,10 @@ aliases: ["Veil Of Dreams"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [hex](rules/traits/hex-apg.md "Hex Combat Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [witch](rules/traits/witch-apg.md "Witch Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save. diff --git a/compendium/spells/veil.md b/compendium/spells/veil.md index c147b9751..4ed0f9820 100644 --- a/compendium/spells/veil.md +++ b/compendium/spells/veil.md @@ -11,11 +11,11 @@ aliases: ["Veil"] # Veil *Spell 4* [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 10 creatures -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: up to 10 creatures +- **Duration**: 1 hour You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not precise enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target; for example, you could make one target appear to be a dwarf and another an elf. diff --git a/compendium/spells/ventriloquism.md b/compendium/spells/ventriloquism.md index 0bbcb3d3a..2d2b10d42 100644 --- a/compendium/spells/ventriloquism.md +++ b/compendium/spells/ventriloquism.md @@ -11,9 +11,10 @@ aliases: ["Ventriloquism"] # Ventriloquism *Spell 1* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes +- +- **Duration**: 10 minutes Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to 0. diff --git a/compendium/spells/verdant-sprout-ec1.md b/compendium/spells/verdant-sprout-ec1.md index e7fbe2d29..6c27d4ea8 100644 --- a/compendium/spells/verdant-sprout-ec1.md +++ b/compendium/spells/verdant-sprout-ec1.md @@ -12,9 +12,9 @@ aliases: ["Verdant Sprout"] # Verdant Sprout *Spell 1* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot +- **Range**: 30 foot You imbue a single ordinary, inexpensive plant seed with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points. diff --git a/compendium/spells/verminous-lure-sot1.md b/compendium/spells/verminous-lure-sot1.md index 5f45a7e6f..e0ed19ee9 100644 --- a/compendium/spells/verminous-lure-sot1.md +++ b/compendium/spells/verminous-lure-sot1.md @@ -12,11 +12,11 @@ aliases: ["Verminous Lure"] # Verminous Lure *Spell 1* [olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature or object -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: 1 creature or object +- **Duration**: 10 minutes Upon casting, the target emits a musk that's captivating to certain animals. Tiny animals and animal swarms of any size within range must attempt a Will save. On a failure, non-[hostile](rules/conditions.md#Hostile) animals or animal swarms try to touch the target. If [hostile](rules/conditions.md#Hostile), such creatures choose to attack the target instead of other foes, if able to do so without spending additional actions or exposing themselves to additional danger. diff --git a/compendium/spells/vibrant-pattern.md b/compendium/spells/vibrant-pattern.md index aac2e6bf9..998a87896 100644 --- a/compendium/spells/vibrant-pattern.md +++ b/compendium/spells/vibrant-pattern.md @@ -13,12 +13,12 @@ aliases: ["Vibrant Pattern"] # Vibrant Pattern *Spell 6* [illusion](rules/traits/illusion.md "Illusion School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 10-foot burst +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You create a pattern of lights that pulses with intensity. diff --git a/compendium/spells/vibrant-thorns.md b/compendium/spells/vibrant-thorns.md index 1e653f9fa..5b1fae7ce 100644 --- a/compendium/spells/vibrant-thorns.md +++ b/compendium/spells/vibrant-thorns.md @@ -14,9 +14,10 @@ aliases: ["Vibrant Thorns"] # Vibrant Thorns *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [nature](compendium/setting/domains.md#Nature) +- **Domains** [nature](compendium/setting/domains.md#Nature) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to `1d6` until the start of your next turn. diff --git a/compendium/spells/victory-cry-da.md b/compendium/spells/victory-cry-da.md index b514f32b5..119ac1a85 100644 --- a/compendium/spells/victory-cry-da.md +++ b/compendium/spells/victory-cry-da.md @@ -13,11 +13,11 @@ aliases: ["Victory Cry"] # Victory Cry *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- **Domains**: [might (apocryphal)](compendium/setting/domains.md#Might) +- **Domains** [might (apocryphal)](compendium/setting/domains.md#Might) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within range critically succeeds at a melee [Strike](rules/actions/strike.md). -- **Range**30 foot -- **Targets**the triggering ally +- **Trigger**: An ally within range critically succeeds at a melee [Strike](rules/actions/strike.md). +- **Range**: 30 foot +- **Targets**: the triggering ally Your true might comes from your bonds with your allies, and you glory in their achievements. The weapon used to make the [Strike](rules/actions/strike.md) deals an additional `1d6` sonic damage (not doubled due to the critical hit), and the ally can immediately attempt to [Shove](rules/actions/shove.md) the creature struck, even if the ally's hands are full. diff --git a/compendium/spells/vigilant-eye.md b/compendium/spells/vigilant-eye.md index 38909cf82..f9ffad9a1 100644 --- a/compendium/spells/vigilant-eye.md +++ b/compendium/spells/vigilant-eye.md @@ -13,8 +13,8 @@ aliases: ["Vigilant Eye"] [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**500 foot -- **Duration**1 hour +- **Range**: 500 foot +- **Duration**: 1 hour You create an [invisible](rules/conditions.md#Invisible) eye sensor, as [clairvoyance](compendium/spells/clairvoyance.md). diff --git a/compendium/spells/vision-of-weakness-apg.md b/compendium/spells/vision-of-weakness-apg.md index cef4f7c94..f37523679 100644 --- a/compendium/spells/vision-of-weakness-apg.md +++ b/compendium/spells/vision-of-weakness-apg.md @@ -14,7 +14,7 @@ aliases: ["Vision Of Weakness"] [cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") [divination](rules/traits/divination.md "Divination School Trait") [oracle](rules/traits/oracle-apg.md "Oracle Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Targets**1 creature +- **Targets**: 1 creature You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. diff --git a/compendium/spells/visions-of-danger.md b/compendium/spells/visions-of-danger.md index 179f976d6..fe16efe7c 100644 --- a/compendium/spells/visions-of-danger.md +++ b/compendium/spells/visions-of-danger.md @@ -13,12 +13,12 @@ aliases: ["Visions Of Danger"] # Visions Of Danger *Spell 7* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**30-foot burst -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 500 foot +- **Area**: 30-foot burst +- **Saving Throw**: Will +- **Duration**: 1 minute An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals `8d8` mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to 0. A creature that tries to [Interact](rules/actions/interact.md) with the monsters or observes one with a [Seek](rules/actions/seek.md) action can attempt to 0. Creatures that 0 take no damage from the illusion thereafter. diff --git a/compendium/spells/vital-beacon.md b/compendium/spells/vital-beacon.md index 759f4eb74..8e7b14e44 100644 --- a/compendium/spells/vital-beacon.md +++ b/compendium/spells/vital-beacon.md @@ -12,9 +12,10 @@ aliases: ["Vital Beacon"] # Vital Beacon *Spell 4* [healing](rules/traits/healing.md "Healing Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Duration**until your next daily preparations +- +- **Duration**: until your next daily preparations Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an [Interact](rules/actions/interact.md) action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores `4d10` Hit Points to the first creature, `4d8` Hit Points to the second, `4d6` Hit Points to the third, and `4d4` Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time. diff --git a/compendium/spells/volcanic-eruption.md b/compendium/spells/volcanic-eruption.md index abdd52ec7..509f450f8 100644 --- a/compendium/spells/volcanic-eruption.md +++ b/compendium/spells/volcanic-eruption.md @@ -12,11 +12,11 @@ aliases: ["Volcanic Eruption"] # Volcanic Eruption *Spell 7* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**5-foot radius, 80-foot-tall cylinder -- **Saving Throw** Reflex +- **Range**: 120 foot +- **Area**: 5-foot radius, 80-foot-tall cylinder +- **Saving Throw**: Reflex The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing `14d6` fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is [clumsy](rules/conditions.md#Clumsy) and takes a –10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to [Escape](rules/actions/escape.md) against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. diff --git a/compendium/spells/vomit-swarm-apg.md b/compendium/spells/vomit-swarm-apg.md index 732b1e39a..95a1b3cfa 100644 --- a/compendium/spells/vomit-swarm-apg.md +++ b/compendium/spells/vomit-swarm-apg.md @@ -11,10 +11,10 @@ aliases: ["Vomit Swarm"] # Vomit Swarm *Spell 2* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Reflex +- **Area**: 30-foot cone +- **Saving Throw**: basic Reflex You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing `2d8` piercing damage (basic Reflex save). A creature that fails its saving throw also becomes [sickened](rules/conditions.md#Sickened). Once the spell ends, the swarm disappears. diff --git a/compendium/spells/voracious-gestalt-som.md b/compendium/spells/voracious-gestalt-som.md index f2327e30c..b969d568c 100644 --- a/compendium/spells/voracious-gestalt-som.md +++ b/compendium/spells/voracious-gestalt-som.md @@ -14,11 +14,11 @@ aliases: ["Voracious Gestalt"] # Voracious Gestalt *Spell 9* [aura](rules/traits/aura.md "Aura Combat Trait") [death](rules/traits/death.md "Death Effect Trait") [evil](rules/traits/evil.md "Evil Alignment Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute +- **Area**: 30-foot emanation +- **Saving Throw**: basic Fortitude +- **Duration**: sustained up to 1 minute You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. diff --git a/compendium/spells/wail-of-the-banshee.md b/compendium/spells/wail-of-the-banshee.md index 61e598500..f2ff0d9cd 100644 --- a/compendium/spells/wail-of-the-banshee.md +++ b/compendium/spells/wail-of-the-banshee.md @@ -14,11 +14,11 @@ aliases: ["Wail Of The Banshee"] # Wail Of The Banshee *Spell 9* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [death](rules/traits/death.md "Death Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**40-foot emanation -- **Targets**any number of creatures -- **Saving Throw** Fortitude +- **Area**: 40-foot emanation +- **Targets**: any number of creatures +- **Saving Throw**: Fortitude Your scream chills the souls of enemies that hear it. Each living enemy in the area takes `8d10` negative damage and must attempt a Fortitude save. diff --git a/compendium/spells/waking-dream-da.md b/compendium/spells/waking-dream-da.md index 479b027e9..86bbbdf0a 100644 --- a/compendium/spells/waking-dream-da.md +++ b/compendium/spells/waking-dream-da.md @@ -12,10 +12,10 @@ aliases: ["Waking Dream"] [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute You cloud the target's mind with vivid, dreamlike imagery, so they have difficulty distinguishing real threats from imagined ones. diff --git a/compendium/spells/waking-nightmare.md b/compendium/spells/waking-nightmare.md index cb7912a12..6e1d4cfb7 100644 --- a/compendium/spells/waking-nightmare.md +++ b/compendium/spells/waking-nightmare.md @@ -15,12 +15,12 @@ aliases: ["Waking Nightmare"] # Waking Nightmare *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [nightmares](compendium/setting/domains.md#Nightmares) +- **Domains** [nightmares](compendium/setting/domains.md#Nightmares) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save. diff --git a/compendium/spells/wall-of-fire.md b/compendium/spells/wall-of-fire.md index 6ecc21359..4c1a7d538 100644 --- a/compendium/spells/wall-of-fire.md +++ b/compendium/spells/wall-of-fire.md @@ -11,10 +11,10 @@ aliases: ["Wall Of Fire"] # Wall Of Fire *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is [concealed](rules/conditions.md#Concealed) from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes `4d6` fire damage. diff --git a/compendium/spells/wall-of-flesh-apg.md b/compendium/spells/wall-of-flesh-apg.md index ee4e14913..3493ff3ff 100644 --- a/compendium/spells/wall-of-flesh-apg.md +++ b/compendium/spells/wall-of-flesh-apg.md @@ -10,10 +10,10 @@ aliases: ["Wall Of Flesh"] # Wall Of Flesh *Spell 5* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**20 foot -- **Duration**10 minutes +- **Range**: 20 foot +- **Duration**: 10 minutes You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. diff --git a/compendium/spells/wall-of-force.md b/compendium/spells/wall-of-force.md index e4d50dc91..e5dd96549 100644 --- a/compendium/spells/wall-of-force.md +++ b/compendium/spells/wall-of-force.md @@ -11,10 +11,10 @@ aliases: ["Wall Of Force"] # Wall Of Force *Spell 6* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute +- **Range**: 30 foot +- **Duration**: 1 minute You form an [invisible](rules/conditions.md#Invisible) wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. diff --git a/compendium/spells/wall-of-ice.md b/compendium/spells/wall-of-ice.md index 535051812..80901b70e 100644 --- a/compendium/spells/wall-of-ice.md +++ b/compendium/spells/wall-of-ice.md @@ -12,10 +12,10 @@ aliases: ["Wall Of Ice"] # Wall Of Ice *Spell 5* [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute You sculpt a barrier of ice that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. diff --git a/compendium/spells/wall-of-radiance-sot4.md b/compendium/spells/wall-of-radiance-sot4.md index b063ba21b..2b503af0a 100644 --- a/compendium/spells/wall-of-radiance-sot4.md +++ b/compendium/spells/wall-of-radiance-sot4.md @@ -12,10 +12,10 @@ aliases: ["Wall of Radiance"] # Wall of Radiance *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute +- **Range**: 30 foot +- **Duration**: 1 minute You form a wall of brilliant light that obscures creatures. You create a thin wall of light in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Creatures adjacent to the wall are [dazzled](rules/conditions.md#Dazzled). Creatures that move through the wall take `2d6` fire damage (basic Fortitude save) as the concentrated light burns them. diff --git a/compendium/spells/wall-of-shadow-sot4.md b/compendium/spells/wall-of-shadow-sot4.md index aedf76baa..4f7532d5a 100644 --- a/compendium/spells/wall-of-shadow-sot4.md +++ b/compendium/spells/wall-of-shadow-sot4.md @@ -12,10 +12,10 @@ aliases: ["Wall of Shadow"] # Wall of Shadow *Spell 3* [darkness](rules/traits/darkness.md "Darkness Effect Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute +- **Range**: 30 foot +- **Duration**: 1 minute You form a wall of pure darkness in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically and, if you wish, can be of a shorter length or height. The wall prevents light from passing through and appears as a sheet of pure darkness to creatures observing it. diff --git a/compendium/spells/wall-of-stone.md b/compendium/spells/wall-of-stone.md index 05ec9a65f..1637c76fc 100644 --- a/compendium/spells/wall-of-stone.md +++ b/compendium/spells/wall-of-stone.md @@ -11,9 +11,9 @@ aliases: ["Wall Of Stone"] # Wall Of Stone *Spell 5* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [earth](rules/traits/earth.md "Earth Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot +- **Range**: 120 foot You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. diff --git a/compendium/spells/wall-of-thorns.md b/compendium/spells/wall-of-thorns.md index 497838711..96cee6055 100644 --- a/compendium/spells/wall-of-thorns.md +++ b/compendium/spells/wall-of-thorns.md @@ -11,10 +11,10 @@ aliases: ["Wall Of Thorns"] # Wall Of Thorns *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [plant](rules/traits/plant.md "Plant Creature Type Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Duration**1 minute +- **Range**: 60 foot +- **Duration**: 1 minute Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-footthick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes `3d4` piercing damage. diff --git a/compendium/spells/wall-of-virtue-lokl.md b/compendium/spells/wall-of-virtue-lokl.md index d0a3fd01c..12d8f0f6f 100644 --- a/compendium/spells/wall-of-virtue-lokl.md +++ b/compendium/spells/wall-of-virtue-lokl.md @@ -12,10 +12,10 @@ aliases: ["Wall of Virtue"] # Wall of Virtue *Spell 3* [evocation](rules/traits/evocation.md "Evocation School Trait") [light](rules/traits/light.md "Light Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute You create a translucent wall of light, which draws power from the celestial realms. You create either a 5-foot-thick wall in a straight line up to 60 feet long and 10 feet high or a 5-foot-thick, 10-foot-radius ring with the same height. The wall sheds bright light for 20 feet on each side and dim light for the next 20 feet. diff --git a/compendium/spells/wall-of-water-som.md b/compendium/spells/wall-of-water-som.md index c9d40368d..adbceb59e 100644 --- a/compendium/spells/wall-of-water-som.md +++ b/compendium/spells/wall-of-water-som.md @@ -11,10 +11,10 @@ aliases: ["Wall Of Water"] # Wall Of Water *Spell 3* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [water](rules/traits/water.md "Water Energy & Element Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. diff --git a/compendium/spells/wall-of-wind.md b/compendium/spells/wall-of-wind.md index 7ed882faa..aa3276ae7 100644 --- a/compendium/spells/wall-of-wind.md +++ b/compendium/spells/wall-of-wind.md @@ -11,10 +11,10 @@ aliases: ["Wall Of Wind"] # Wall Of Wind *Spell 3* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute +- **Range**: 120 foot +- **Duration**: 1 minute You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. diff --git a/compendium/spells/wanderers-guide.md b/compendium/spells/wanderers-guide.md index 2ce5362b5..a4131c90a 100644 --- a/compendium/spells/wanderers-guide.md +++ b/compendium/spells/wanderers-guide.md @@ -10,9 +10,10 @@ aliases: ["Wanderer's Guide"] # Wanderer's Guide *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** 1 minute -- **Duration**until your next daily preparations +- +- **Duration**: until your next daily preparations You call upon the beyond to guide your route. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route. diff --git a/compendium/spells/warding-aggression-som.md b/compendium/spells/warding-aggression-som.md index b213942b6..f06e827e1 100644 --- a/compendium/spells/warding-aggression-som.md +++ b/compendium/spells/warding-aggression-som.md @@ -10,9 +10,10 @@ aliases: ["Warding Aggression"] # Warding Aggression *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**up to 1 minute +- +- **Duration**: up to 1 minute You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee [Strike](rules/actions/strike.md) with a weapon or unarmed attack against a foe. In addition to the normal effects of the [Strike](rules/actions/strike.md), it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee [Strike](rules/actions/strike.md). diff --git a/compendium/spells/warp-mind.md b/compendium/spells/warp-mind.md index 288fc4cd1..2016720fe 100644 --- a/compendium/spells/warp-mind.md +++ b/compendium/spells/warp-mind.md @@ -13,11 +13,11 @@ aliases: ["Warp Mind"] # Warp Mind *Spell 7* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: 120 foot +- **Targets**: 1 creature +- **Saving Throw**: Will You scramble a creature's mental faculties and sensory input. diff --git a/compendium/spells/warp-step-da.md b/compendium/spells/warp-step-da.md index e7298a2e0..92550e62c 100644 --- a/compendium/spells/warp-step-da.md +++ b/compendium/spells/warp-step-da.md @@ -11,8 +11,9 @@ aliases: ["Warp Step"] # Warp Step *Cantrip 1* [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then [Stride](rules/actions/stride.md) twice. You can use warp step to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. diff --git a/compendium/spells/warped-terrain.md b/compendium/spells/warped-terrain.md index 800ec01c8..696e55469 100644 --- a/compendium/spells/warped-terrain.md +++ b/compendium/spells/warped-terrain.md @@ -15,9 +15,9 @@ aliases: ["Warped Terrain"] [illusion](rules/traits/illusion.md "Illusion School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") [visual](rules/traits/visual.md "Visual Effect Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**5-foot burst or more -- **Duration**1 minute +- **Range**: 60 foot +- **Area**: 5-foot burst or more +- **Duration**: 1 minute You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a [Seek](rules/actions/seek.md) action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions. diff --git a/compendium/spells/warriors-regret-som.md b/compendium/spells/warriors-regret-som.md index 0fcd1f19f..d4adc1040 100644 --- a/compendium/spells/warriors-regret-som.md +++ b/compendium/spells/warriors-regret-som.md @@ -13,11 +13,11 @@ aliases: ["Warrior's Regret"] # Warrior's Regret *Spell 2* [curse](rules/traits/curse.md "Curse Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Will Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. diff --git a/compendium/spells/wash-your-luck-som.md b/compendium/spells/wash-your-luck-som.md index 4e4f5ed2d..8d246416c 100644 --- a/compendium/spells/wash-your-luck-som.md +++ b/compendium/spells/wash-your-luck-som.md @@ -12,9 +12,10 @@ aliases: ["Wash Your Luck"] # Wash Your Luck *Cantrip 1* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. diff --git a/compendium/spells/water-breathing.md b/compendium/spells/water-breathing.md index 5739f3944..2ed41d92e 100644 --- a/compendium/spells/water-breathing.md +++ b/compendium/spells/water-breathing.md @@ -10,11 +10,11 @@ aliases: ["Water Breathing"] # Water Breathing *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 1 minute -- **Range**30 foot -- **Targets**up to 5 creatures -- **Duration**1 hour +- **Range**: 30 foot +- **Targets**: up to 5 creatures +- **Duration**: 1 hour The targets can breathe underwater. diff --git a/compendium/spells/water-walk.md b/compendium/spells/water-walk.md index 637191e64..31e804a5a 100644 --- a/compendium/spells/water-walk.md +++ b/compendium/spells/water-walk.md @@ -10,11 +10,11 @@ aliases: ["Water Walk"] # Water Walk *Spell 2* [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes +- **Range**: touch +- **Targets**: 1 creature +- **Duration**: 10 minutes The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must [Swim](rules/actions/swim.md) normally. This spell doesn't grant the ability to breathe underwater. diff --git a/compendium/spells/weapon-of-judgment.md b/compendium/spells/weapon-of-judgment.md index 6ded17c90..4674ba8d3 100644 --- a/compendium/spells/weapon-of-judgment.md +++ b/compendium/spells/weapon-of-judgment.md @@ -11,12 +11,12 @@ aliases: ["Weapon Of Judgment"] # Weapon Of Judgment *Spell 9* [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have a deity. -- **Range**100 foot -- **Targets**1 creature -- **Duration**1 minute +- **Requirements**: You have a deity. +- **Range**: 100 foot +- **Targets**: 1 creature +- **Duration**: 1 minute An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. diff --git a/compendium/spells/weapon-storm.md b/compendium/spells/weapon-storm.md index 66a543cc9..18582754d 100644 --- a/compendium/spells/weapon-storm.md +++ b/compendium/spells/weapon-storm.md @@ -12,10 +12,10 @@ aliases: ["Weapon Storm"] # Weapon Storm *Spell 4* [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone or 10-foot emanation -- **Saving Throw** Reflex +- **Area**: 30-foot cone or 10-foot emanation +- **Saving Throw**: Reflex You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. diff --git a/compendium/spells/weapon-surge.md b/compendium/spells/weapon-surge.md index 844edd73c..142f78f71 100644 --- a/compendium/spells/weapon-surge.md +++ b/compendium/spells/weapon-surge.md @@ -12,10 +12,10 @@ aliases: ["Weapon Surge"] # Weapon Surge *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [zeal](compendium/setting/domains.md#Zeal) +- **Domains** [zeal](compendium/setting/domains.md#Zeal) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 weapon you're wielding +- **Range**: touch +- **Targets**: 1 weapon you're wielding Holding your weapon aloft, you fill it with divine energy. On your next [Strike](rules/actions/strike.md) with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice) diff --git a/compendium/spells/weaponize-secret-da.md b/compendium/spells/weaponize-secret-da.md index 74bfc65b4..bbe3de44b 100644 --- a/compendium/spells/weaponize-secret-da.md +++ b/compendium/spells/weaponize-secret-da.md @@ -13,12 +13,12 @@ aliases: ["Weaponize Secret"] # Weaponize Secret *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [secrecy (apocryphal)](compendium/setting/domains.md#Secrecy) +- **Domains** [secrecy (apocryphal)](compendium/setting/domains.md#Secrecy) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 3 creatures -- **Saving Throw** Will -- **Duration**1 minute +- **Range**: 60 foot +- **Targets**: up to 3 creatures +- **Saving Throw**: Will +- **Duration**: 1 minute You understand that holding a secret is in itself a kind of power. Each target must attempt a Will save. diff --git a/compendium/spells/web-of-eyes-som.md b/compendium/spells/web-of-eyes-som.md index 776293f65..16dce5feb 100644 --- a/compendium/spells/web-of-eyes-som.md +++ b/compendium/spells/web-of-eyes-som.md @@ -11,11 +11,11 @@ aliases: ["Web Of Eyes"] # Web Of Eyes *Spell 3* [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 5 willing creatures -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: up to 5 willing creatures +- **Duration**: 10 minutes You place an [invisible](rules/conditions.md#Invisible) scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. diff --git a/compendium/spells/web.md b/compendium/spells/web.md index 1d7dbf31d..8f900a6d4 100644 --- a/compendium/spells/web.md +++ b/compendium/spells/web.md @@ -11,11 +11,11 @@ aliases: ["Web"] # Web *Spell 2* [conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**1 minute +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Duration**: 1 minute You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. diff --git a/compendium/spells/weird.md b/compendium/spells/weird.md index 036331fb6..87d3cf335 100644 --- a/compendium/spells/weird.md +++ b/compendium/spells/weird.md @@ -14,11 +14,11 @@ aliases: ["Weird"] # Weird *Spell 9* [death](rules/traits/death.md "Death Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**any number of creatures -- **Saving Throw** Will +- **Range**: 120 foot +- **Targets**: any number of creatures +- **Saving Throw**: Will You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the targets' worst fears. Only the targets can see their assailants. Each target takes `16d6` mental damage and must attempt a Will save. diff --git a/compendium/spells/whirling-flames-apg.md b/compendium/spells/whirling-flames-apg.md index 139df40a6..098ccd4c1 100644 --- a/compendium/spells/whirling-flames-apg.md +++ b/compendium/spells/whirling-flames-apg.md @@ -17,9 +17,9 @@ aliases: ["Whirling Flames"] - **Mystery** Oracle - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**up to two 5-foot bursts that don't overlap -- **Saving Throw** basic Reflex +- **Range**: 30 foot +- **Area**: up to two 5-foot bursts that don't overlap +- **Saving Throw**: basic Reflex You call forth a storm of whirling flames, engulfing all creatures in that area and dealing `5d6` fire damage with a basic Reflex save. diff --git a/compendium/spells/whirling-scarves-logm.md b/compendium/spells/whirling-scarves-logm.md index c0e7f80a4..ee317d570 100644 --- a/compendium/spells/whirling-scarves-logm.md +++ b/compendium/spells/whirling-scarves-logm.md @@ -11,9 +11,10 @@ aliases: ["Whirling Scarves"] # Whirling Scarves *Spell 3* [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the [concealed](rules/conditions.md#Concealed) condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the [concealed](rules/conditions.md#Concealed) condition, the scarves snag the weapon or unarmed attack, and the creature takes a –1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn't the creature's turn). The timing of the scarves' movement is harder to predict for ranged attackers, so the flat check for the [concealed](rules/conditions.md#Concealed) condition against ranged attacks increases from DC 5 to DC 6. You can [Dismiss](rules/actions/dismiss.md) this spell. diff --git a/compendium/spells/whirlwind-som.md b/compendium/spells/whirlwind-som.md index eb0eb5bd8..9f2faa439 100644 --- a/compendium/spells/whirlwind-som.md +++ b/compendium/spells/whirlwind-som.md @@ -12,12 +12,12 @@ aliases: ["Whirlwind"] # Whirlwind *Spell 8* [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**15-foot radius, 80-foot tall cylinder -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute +- **Range**: 500 foot +- **Area**: 15-foot radius, 80-foot tall cylinder +- **Saving Throw**: Reflex +- **Duration**: sustained up to 1 minute Powerful winds coalesce into a devastating tornado. You can [Cast this Spell](rules/actions/cast-a-spell.md) only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are difficult terrain. diff --git a/compendium/spells/wholeness-of-body.md b/compendium/spells/wholeness-of-body.md index 558f1615d..50e6d546a 100644 --- a/compendium/spells/wholeness-of-body.md +++ b/compendium/spells/wholeness-of-body.md @@ -15,6 +15,7 @@ aliases: ["Wholeness Of Body"] [healing](rules/traits/healing.md "Healing Effect Trait") [monk](rules/traits/monk.md "Monk Class Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- You heal yourself in one of the following ways, chosen by you when you cast the spell. diff --git a/compendium/spells/wild-morph.md b/compendium/spells/wild-morph.md index 57c5ea58d..a0a1afb66 100644 --- a/compendium/spells/wild-morph.md +++ b/compendium/spells/wild-morph.md @@ -14,7 +14,8 @@ aliases: ["Wild Morph"] [druid](rules/traits/druid.md "Druid Class Trait") [morph](rules/traits/morph.md "Morph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You morph your body based on your training, choosing one of the following effects based on your wild order feats. @@ -23,8 +24,8 @@ You morph your body based on your training, choosing one of the following effect - If you have [Plant Shape](compendium/feats/plant-shape.md), you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a [reach](rules/traits/reach.md "Reach Weapon Trait") weapon). - If you have [Soaring Shape](compendium/feats/soaring-shape.md), you can cast the spell as a two-action activity ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") somatic, verbal) to grow wings from your back. These wings allow you to [fly](rules/actions/fly.md) with a fly Speed of 30 feet. -**Heightened (6th)** You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws are envenomed, also dealing `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) on a hit. - **Heightened (10th)** You can choose up to three of the effects from the list. Wild claws deal `4d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws deal `4d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) on a hit. +**Heightened (6th)** You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws are envenomed, also dealing `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) on a hit. + *Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/wild-shape.md b/compendium/spells/wild-shape.md index fd4fad9cf..ff94238d0 100644 --- a/compendium/spells/wild-shape.md +++ b/compendium/spells/wild-shape.md @@ -14,7 +14,8 @@ aliases: ["Wild Shape"] [druid](rules/traits/druid.md "Druid Class Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute (or longer) +- +- **Duration**: 1 minute (or longer) You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in [pest form](compendium/spells/pest-form.md), which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. diff --git a/compendium/spells/wild-winds-stance.md b/compendium/spells/wild-winds-stance.md index a44644c9b..3977fe8bf 100644 --- a/compendium/spells/wild-winds-stance.md +++ b/compendium/spells/wild-winds-stance.md @@ -15,7 +15,8 @@ aliases: ["Wild Winds Stance"] [air](rules/traits/air.md "Air Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [monk](rules/traits/monk.md "Monk Class Trait") [stance](rules/traits/stance.md "Stance Combat Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until you leave the stance +- +- **Duration**: until you leave the stance You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed [Strikes](rules/actions/strike.md) as ranged [Strikes](rules/actions/strike.md) against targets within 30 feet. These deal `1d6` bludgeoning damage, use the brawling group, and have the agile, nonlethal, [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait"), and [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") traits. Wind crash [Strikes](rules/actions/strike.md) ignore concealment and all cover. diff --git a/compendium/spells/wildfire-som.md b/compendium/spells/wildfire-som.md index 1aec2826e..f0aba71cd 100644 --- a/compendium/spells/wildfire-som.md +++ b/compendium/spells/wildfire-som.md @@ -14,10 +14,10 @@ aliases: ["Wildfire"] [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [fire](rules/traits/fire.md "Fire Energy & Element Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Area**: 10-foot burst +- **Saving Throw**: Reflex +- **Duration**: sustained up to 1 minute A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 [persistent fire damage](rules/conditions.md#Persistent%20Damage). diff --git a/compendium/spells/wilding-word-apg.md b/compendium/spells/wilding-word-apg.md index d219239b1..587b0a07a 100644 --- a/compendium/spells/wilding-word-apg.md +++ b/compendium/spells/wilding-word-apg.md @@ -16,10 +16,10 @@ aliases: ["Wilding Word"] - **Patron** Witch - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 animal, fungus, or plant -- **Saving Throw** Will -- **Duration**sustained up to 1 minute +- **Range**: 30 foot +- **Targets**: 1 animal, fungus, or plant +- **Saving Throw**: Will +- **Duration**: sustained up to 1 minute With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute. diff --git a/compendium/spells/wind-jump.md b/compendium/spells/wind-jump.md index 3e1b02cf3..7e1a2576b 100644 --- a/compendium/spells/wind-jump.md +++ b/compendium/spells/wind-jump.md @@ -14,7 +14,8 @@ aliases: ["Wind Jump"] [air](rules/traits/air.md "Air Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute +- +- **Duration**: 1 minute You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall. diff --git a/compendium/spells/wind-walk.md b/compendium/spells/wind-walk.md index dafe17867..15c24d1e8 100644 --- a/compendium/spells/wind-walk.md +++ b/compendium/spells/wind-walk.md @@ -11,11 +11,11 @@ aliases: ["Wind Walk"] # Wind Walk *Spell 8* [air](rules/traits/air.md "Air Energy & Element Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Traditions**: [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** 10 minutes -- **Range**touch -- **Targets**you and up to five creatures touched -- **Duration**8 hours +- **Range**: touch +- **Targets**: you and up to five creatures touched +- **Duration**: 8 hours When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, [Cast a Spell](rules/actions/cast-a-spell.md), come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground. diff --git a/compendium/spells/wind-whispers-da.md b/compendium/spells/wind-whispers-da.md index 2d201357b..17cfbe260 100644 --- a/compendium/spells/wind-whispers-da.md +++ b/compendium/spells/wind-whispers-da.md @@ -14,9 +14,9 @@ aliases: ["Wind Whispers"] # Wind Whispers *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Domains**: [air (apocryphal)](compendium/setting/domains.md#Air) +- **Domains** [air (apocryphal)](compendium/setting/domains.md#Air) - **Cast** 1 hour -- **Range**mile +- **Range**: mile You call forth numerous breezes in which you weave gossip, whispering subtly into the ears of those around. Choose a rumor or information you wish to spread, which may or may not be true, about a single subject. Those within range of the spell overhear the rumor at some point over the next hour, though they'll be unable to pin it down to a source. Attempt a check with a modifier equal to your spell DC – 10 against a hard DC for your level. The GM might modify the DC depending on how plausible the rumor is. Repeated castings to spread the same rumor or information have no effect unless circumstances have substantially changed, as determined by the GM. diff --git a/compendium/spells/winning-streak-som.md b/compendium/spells/winning-streak-som.md index 0c98bb8f2..422099378 100644 --- a/compendium/spells/winning-streak-som.md +++ b/compendium/spells/winning-streak-som.md @@ -10,11 +10,11 @@ aliases: ["Winning Streak"] # Winning Streak *Spell 4* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**20 foot -- **Targets**1 creature -- **Duration**1 round (see text) +- **Range**: 20 foot +- **Targets**: 1 creature +- **Duration**: 1 round (see text) The target is energized by its good fortune as it spreads to others—as long as they keep winning. It gains the [quickened](rules/conditions.md#Quickened) condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes [quickened](rules/conditions.md#Quickened) if they weren't already, and the duration of the winning streak is extended by another round. Creatures [quickened](rules/conditions.md#Quickened) by the spell can use the extra action to [Strike](rules/actions/strike.md), [Step](rules/actions/step.md), or [Stride](rules/actions/stride.md). If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends. diff --git a/compendium/spells/winter-bolt-logm.md b/compendium/spells/winter-bolt-logm.md index e50a1808e..07818374f 100644 --- a/compendium/spells/winter-bolt-logm.md +++ b/compendium/spells/winter-bolt-logm.md @@ -12,10 +12,10 @@ aliases: ["Winter Bolt"] # Winter Bolt *Focus 1* [attack](rules/traits/attack.md "Attack Combat Trait") [cold](rules/traits/cold.md "Cold Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") -- **Domains**: [cold](compendium/setting/domains.md#Cold) +- **Domains** [cold](compendium/setting/domains.md#Cold) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature +- **Range**: 60 foot +- **Targets**: 1 creature You fling a hollow icicle filled with winter's wrath. Make a spell attack against a target within range. The bolt deals `1d8` piercing damage and lodges in the target. At the end of the target's next turn, the bolt shatters, releasing a whirl of snow and ice that deals `1d12` cold damage to the target and all adjacent creatures. The bolt can be removed with an [Interact](rules/actions/interact.md) action, which causes it to melt harmlessly without detonating. diff --git a/compendium/spells/wish-twisted-form-apg.md b/compendium/spells/wish-twisted-form-apg.md index 4f2ce01e5..426fccd55 100644 --- a/compendium/spells/wish-twisted-form-apg.md +++ b/compendium/spells/wish-twisted-form-apg.md @@ -14,10 +14,10 @@ aliases: ["Wish-twisted Form"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: varies You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. diff --git a/compendium/spells/wish.md b/compendium/spells/wish.md index 445c901dd..4ebc45ae2 100644 --- a/compendium/spells/wish.md +++ b/compendium/spells/wish.md @@ -10,8 +10,9 @@ aliases: ["Wish"] # Wish *Spell 10* [divination](rules/traits/divination.md "Divination School Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- You state a wish, making your greatest desire come true. A [wish](compendium/spells/wish.md) spell can produce any one of the following effects. diff --git a/compendium/spells/withering-grasp-logm.md b/compendium/spells/withering-grasp-logm.md index 1fa7752e9..bfd93f21d 100644 --- a/compendium/spells/withering-grasp-logm.md +++ b/compendium/spells/withering-grasp-logm.md @@ -11,10 +11,10 @@ aliases: ["Withering Grasp"] # Withering Grasp *Focus 1* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [negative](rules/traits/negative.md "Negative Energy & Element Trait") -- **Domains**: [decay](compendium/setting/domains.md#Decay) +- **Domains** [decay](compendium/setting/domains.md#Decay) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object +- **Range**: touch +- **Targets**: 1 creature or object Your touch rots organic material and decays objects. Make a melee spell attack roll. Your touch deals `1d12` negative damage plus `1d4` [persistent negative damage](rules/conditions.md#Persistent%20Damage). If a creature uses an item to block withering grasp, such as with the [Shield Block](compendium/feats/shield-block.md) reaction, the item is automatically affected, but the creature does not take damage (even if there is Domains damage left over after the shield's Hardness). Unlike normal negative damage, the negative damage from withering grasp damages objects, constructs, and the like by eroding them away. diff --git a/compendium/spells/word-of-freedom.md b/compendium/spells/word-of-freedom.md index 7ea365640..2dead550d 100644 --- a/compendium/spells/word-of-freedom.md +++ b/compendium/spells/word-of-freedom.md @@ -13,11 +13,11 @@ aliases: ["Word Of Freedom"] # Word Of Freedom *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [freedom](compendium/setting/domains.md#Freedom) +- **Domains** [freedom](compendium/setting/domains.md#Freedom) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 creature +- **Duration**: 1 round You utter a liberating word of power that frees a creature. diff --git a/compendium/spells/word-of-truth.md b/compendium/spells/word-of-truth.md index 5b54d9aa7..c78d5692d 100644 --- a/compendium/spells/word-of-truth.md +++ b/compendium/spells/word-of-truth.md @@ -12,9 +12,10 @@ aliases: ["Word Of Truth"] # Word Of Truth *Focus 1* [cleric](rules/traits/cleric.md "Cleric Class Trait") [divination](rules/traits/divination.md "Divination School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [truth](compendium/setting/domains.md#Truth) +- **Domains** [truth](compendium/setting/domains.md#Truth) - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**sustained up to 1 minute +- +- **Duration**: sustained up to 1 minute You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true. diff --git a/compendium/spells/wordsmith-da.md b/compendium/spells/wordsmith-da.md index 1035dbd4e..48f2cec1b 100644 --- a/compendium/spells/wordsmith-da.md +++ b/compendium/spells/wordsmith-da.md @@ -12,11 +12,11 @@ aliases: ["Wordsmith"] # Wordsmith *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") -- **Domains**: [knowledge (apocryphal)](compendium/setting/domains.md#Knowledge) +- **Domains** [knowledge (apocryphal)](compendium/setting/domains.md#Knowledge) - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 document written by a single author and comprised of written text in a single language -- **Duration**until the next time you [Refocus](rules/actions/refocus.md) +- **Range**: touch +- **Targets**: 1 document written by a single author and comprised of written text in a single language +- **Duration**: until the next time you [Refocus](rules/actions/refocus.md) You're a devotee of knowledge with an unmatched command of the language used to spread that knowledge, and you can reshape the written word into a form more understandable to your audience. The language of the target's written text shifts to a language you know. This shift doesn't change the text's contents beyond minor translation differences, nor does it grant the reader any understanding of the original language. diff --git a/compendium/spells/worms-repast-av1.md b/compendium/spells/worms-repast-av1.md index 4b81074eb..24fdc773b 100644 --- a/compendium/spells/worms-repast-av1.md +++ b/compendium/spells/worms-repast-av1.md @@ -11,12 +11,12 @@ aliases: ["Worm's Repast"] # Worm's Repast *Spell 2* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -- **Traditions**: [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [occult](rules/traits/occult.md "Occult Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 corporeal creature -- **Saving Throw** Fortitude -- **Duration**see below +- **Range**: 30 foot +- **Targets**: 1 corporeal creature +- **Saving Throw**: Fortitude +- **Duration**: see below Gnawing worms materialize within the flesh of the target creature, dealing `4d6` piercing damage and `1d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage). If the target is a non-skeletal corporeal undead creature, you deal an extra `2d6` [persistent piercing damage](rules/conditions.md#Persistent%20Damage). The target must attempt a Fortitude save. diff --git a/compendium/spells/wronged-monks-wrath-frp1.md b/compendium/spells/wronged-monks-wrath-frp1.md index 7d5aa972a..a333b3aff 100644 --- a/compendium/spells/wronged-monks-wrath-frp1.md +++ b/compendium/spells/wronged-monks-wrath-frp1.md @@ -16,8 +16,8 @@ aliases: ["Wronged Monk's Wrath"] [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [force](rules/traits/force.md "Force Energy & Element Trait") [monk](rules/traits/monk.md "Monk Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**5-foot emanation or more -- **Saving Throw** Reflex +- **Area**: 5-foot emanation or more +- **Saving Throw**: Reflex You unleash your ki as a powerful storm of force and lightning, dealing `2d6` force damage and `2d12` electricity damage to creatures in the area. If you use 2 actions to cast the spell, increase the size of the emanation to 10 feet and the damage to `3d6` force damage and `3d12` electricity damage. If you use 3 actions to cast the spell, increase the size of the emanation to 20 feet and the damage to `4d6` force and `4d12` electricity damage. Each creature attempts one basic Reflex save that applies to both types of damage On a failed save, the creature is [deafened](rules/conditions.md#Deafened) for 1 round; on a critical failure, the creature also takes `2d12` [persistent electricity damage](rules/conditions.md#Persistent%20Damage) and is [deafened](rules/conditions.md#Deafened) for 1 minute. diff --git a/compendium/spells/wyvern-sting-aoe4.md b/compendium/spells/wyvern-sting-aoe4.md index a90862f6e..9ae04c911 100644 --- a/compendium/spells/wyvern-sting-aoe4.md +++ b/compendium/spells/wyvern-sting-aoe4.md @@ -12,11 +12,11 @@ aliases: ["Wyvern Sting"] # Wyvern Sting *Spell 5* [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [poison](rules/traits/poison.md "Poison Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude +- **Range**: touch +- **Targets**: 1 creature +- **Saving Throw**: Fortitude You duplicate the venomous sting of a wyvern. You deal `3d4` piercing damage to the touched creature and afflict it with wyvern venom. If the target takes piercing damage, they must attempt a Fortitude save. diff --git a/compendium/spells/youre-mine.md b/compendium/spells/youre-mine.md index abac2257d..0a35c321e 100644 --- a/compendium/spells/youre-mine.md +++ b/compendium/spells/youre-mine.md @@ -17,10 +17,10 @@ aliases: ["You're Mine"] - **Bloodline** Sorcerer - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round +- **Range**: 30 foot +- **Targets**: 1 creature +- **Saving Throw**: Will +- **Duration**: 1 round You manipulate the target's emotions, potentially allowing you to control it for a brief instant. The target must attempt a Will save. diff --git a/compendium/spells/zeal-for-battle.md b/compendium/spells/zeal-for-battle.md index bfdcb4e6d..3e2ac9dcf 100644 --- a/compendium/spells/zeal-for-battle.md +++ b/compendium/spells/zeal-for-battle.md @@ -15,11 +15,11 @@ aliases: ["Zeal For Battle"] # Zeal For Battle *Focus 4* [cleric](rules/traits/cleric.md "Cleric Class Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Domains**: [zeal](compendium/setting/domains.md#Zeal) +- **Domains** [zeal](compendium/setting/domains.md#Zeal) - **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You and at least 1 ally are about to roll initiative. -- **Range**10 foot -- **Targets**you and the triggering ally +- **Trigger**: You and at least 1 ally are about to roll initiative. +- **Range**: 10 foot +- **Targets**: you and the triggering ally You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own [Perception](compendium/skills.md#Perception) modifier or other statistic to determine your results. diff --git a/compendium/spells/zealous-conviction.md b/compendium/spells/zealous-conviction.md index 3179cf455..285bb0fd9 100644 --- a/compendium/spells/zealous-conviction.md +++ b/compendium/spells/zealous-conviction.md @@ -12,11 +12,11 @@ aliases: ["Zealous Conviction"] # Zealous Conviction *Spell 6* [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 10 willing creatures -- **Duration**10 minutes +- **Range**: 30 foot +- **Targets**: up to 10 willing creatures +- **Duration**: 10 minutes You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against [mental](rules/traits/mental.md "Mental Effect Trait") effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely. diff --git a/compendium/spells/zenith-star-logm.md b/compendium/spells/zenith-star-logm.md index 830bbccf1..5579504c4 100644 --- a/compendium/spells/zenith-star-logm.md +++ b/compendium/spells/zenith-star-logm.md @@ -11,12 +11,12 @@ aliases: ["Zenith Star"] # Zenith Star *Focus 1* [divination](rules/traits/divination.md "Divination School Trait") [light](rules/traits/light.md "Light Effect Trait") -- **Domains**: [star](compendium/setting/domains.md#Star) +- **Domains** [star](compendium/setting/domains.md#Star) - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 day +- **Range**: 60 foot +- **Targets**: 1 creature +- **Saving Throw**: Fortitude +- **Duration**: 1 day You call a tiny star to orbit a creature in a sparkling halo before shooting up into the heavens, where it marks the creature's rough location. The target must attempt a Fortitude save. diff --git a/compendium/spells/zero-gravity-som.md b/compendium/spells/zero-gravity-som.md index 311dcc859..3fb6491a7 100644 --- a/compendium/spells/zero-gravity-som.md +++ b/compendium/spells/zero-gravity-som.md @@ -12,11 +12,11 @@ aliases: ["Zero Gravity"] # Zero Gravity *Spell 6* [evocation](rules/traits/evocation.md "Evocation School Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot radius, 40-foot-tall cylinder -- **Duration**sustained up to 1 minute +- **Range**: 120 foot +- **Area**: 20-foot radius, 40-foot-tall cylinder +- **Duration**: sustained up to 1 minute You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the [move](rules/traits/move.md "Move Combat Trait") trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off. diff --git a/compendium/spells/zone-of-truth.md b/compendium/spells/zone-of-truth.md index 47412c539..8657f0ee1 100644 --- a/compendium/spells/zone-of-truth.md +++ b/compendium/spells/zone-of-truth.md @@ -13,12 +13,12 @@ aliases: ["Zone Of Truth"] # Zone Of Truth *Spell 3* [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- **Traditions**: [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") +- **Traditions** [divine](rules/traits/divine.md "Divine Tradition Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait") - **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**20-foot burst -- **Saving Throw** Will -- **Duration**10 minutes +- **Range**: 30 foot +- **Area**: 20-foot burst +- **Saving Throw**: Will +- **Duration**: 10 minutes You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. diff --git a/rules/abilities/aquatic-ambush.md b/rules/abilities/aquatic-ambush.md index ca78b079e..2b28c12bf 100644 --- a/rules/abilities/aquatic-ambush.md +++ b/rules/abilities/aquatic-ambush.md @@ -5,6 +5,7 @@ aliases: ["Aquatic Ambush"] --- # Aquatic Ambush [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action - **Requirements**: The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet. **Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a [Strike](rules/actions/strike.md) against it. The creature is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/abilities/attack-of-opportunity.md b/rules/abilities/attack-of-opportunity.md index 8d76a3a65..8e17a1671 100644 --- a/rules/abilities/attack-of-opportunity.md +++ b/rules/abilities/attack-of-opportunity.md @@ -5,6 +5,7 @@ aliases: ["Attack of Opportunity"] --- # Attack of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Activate**: Reaction - **Trigger**: A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. **Effect** The monster attempts a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This [Strike](rules/actions/strike.md) doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/abilities/bone-missile-b3.md b/rules/abilities/bone-missile-b3.md index 7cd4c6505..90b7f6089 100644 --- a/rules/abilities/bone-missile-b3.md +++ b/rules/abilities/bone-missile-b3.md @@ -5,4 +5,6 @@ aliases: ["Bone Missile"] --- # Bone Missile [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Activate**: Two-Action + The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged [Strike](rules/actions/strike.md). This uses the attack bonus of whichever of the skeleton's other [Strikes](rules/actions/strike.md) has the highest attack bonus and deals piercing damage equal to that [Strike](rules/actions/strike.md)'s damage plus the skeleton's level (minimum 1). \ No newline at end of file diff --git a/rules/abilities/bone-storm-botd.md b/rules/abilities/bone-storm-botd.md index 7423c3069..8f3d4cacc 100644 --- a/rules/abilities/bone-storm-botd.md +++ b/rules/abilities/bone-storm-botd.md @@ -5,4 +5,7 @@ aliases: ["Bone Storm"] --- # Bone Storm [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take `1d6` slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms. \ No newline at end of file +- **Activate**: Three-Action +- **Frequency**: once per day + +**Effect** The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take `1d6` slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms. \ No newline at end of file diff --git a/rules/abilities/buck.md b/rules/abilities/buck.md index 7e531bd3b..850c2f37d 100644 --- a/rules/abilities/buck.md +++ b/rules/abilities/buck.md @@ -5,6 +5,7 @@ aliases: ["Buck"] --- # Buck [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Activate**: Reaction - **Trigger**: A creature Mounts or uses the Command an Animal action while riding the monster. **Effect** Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [prone](rules/conditions.md#Prone). If the save is a critical failure, the triggering creature also takes `1d6` bludgeoning damage in addition to the normal damage for the fall. \ No newline at end of file diff --git a/rules/abilities/butter-up-gmg.md b/rules/abilities/butter-up-gmg.md index cea3dbcaa..b534beb50 100644 --- a/rules/abilities/butter-up-gmg.md +++ b/rules/abilities/butter-up-gmg.md @@ -9,4 +9,5 @@ aliases: ["Butter Up"] # Butter Up [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") + When someone eats a dish or treat made by this NPC, the NPC can attempt a [Baking Lore](compendium/skills.md#Lore), [Cooking Lore](compendium/skills.md#Lore), or similar check against that creature's Will DC, with the same results as the [Make an Impression](rules/actions/make-an-impression.md) action of [Diplomacy](compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. \ No newline at end of file diff --git a/rules/abilities/catch-rock.md b/rules/abilities/catch-rock.md index 2e393cc0f..e81662224 100644 --- a/rules/abilities/catch-rock.md +++ b/rules/abilities/catch-rock.md @@ -5,6 +5,7 @@ aliases: ["Catch Rock"] --- # Catch Rock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Activate**: Reaction - **Trigger**: The monster is targeted with a thrown rock Strike or a rock would fall on the monster. - **Requirements**: The monster must have a free hand but can Release anything it's holding as part of this reaction. diff --git a/rules/abilities/change-shape.md b/rules/abilities/change-shape.md index fd0917e26..ee0fc6d25 100644 --- a/rules/abilities/change-shape.md +++ b/rules/abilities/change-shape.md @@ -11,4 +11,6 @@ aliases: ["Change Shape"] # Change Shape [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [[magical tradition]](rules/traits/magical-tradition-b1.md "Any Magical Tradition Tradition Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") +- **Activate**: Single Action + The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of [Deception](compendium/skills.md#Deception). The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its [Deception](compendium/skills.md#Deception) DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and [Strikes](rules/actions/strike.md), and might potentially change its senses or size. Any changes are listed in its stat block. \ No newline at end of file diff --git a/rules/abilities/collapse.md b/rules/abilities/collapse.md index d58d2f329..56e8fa06f 100644 --- a/rules/abilities/collapse.md +++ b/rules/abilities/collapse.md @@ -5,6 +5,7 @@ aliases: ["Collapse"] --- # Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Activate**: Reaction - **Trigger**: The skeleton is critically hit. **Effect** The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is [immobilized](rules/conditions.md#Immobilized) and [flat-footed](rules/conditions.md#Flat-footed). \ No newline at end of file diff --git a/rules/abilities/constrict.md b/rules/abilities/constrict.md index 4e498510c..240665063 100644 --- a/rules/abilities/constrict.md +++ b/rules/abilities/constrict.md @@ -5,4 +5,6 @@ aliases: ["Constrict"] --- # Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action + The monster deals the listed amount of damage to any number of creatures [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. \ No newline at end of file diff --git a/rules/abilities/corrupting-gaze.md b/rules/abilities/corrupting-gaze.md index 36601b814..1f71fc14a 100644 --- a/rules/abilities/corrupting-gaze.md +++ b/rules/abilities/corrupting-gaze.md @@ -5,4 +5,6 @@ aliases: ["Corrupting Gaze"] --- # Corrupting Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Activate**: Two-Action + The ghost stares at a creature it can see within 30 feet. The target takes `1d6` negative damage + `1d6` per 2 levels with a basic Will save. A creature that fails its save is also [stupefied](rules/conditions.md#Stupefied) for 1 minute. \ No newline at end of file diff --git a/rules/abilities/coven.md b/rules/abilities/coven.md index bbc9ef440..5c2b0d62a 100644 --- a/rules/abilities/coven.md +++ b/rules/abilities/coven.md @@ -10,6 +10,7 @@ aliases: ["Coven"] # Coven [divination](rules/traits/divination.md "Divination School Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") + This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), and can sense what another coven member is sensing as a two-action activity, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level [baleful polymorph](compendium/spells/baleful-polymorph.md) spell and all the following spells, which the coven can cast at any level up to 5th: [augury](compendium/spells/augury.md), [charm](compendium/spells/charm.md), [clairaudience](compendium/spells/clairaudience.md), [clairvoyance](compendium/spells/clairvoyance.md), [dream message](compendium/spells/dream-message.md), [illusory disguise](compendium/spells/illusory-disguise.md), [illusory scene](compendium/spells/illusory-scene.md), [prying eye](compendium/spells/prying-eye.md), and [talking corpse](compendium/spells/talking-corpse.md). Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [control weather](compendium/spells/rituals/control-weather.md) ritual, with a DC of 23 instead of the standard DC. diff --git a/rules/abilities/curse-of-the-werecreature.md b/rules/abilities/curse-of-the-werecreature.md index 0985dfa5c..6a7df4531 100644 --- a/rules/abilities/curse-of-the-werecreature.md +++ b/rules/abilities/curse-of-the-werecreature.md @@ -10,6 +10,7 @@ aliases: ["Curse of the Werecreature"] # Curse of the Werecreature [curse](rules/traits/curse.md "Curse Effect Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") + This curse affects only humanoids. ```ad-inline-affliction diff --git a/rules/abilities/draining-touch.md b/rules/abilities/draining-touch.md index 05f84794f..907d8fd8d 100644 --- a/rules/abilities/draining-touch.md +++ b/rules/abilities/draining-touch.md @@ -5,4 +5,6 @@ aliases: ["Draining Touch"] --- # Draining Touch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Activate**: Two-Action + With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand [Strike](rules/actions/strike.md) but deals no damage on a hit. Instead, the target becomes [drained](rules/conditions.md#Drained) for 1 day, and the ghost regains HP equal to half its own level. \ No newline at end of file diff --git a/rules/abilities/engulf.md b/rules/abilities/engulf.md index 4f720ae4a..0d690f9fb 100644 --- a/rules/abilities/engulf.md +++ b/rules/abilities/engulf.md @@ -5,6 +5,8 @@ aliases: ["Engulf"] --- # Engulf [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Activate**: Two-Action + The monster [Strides](rules/actions/stride.md) up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space. A creature that fails its save is pulled into the monster's body. It is [grabbed](rules/conditions.md#Grabbed), is [slowed](rules/conditions.md#Slowed), and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space. diff --git a/rules/abilities/ferocity.md b/rules/abilities/ferocity.md index 217ad0a1e..c3e55c68f 100644 --- a/rules/abilities/ferocity.md +++ b/rules/abilities/ferocity.md @@ -5,6 +5,7 @@ aliases: ["Ferocity"] --- # Ferocity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Activate**: Reaction - **Trigger**: The monster is reduced to 0 HP. **Effect** The monster avoids being knocked out and remains at 1 HP, but its [wounded](rules/conditions.md#Wounded) value increases by 1. When it is [wounded](rules/conditions.md#Wounded), it can no longer use this ability. \ No newline at end of file diff --git a/rules/abilities/find-footing-gmg.md b/rules/abilities/find-footing-gmg.md index 8e23fb15f..f88d2c8db 100644 --- a/rules/abilities/find-footing-gmg.md +++ b/rules/abilities/find-footing-gmg.md @@ -8,4 +8,6 @@ aliases: ["Find Footing"] # Find Footing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +- **Activate**: Single Action + The NPC attempts an [Architecture Lore](compendium/skills.md#Lore), [Engineering Lore](compendium/skills.md#Lore), or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](compendium/skills.md#Acrobatics) checks to [Balance](rules/actions/balance.md) across that ground. \ No newline at end of file diff --git a/rules/abilities/frightful-moan.md b/rules/abilities/frightful-moan.md index 5da1171cc..b0a5dd4a5 100644 --- a/rules/abilities/frightful-moan.md +++ b/rules/abilities/frightful-moan.md @@ -13,4 +13,6 @@ aliases: ["Frightful Moan"] # Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +- **Activate**: Two-Action + The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. \ No newline at end of file diff --git a/rules/abilities/frightful-presence.md b/rules/abilities/frightful-presence.md index 2bbd462d9..b0665b991 100644 --- a/rules/abilities/frightful-presence.md +++ b/rules/abilities/frightful-presence.md @@ -11,6 +11,7 @@ aliases: ["Frightful Presence"] # Frightful Presence [aura](rules/traits/aura.md "Aura Combat Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") + A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. > [!success-degree] diff --git a/rules/abilities/grab.md b/rules/abilities/grab.md index 488bd467e..5052b6483 100644 --- a/rules/abilities/grab.md +++ b/rules/abilities/grab.md @@ -5,6 +5,7 @@ aliases: ["Grab"] --- # Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action - **Requirements**: The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. **Effect** The monster automatically Grabs the target until the end of the monster's next turn. The creature is [grabbed](rules/conditions.md#Grabbed) by whichever body part the monster attacked with, and that body part can't be used to [Strike](rules/actions/strike.md) creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures [grabbed](rules/conditions.md#Grabbed) by it. A [grabbed](rules/conditions.md#Grabbed) creature can use the [Escape](rules/actions/escape.md) action to get out of the grab, and the Grab ends for a [grabbed](rules/conditions.md#Grabbed) creatures if the monster moves away from it. \ No newline at end of file diff --git a/rules/abilities/grave-eruption-botd.md b/rules/abilities/grave-eruption-botd.md index 0eff8a7f7..87d27c559 100644 --- a/rules/abilities/grave-eruption-botd.md +++ b/rules/abilities/grave-eruption-botd.md @@ -5,6 +5,7 @@ aliases: ["Grave Eruption"] --- # Grave Eruption [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Activate**: Two-Action - **Requirements**: The skeleton is [undetected](rules/conditions.md#Undetected) and buried in dirt, gravel, or other loose material **Effect** The skeleton erupts from the ground, Stands, and makes a melee [Strike](rules/actions/strike.md). The target is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md). If the [Strike](rules/actions/strike.md) hits, the target is [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical hit). \ No newline at end of file diff --git a/rules/abilities/greater-constrict.md b/rules/abilities/greater-constrict.md index 8d33c7ac4..59c601a00 100644 --- a/rules/abilities/greater-constrict.md +++ b/rules/abilities/greater-constrict.md @@ -5,4 +5,6 @@ aliases: ["Greater Constrict"] --- # Greater Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action + The monster deals the listed amount of damage to any number of creatures [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [unconscious](rules/conditions.md#Unconscious), and a creature that succeeds is then temporarily immune to falling [unconscious](rules/conditions.md#Unconscious) from Greater Constrict for 1 minute. \ No newline at end of file diff --git a/rules/abilities/improved-grab.md b/rules/abilities/improved-grab.md index b00452d9d..58b70434b 100644 --- a/rules/abilities/improved-grab.md +++ b/rules/abilities/improved-grab.md @@ -5,4 +5,6 @@ aliases: ["Improved Grab"] --- # Improved Grab [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- **Activate**: Free Action + The monster can use [Grab](rules/abilities/grab.md) as a free action triggered by a hit with its initial attack. A monster with [Improved Grab](rules/abilities/improved-grab.md) still needs to spend an action to extend the duration for creatures it already has [grabbed](rules/conditions.md#Grabbed). \ No newline at end of file diff --git a/rules/abilities/improved-knockdown.md b/rules/abilities/improved-knockdown.md index 5d5a1c712..f50a5a52c 100644 --- a/rules/abilities/improved-knockdown.md +++ b/rules/abilities/improved-knockdown.md @@ -5,4 +5,6 @@ aliases: ["Improved Knockdown"] --- # Improved Knockdown [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- **Activate**: Free Action + The monster can use [Knockdown](rules/abilities/knockdown.md) as a free action triggered by a hit with its initial attack. \ No newline at end of file diff --git a/rules/abilities/improved-push.md b/rules/abilities/improved-push.md index 3d5b429a9..12a9317f9 100644 --- a/rules/abilities/improved-push.md +++ b/rules/abilities/improved-push.md @@ -5,4 +5,6 @@ aliases: ["Improved Push"] --- # Improved Push [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- **Activate**: Free Action + The monster can use [Push](rules/abilities/push.md) as a free action triggered by a hit with its initial attack. \ No newline at end of file diff --git a/rules/abilities/inhabit-object.md b/rules/abilities/inhabit-object.md index 39faf9c03..51466222e 100644 --- a/rules/abilities/inhabit-object.md +++ b/rules/abilities/inhabit-object.md @@ -5,4 +5,6 @@ aliases: ["Inhabit Object"] --- # Inhabit Object [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action + The ghost possesses an object of size [Large](rules/traits/large-b1.md "Large Size Trait") or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for `1d4` rounds. \ No newline at end of file diff --git a/rules/abilities/knockdown.md b/rules/abilities/knockdown.md index 41eaac56a..2d2523d64 100644 --- a/rules/abilities/knockdown.md +++ b/rules/abilities/knockdown.md @@ -5,6 +5,7 @@ aliases: ["Knockdown"] --- # Knockdown [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action - **Requirements**: The monster's last action was a success with a Strike that lists Knockdown in its damage entry. **Effect** The monster knocks the target [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/rules/abilities/malevolent-possession.md b/rules/abilities/malevolent-possession.md index 2bf9ad06c..77f879a24 100644 --- a/rules/abilities/malevolent-possession.md +++ b/rules/abilities/malevolent-possession.md @@ -5,4 +5,6 @@ aliases: ["Malevolent Possession"] --- # Malevolent Possession [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Activate**: Two-Action + The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the [possession](compendium/spells/possession.md) spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell. \ No newline at end of file diff --git a/rules/abilities/moon-frenzy.md b/rules/abilities/moon-frenzy.md index 7182461d7..ccb914578 100644 --- a/rules/abilities/moon-frenzy.md +++ b/rules/abilities/moon-frenzy.md @@ -10,4 +10,5 @@ aliases: ["Moon Frenzy"] # Moon Frenzy [polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") + When a full moon appears in the night sky, the werecreature must enter hybrid form, can't [Change Shape](rules/abilities/change-shape.md) thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. \ No newline at end of file diff --git a/rules/abilities/push.md b/rules/abilities/push.md index b76c40713..8854ab9ec 100644 --- a/rules/abilities/push.md +++ b/rules/abilities/push.md @@ -5,6 +5,7 @@ aliases: ["Push"] --- # Push [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action - **Requirements**: The monster's last action was a success with a Strike that lists Push in its damage entry. **Effect** The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled. \ No newline at end of file diff --git a/rules/abilities/rejuvenation-ghost.md b/rules/abilities/rejuvenation-ghost.md index 5012cac19..5ad4ef9b3 100644 --- a/rules/abilities/rejuvenation-ghost.md +++ b/rules/abilities/rejuvenation-ghost.md @@ -9,4 +9,5 @@ aliases: ["Rejuvenation (Ghost)"] # Rejuvenation (Ghost) [divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") + When a ghost is destroyed, it re-forms after `2d4` days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. \ No newline at end of file diff --git a/rules/abilities/rend.md b/rules/abilities/rend.md index 0a861eeb4..35c069cd7 100644 --- a/rules/abilities/rend.md +++ b/rules/abilities/rend.md @@ -5,6 +5,7 @@ aliases: ["Rend"] --- # Rend [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action - **Requirements**: The monster hit the same enemy with two consecutive [Strikes](rules/actions/strike.md) of the listed type in the same round. **Effect** A Rend entry lists a [Strike](rules/actions/strike.md) the monster has. The monster automatically deals that [Strike](rules/actions/strike.md)'s damage again to the enemy. \ No newline at end of file diff --git a/rules/abilities/retributive-strike.md b/rules/abilities/retributive-strike.md index cfb68bcac..c12ca9f27 100644 --- a/rules/abilities/retributive-strike.md +++ b/rules/abilities/retributive-strike.md @@ -5,6 +5,7 @@ aliases: ["Retributive Strike"] --- # Retributive Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Activate**: Reaction - **Trigger**: An enemy damages the monster's ally, and both are within 15 feet of the monster. **Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee [Strike](rules/actions/strike.md) against it. \ No newline at end of file diff --git a/rules/abilities/screaming-skull.md b/rules/abilities/screaming-skull.md index 5f4a6b743..eaf8772a4 100644 --- a/rules/abilities/screaming-skull.md +++ b/rules/abilities/screaming-skull.md @@ -11,4 +11,6 @@ aliases: ["Screaming Skull"] # Screaming Skull [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [fear](rules/traits/fear.md "Fear Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +- **Activate**: Two-Action + The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to [Demoralize](rules/actions/demoralize.md) each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then. \ No newline at end of file diff --git a/rules/abilities/shield-block.md b/rules/abilities/shield-block.md index f1c1127f0..3035dbf15 100644 --- a/rules/abilities/shield-block.md +++ b/rules/abilities/shield-block.md @@ -5,6 +5,7 @@ aliases: ["Shield Block"] --- # Shield Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Activate**: Reaction - **Trigger**: The monster has its shield raised and takes damage from a physical attack. **Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield. \ No newline at end of file diff --git a/rules/abilities/swallow-whole.md b/rules/abilities/swallow-whole.md index 42847aacf..5113bd102 100644 --- a/rules/abilities/swallow-whole.md +++ b/rules/abilities/swallow-whole.md @@ -8,6 +8,8 @@ aliases: ["Swallow Whole"] # Swallow Whole [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") [attack](rules/traits/attack.md "Attack Combat Trait") +- **Activate**: Single Action + The monster attempts to swallow a creature of the listed size or smaller that it has [grabbed](rules/conditions.md#Grabbed) in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an [Athletics](compendium/skills.md#Athletics) check opposed by the [grabbed](rules/conditions.md#Grabbed) creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to [Strike](rules/actions/strike.md) or Grab once again. The monster can't attack creatures it has swallowed. A swallowed creature is [grabbed](rules/conditions.md#Grabbed), is [slowed](rules/conditions.md#Slowed), and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [Escapes](rules/actions/escape.md) this ability's [grabbed](rules/conditions.md#Grabbed) condition, it exits through the monster's mouth. This frees any other creature [grabbed](rules/conditions.md#Grabbed) in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space. diff --git a/rules/abilities/telekinetic-assault.md b/rules/abilities/telekinetic-assault.md index 124020251..965d90a9c 100644 --- a/rules/abilities/telekinetic-assault.md +++ b/rules/abilities/telekinetic-assault.md @@ -9,4 +9,6 @@ aliases: ["Telekinetic Assault"] # Telekinetic Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") +- **Activate**: Two-Action + The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take `1d6` bludgeoning damage + `1d6` per 2 levels, subject to a basic Reflex save. \ No newline at end of file diff --git a/rules/abilities/telepathy.md b/rules/abilities/telepathy.md index 9b8c5b461..4e8835c64 100644 --- a/rules/abilities/telepathy.md +++ b/rules/abilities/telepathy.md @@ -10,4 +10,5 @@ aliases: ["Telepathy"] # Telepathy [aura](rules/traits/aura.md "Aura Combat Trait") [divination](rules/traits/divination.md "Divination School Trait") [magical](rules/traits/magical.md "Magical Item Trait") + A monster with [telepathy](compendium/spells/telepathy.md) can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. \ No newline at end of file diff --git a/rules/abilities/throw-rock.md b/rules/abilities/throw-rock.md index 21e63af83..2cce25c68 100644 --- a/rules/abilities/throw-rock.md +++ b/rules/abilities/throw-rock.md @@ -5,4 +5,6 @@ aliases: ["Throw Rock"] --- # Throw Rock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Activate**: Single Action + The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/abilities/trample.md b/rules/abilities/trample.md index a565092a7..c7e0ead6e 100644 --- a/rules/abilities/trample.md +++ b/rules/abilities/trample.md @@ -5,4 +5,6 @@ aliases: ["Trample"] --- # Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Activate**: Three-Action + The monster [Strides](rules/actions/stride.md) up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed [Strike](rules/actions/strike.md), but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure). \ No newline at end of file diff --git a/rules/actions/act-together-som.md b/rules/actions/act-together-som.md index 592128ab1..7b3543fa8 100644 --- a/rules/actions/act-together-som.md +++ b/rules/actions/act-together-som.md @@ -8,7 +8,7 @@ tags: - trait/tandem aliases: ["Act Together"] --- -# Act Together [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +# Act Together [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") *Source: Secrets of Magic p. 53* diff --git a/rules/actions/actions.md b/rules/actions/actions.md index 14915a51f..363d19cd4 100644 --- a/rules/actions/actions.md +++ b/rules/actions/actions.md @@ -23,6 +23,7 @@ cssclass: pf2e,pf2e-index - [Avoid Notice](avoid-notice.md) - [Balance](balance.md) - [Barbed Quills](barbed-quills-lome.md) +- [Base Kinesis](base-kinesis-roe.md) - [Befriend a Local](befriend-a-local-aoa0.md) - [Blend In](blend-in-aoa5.md) - [Board](board-gmg.md) @@ -46,6 +47,7 @@ cssclass: pf2e,pf2e-index - [Change Shape (Beastkin)](change-shape-beastkin-loag.md) - [Change Shape (Kitsune)](change-shape-kitsune-loag.md) - [Change Tradition Focus](change-tradition-focus-gmg.md) +- [Channel Elements](channel-elements-roe.md) - [Check the Walls](check-the-walls-aoa4.md) - [Clean](clean-aoa2.md) - [Cleanse Soul Path](cleanse-soul-path-som.md) @@ -98,6 +100,7 @@ cssclass: pf2e,pf2e-index - [Drop Prone](drop-prone.md) - [Dueling Counter](dueling-counter-gmg.md) - [Earn Income](earn-income.md) +- [Elemental Blast](elemental-blast-roe.md) - [Energy Emanation](energy-emanation-locg.md) - [Energy Shot](energy-shot-g-g.md) - [Envenom](envenom-loil.md) @@ -105,6 +108,7 @@ cssclass: pf2e,pf2e-index - [Expeditious Inspection](expeditious-inspection-apg.md) - [Explode](explode-g-g.md) - [Exploit Vulnerability](exploit-vulnerability-da.md) +- [Extract Element](extract-element-roe.md) - [Fade Into Daydreams](fade-into-daydreams-da.md) - [Feint](feint.md) - [Fight the Fire](fight-the-fire-aoa6.md) diff --git a/rules/actions/aid.md b/rules/actions/aid.md index 4922cdf20..804c14c06 100644 --- a/rules/actions/aid.md +++ b/rules/actions/aid.md @@ -10,7 +10,7 @@ aliases: ["Aid", "Help"] *Source: Core Rulebook p. 470* -- **Trigger** An ally is about to use an action that requires a skill check or attack roll. +- **Trigger**: An ally is about to use an action that requires a skill check or attack roll. - **Requirements**: The ally is willing to accept your aid, and you have prepared to help (see below). - **Activity**: Reaction diff --git a/rules/actions/amulets-abeyance-da.md b/rules/actions/amulets-abeyance-da.md index 40f3bfeef..ffc5f81e5 100644 --- a/rules/actions/amulets-abeyance-da.md +++ b/rules/actions/amulets-abeyance-da.md @@ -14,7 +14,7 @@ aliases: ["Amulet's Abeyance"] [abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 36* -- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) would damage you or an ally within 15 feet of you. +- **Trigger**: The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) would damage you or an ally within 15 feet of you. - **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|amulet|DA|1||amulet implement and are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md). - **Activity**: Reaction diff --git a/rules/actions/arrest-a-fall.md b/rules/actions/arrest-a-fall.md index 0d19b4c6f..ef77e9fbb 100644 --- a/rules/actions/arrest-a-fall.md +++ b/rules/actions/arrest-a-fall.md @@ -10,7 +10,7 @@ aliases: ["Arrest a Fall"] *Source: Core Rulebook p. 472* -- **Trigger** You fall. +- **Trigger**: You fall. - **Requirements**: You have a fly Speed. - **Activity**: Reaction diff --git a/rules/actions/attack-of-opportunity.md b/rules/actions/attack-of-opportunity.md index 0db71098d..6e1960513 100644 --- a/rules/actions/attack-of-opportunity.md +++ b/rules/actions/attack-of-opportunity.md @@ -10,7 +10,7 @@ aliases: ["Attack of Opportunity"] *Source: Core Rulebook p. 474* **Class** fighter -- **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or a [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a move action it's using. +- **Trigger**: A creature within your reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action or a [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a move action it's using. - **Activity**: Reaction You lash out at a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/actions/barbed-quills-lome.md b/rules/actions/barbed-quills-lome.md index 133d537e2..d30dde48e 100644 --- a/rules/actions/barbed-quills-lome.md +++ b/rules/actions/barbed-quills-lome.md @@ -11,7 +11,7 @@ aliases: ["Barbed Quills"] **Ancestry** Shisk; **Heritage** Shisk|LOME|Quillcoat|Quillcoat|LOME| - **Frequency**: once per day -- **Trigger** You are hit with an unarmed strike or a strike with a non-reach melee weapon. +- **Trigger**: You are hit with an unarmed strike or a strike with a non-reach melee weapon. - **Activity**: Reaction You break off quills in your attacker's flesh. You deal `1d8` piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by `1d8` and the persistent piercing damage increases by 1. \ No newline at end of file diff --git a/rules/actions/base-kinesis-roe.md b/rules/actions/base-kinesis-roe.md new file mode 100644 index 000000000..c6f79f468 --- /dev/null +++ b/rules/actions/base-kinesis-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Base Kinesis"] +--- +# Base Kinesis [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") +*Source: RoE p. 16* + +- **Activity**: Two-Action + +It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. + +Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. + +- **Generate** You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. +- **Move** Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. +- **Suppress** You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. \ No newline at end of file diff --git a/rules/actions/bullying-press-gmg.md b/rules/actions/bullying-press-gmg.md index 6e95e5ff2..c5aa265d1 100644 --- a/rules/actions/bullying-press-gmg.md +++ b/rules/actions/bullying-press-gmg.md @@ -11,7 +11,7 @@ aliases: ["Bullying Press"] *Source: Gamemastery Guide p. 167* **Variant Rule** Duels -- **Trigger** You attempt a melee [Strike](rules/actions/strike.md) against your opponent, but haven't rolled yet. +- **Trigger**: You attempt a melee [Strike](rules/actions/strike.md) against your opponent, but haven't rolled yet. - **Requirements**: You're in a duel, you're trained in [Intimidation](compendium/skills.md#Intimidation), and you rolled an [Intimidation](compendium/skills.md#Intimidation) check for initiative this round. - **Activity**: Reaction diff --git a/rules/actions/call-on-ancient-blood.md b/rules/actions/call-on-ancient-blood.md index 5e35d3ad8..ca1e21085 100644 --- a/rules/actions/call-on-ancient-blood.md +++ b/rules/actions/call-on-ancient-blood.md @@ -10,7 +10,7 @@ aliases: ["Call on Ancient Blood"] *Source: Core Rulebook p. 35* **Ancestry** Dwarf; **Heritage** Dwarf||Ancient-Blooded|Ancient-Blooded|| -- **Trigger** You attempt a saving throw against a [magical](rules/traits/magical.md "Magical Item Trait") effect, but you haven't rolled yet. +- **Trigger**: You attempt a saving throw against a [magical](rules/traits/magical.md "Magical Item Trait") effect, but you haven't rolled yet. - **Activity**: Reaction Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save. \ No newline at end of file diff --git a/rules/actions/call-to-axis-lome.md b/rules/actions/call-to-axis-lome.md index 4c555fbcd..401566b2a 100644 --- a/rules/actions/call-to-axis-lome.md +++ b/rules/actions/call-to-axis-lome.md @@ -13,7 +13,7 @@ aliases: ["Call to Axis"] **Ancestry** Conrasu; **Heritage** Conrasu|LOME|Rite of Knowing|Rite of Knowing|LOME| - **Frequency**: once per day -- **Trigger** You are about to attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md). +- **Trigger**: You are about to attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md). - **Activity**: Free Action You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead. \ No newline at end of file diff --git a/rules/actions/channel-elements-roe.md b/rules/actions/channel-elements-roe.md new file mode 100644 index 000000000..32713e151 --- /dev/null +++ b/rules/actions/channel-elements-roe.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/roe +- trait/aura +- trait/kineticist +- trait/primal +aliases: ["Channel Elements"] +--- +# Channel Elements [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[aura](rules/traits/aura.md "Aura Combat Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") +*Source: RoE p. 15* + +- **Requirements**: Your kinetic gate isn't active. +- **Activity**: Single Action + +You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action [Elemental Blast](rules/actions/elemental-blast-roe.md) or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. + +Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. \ No newline at end of file diff --git a/rules/actions/clue-in-apg.md b/rules/actions/clue-in-apg.md index 355f91bb7..4d119b02b 100644 --- a/rules/actions/clue-in-apg.md +++ b/rules/actions/clue-in-apg.md @@ -14,7 +14,7 @@ aliases: ["Clue In"] **Class** investigator - **Frequency**: once per 10 minutes -- **Trigger** Another creature attempts a check to investigate a lead you're pursuing. +- **Trigger**: Another creature attempts a check to investigate a lead you're pursuing. - **Activity**: Reaction You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). The GM can add any relevant traits to this reaction depending on the situation, such as [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") if you're conveying information verbally. \ No newline at end of file diff --git a/rules/actions/debilitating-strike.md b/rules/actions/debilitating-strike.md index 88e0fca22..24ee1c7bd 100644 --- a/rules/actions/debilitating-strike.md +++ b/rules/actions/debilitating-strike.md @@ -12,7 +12,7 @@ aliases: ["Debilitating Strike"] *Source: Core Rulebook p. 182* **Class** rogue -- **Trigger** Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. +- **Trigger**: Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. - **Activity**: Free Action You apply one of the following debilitations, which lasts until the end of your next turn. diff --git a/rules/actions/deceptive-sidestep-gmg.md b/rules/actions/deceptive-sidestep-gmg.md index 07650200e..914d0860e 100644 --- a/rules/actions/deceptive-sidestep-gmg.md +++ b/rules/actions/deceptive-sidestep-gmg.md @@ -11,7 +11,7 @@ aliases: ["Deceptive Sidestep"] *Source: Gamemastery Guide p. 167* **Variant Rule** Duels -- **Trigger** An opponent hits, but does not critically hit you, with a melee Strike. +- **Trigger**: An opponent hits, but does not critically hit you, with a melee Strike. - **Requirements**: You're in a duel, you're trained in [Deception](compendium/skills.md#Deception), and you rolled a [Deception](compendium/skills.md#Deception) check for initiative this round. - **Activity**: Reaction diff --git a/rules/actions/delay.md b/rules/actions/delay.md index 393b3eb71..010a90183 100644 --- a/rules/actions/delay.md +++ b/rules/actions/delay.md @@ -10,7 +10,7 @@ aliases: ["Delay"] *Source: Core Rulebook p. 470* -- **Trigger** Your turn begins. +- **Trigger**: Your turn begins. - **Activity**: Free Action You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. diff --git a/rules/actions/destructive-vengeance-apg.md b/rules/actions/destructive-vengeance-apg.md index b24e47527..48d935a02 100644 --- a/rules/actions/destructive-vengeance-apg.md +++ b/rules/actions/destructive-vengeance-apg.md @@ -13,7 +13,7 @@ aliases: ["Destructive Vengeance"] *Source: Advanced Player's Guide p. 116* **Class** champion; **Subclass** Antipaladin -- **Trigger** An enemy within 15 feet damages you. +- **Trigger**: An enemy within 15 feet damages you. - **Activity**: Reaction Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your [Strikes](rules/actions/strike.md) against the triggering creature deal 2 extra damage of the type you chose. diff --git a/rules/actions/dimensional-interference-aoa5.md b/rules/actions/dimensional-interference-aoa5.md index cd654627e..8876c529d 100644 --- a/rules/actions/dimensional-interference-aoa5.md +++ b/rules/actions/dimensional-interference-aoa5.md @@ -11,6 +11,6 @@ aliases: ["Dimensional Interference"] [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 26* -- **Trigger** The PCs attempt to use a teleportation effect. +- **Trigger**: The PCs attempt to use a teleportation effect. Some of the protective wards in Bhetshamtal Estate provide magical static that causes teleportation effects to fail. If the PCs intend to just teleport away to safety, they need to disable these wards. This Complication is unlikely to arise until the PCs try to teleport and fail. \ No newline at end of file diff --git a/rules/actions/diviner-on-duty-aoa5.md b/rules/actions/diviner-on-duty-aoa5.md index ca02a2193..edf4f696b 100644 --- a/rules/actions/diviner-on-duty-aoa5.md +++ b/rules/actions/diviner-on-duty-aoa5.md @@ -11,7 +11,7 @@ aliases: ["Diviner on Duty"] [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 28* -- **Trigger** A PC uses magic to aid in overcoming an Obstacle during infiltration. +- **Trigger**: A PC uses magic to aid in overcoming an Obstacle during infiltration. Among the Scarlet Triad's security is a highly competent diviner! With spells such as [discern lies](compendium/spells/discern-lies.md), [mind reading](compendium/spells/mind-reading.md), [see invisibility](compendium/spells/see-invisibility.md), and [true seeing](compendium/spells/true-seeing.md), this diviner can see through most magical schemes the PCs might use. diff --git a/rules/actions/do-i-know-you-aoa5.md b/rules/actions/do-i-know-you-aoa5.md index ccaf16102..3b598cc93 100644 --- a/rules/actions/do-i-know-you-aoa5.md +++ b/rules/actions/do-i-know-you-aoa5.md @@ -11,6 +11,6 @@ aliases: ["Do I Know You?"] [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 26* -- **Trigger** Awareness reaches 5 or 10. +- **Trigger**: Awareness reaches 5 or 10. A partygoer or worker thinks they recognize one of the PCs, attracting unwanted attention. That PC either convinces them otherwise before slipping away or finds a way to dodge the bystander entirely. \ No newline at end of file diff --git a/rules/actions/dueling-counter-gmg.md b/rules/actions/dueling-counter-gmg.md index fc476a753..695c8878f 100644 --- a/rules/actions/dueling-counter-gmg.md +++ b/rules/actions/dueling-counter-gmg.md @@ -11,7 +11,7 @@ aliases: ["Dueling Counter"] *Source: Gamemastery Guide p. 167* **Variant Rule** Duels -- **Trigger** Your opponent [Casts a Spell](rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. +- **Trigger**: Your opponent [Casts a Spell](rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. - **Requirements**: You are in a duel and have a tradition focus. - **Activity**: Reaction diff --git a/rules/actions/elemental-blast-roe.md b/rules/actions/elemental-blast-roe.md new file mode 100644 index 000000000..3eb2afbf3 --- /dev/null +++ b/rules/actions/elemental-blast-roe.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/roe +- trait/attack +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Elemental Blast"] +--- +# Elemental Blast [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) +[attack](rules/traits/attack.md "Attack Combat Trait") [impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") +*Source: RoE p. 15* + +- **Activity**: Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) + +With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. + +The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. + +- **Air** `1d6` electricity or slashing, 60 feet +- **Earth** `1d8` bludgeoning or piercing, 30 feet +- **Fire** `1d6` fire, range 60 feet +- **Metal** `1d8` piercing or slashing, 30 feet +- **Water** `1d8` bludgeoning or cold, 30 feet +- **Wood** `1d8` bludgeoning or vitality, 30 feet + +> [!success-degree] +> - **Critical Success** The target takes double damage. +> - **Success** The target takes full damage. \ No newline at end of file diff --git a/rules/actions/energy-shot-g-g.md b/rules/actions/energy-shot-g-g.md index d706655a0..0838225c8 100644 --- a/rules/actions/energy-shot-g-g.md +++ b/rules/actions/energy-shot-g-g.md @@ -16,7 +16,7 @@ aliases: ["Energy Shot"] **Class** gunslinger **Archetype** [Spellshot](compendium/character/archetypes/spellshot-g-g.md) -- **Trigger** You roll initiative. +- **Trigger**: You roll initiative. - **Activity**: Free Action You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three [Strikes](rules/actions/strike.md) of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/actions/extract-element-roe.md b/rules/actions/extract-element-roe.md new file mode 100644 index 000000000..89a9a25df --- /dev/null +++ b/rules/actions/extract-element-roe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action +- compendium/src/pf2e/roe +- trait/impulse +- trait/kineticist +- trait/primal +aliases: ["Extract Element"] +--- +# Extract Element [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") [kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") +*Source: RoE p. 17* + +- **Activity**: Single Action + +You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes `2d4` damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. +> - **Failure** As success, but the creature takes full damage. +> - **Critical Failure** As failure, but the creature takes double damage. \ No newline at end of file diff --git a/rules/actions/glimpse-of-redemption.md b/rules/actions/glimpse-of-redemption.md index 3d195725d..3fdbfaf7c 100644 --- a/rules/actions/glimpse-of-redemption.md +++ b/rules/actions/glimpse-of-redemption.md @@ -12,7 +12,7 @@ aliases: ["Glimpse of Redemption"] *Source: Core Rulebook p. 107* **Class** champion; **Subclass** Redeemer -- **Trigger** An enemy damages your ally, and both are within 15 feet of you. +- **Trigger**: An enemy damages your ally, and both are within 15 feet of you. - **Activity**: Reaction Your foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options diff --git a/rules/actions/grab-an-edge.md b/rules/actions/grab-an-edge.md index 2898062f4..f753f0e4e 100644 --- a/rules/actions/grab-an-edge.md +++ b/rules/actions/grab-an-edge.md @@ -10,7 +10,7 @@ aliases: ["Grab an Edge"] *Source: Core Rulebook p. 472* -- **Trigger** You fall from or past an edge or handhold. +- **Trigger**: You fall from or past an edge or handhold. - **Requirements**: Your hands are not tied behind your back or otherwise restrained. - **Activity**: Reaction diff --git a/rules/actions/identify-alchemy.md b/rules/actions/identify-alchemy.md index c42ba6a1e..45f8ff1ea 100644 --- a/rules/actions/identify-alchemy.md +++ b/rules/actions/identify-alchemy.md @@ -9,7 +9,7 @@ tags: - trait/secret aliases: ["Identify Alchemy"] --- -# Identify Alchemy (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +# Identify Alchemy (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 245* diff --git a/rules/actions/implements-interruption-da.md b/rules/actions/implements-interruption-da.md index 9b4f17d27..e899666b8 100644 --- a/rules/actions/implements-interruption-da.md +++ b/rules/actions/implements-interruption-da.md @@ -13,7 +13,7 @@ aliases: ["Implement's Interruption"] [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 41* -- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) uses a [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), [manipulate](rules/traits/manipulate.md "Manipulate General Trait"), or [move](rules/traits/move.md "Move Combat Trait") action, or leaves a square during a move action it's using. +- **Trigger**: The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) uses a [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), [manipulate](rules/traits/manipulate.md "Manipulate General Trait"), or [move](rules/traits/move.md "Move Combat Trait") action, or leaves a square during a move action it's using. - **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement and are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. - **Activity**: Reaction diff --git a/rules/actions/into-the-fray-g-g.md b/rules/actions/into-the-fray-g-g.md index 5a21c2ffc..0d3e5d8d5 100644 --- a/rules/actions/into-the-fray-g-g.md +++ b/rules/actions/into-the-fray-g-g.md @@ -12,7 +12,7 @@ aliases: ["Into the Fray"] *Source: Guns & Gears p. 108* **Class** gunslinger; **Subclass** Drifter -- **Trigger** You roll Initiative. +- **Trigger**: You roll Initiative. - **Activity**: Free Action You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can [Interact](rules/actions/interact.md) to draw a one-handed ranged weapon and can then [Interact](rules/actions/interact.md) to draw a one-handed melee weapon. As your first action on your first turn, you can [Stride](rules/actions/stride.md) as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this [Stride](rules/actions/stride.md). \ No newline at end of file diff --git a/rules/actions/invigorating-fear-loag.md b/rules/actions/invigorating-fear-loag.md index 7292d3835..9707340e6 100644 --- a/rules/actions/invigorating-fear-loag.md +++ b/rules/actions/invigorating-fear-loag.md @@ -11,7 +11,7 @@ aliases: ["Invigorating Fear"] **Ancestry** kitsune; **Heritage** kitsune|LOAG|Dark Fields|Dark Fields|LOAG| - **Frequency**: once per hour -- **Trigger** A creature within 60 feet gains the [frightened](rules/conditions.md#Frightened) condition. +- **Trigger**: A creature within 60 feet gains the [frightened](rules/conditions.md#Frightened) condition. - **Activity**: Reaction You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. \ No newline at end of file diff --git a/rules/actions/invoke-celestial-privilege.md b/rules/actions/invoke-celestial-privilege.md index 09f6cbbce..8e6cc2a41 100644 --- a/rules/actions/invoke-celestial-privilege.md +++ b/rules/actions/invoke-celestial-privilege.md @@ -10,7 +10,7 @@ aliases: ["Invoke Celestial Privilege"] *Source: Core Rulebook p. 123* **Ancestry** kitsune; **Heritage** kitsune|LOAG|Celestial Envoy|Celestial Envoy|LOAG| -- **Trigger** You attempt a saving throw against a [divine](rules/traits/divine.md "Divine Tradition Trait") effect, but you haven't rolled yet. +- **Trigger**: You attempt a saving throw against a [divine](rules/traits/divine.md "Divine Tradition Trait") effect, but you haven't rolled yet. - **Activity**: Reaction You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against [divine](rules/traits/divine.md "Divine Tradition Trait") effects until the start of your next turn. \ No newline at end of file diff --git a/rules/actions/iron-command-apg.md b/rules/actions/iron-command-apg.md index e987e73ad..332db6917 100644 --- a/rules/actions/iron-command-apg.md +++ b/rules/actions/iron-command-apg.md @@ -17,7 +17,7 @@ aliases: ["Iron Command"] *Source: Advanced Player's Guide p. 116* **Class** champion; **Subclass** Tyrant -- **Trigger** An enemy within 15 feet damages you. +- **Trigger**: An enemy within 15 feet damages you. - **Activity**: Reaction You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options. diff --git a/rules/actions/liberating-step.md b/rules/actions/liberating-step.md index 096ef049b..16502abec 100644 --- a/rules/actions/liberating-step.md +++ b/rules/actions/liberating-step.md @@ -12,7 +12,7 @@ aliases: ["Liberating Step"] *Source: Core Rulebook p. 107* **Class** champion; **Subclass** Liberator -- **Trigger** An enemy damages, Grabs, or [Grapples](rules/actions/grapple.md) your ally, and both are within 15 feet of you. +- **Trigger**: An enemy damages, Grabs, or [Grapples](rules/actions/grapple.md) your ally, and both are within 15 feet of you. - **Activity**: Reaction You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to [Escape](rules/actions/escape.md) from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape. \ No newline at end of file diff --git a/rules/actions/lie.md b/rules/actions/lie.md index 8a86f1e91..c789581a6 100644 --- a/rules/actions/lie.md +++ b/rules/actions/lie.md @@ -11,7 +11,7 @@ tags: - trait/secret aliases: ["Lie"] --- -# Lie (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +# Lie (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 round (at least 1 Round) [auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [secret](rules/traits/secret.md "Secret General Trait") *Source: Core Rulebook p. 246* diff --git a/rules/actions/living-fortification-g-g.md b/rules/actions/living-fortification-g-g.md index d527e8fb0..075eb1a01 100644 --- a/rules/actions/living-fortification-g-g.md +++ b/rules/actions/living-fortification-g-g.md @@ -12,7 +12,7 @@ aliases: ["Living Fortification"] *Source: Guns & Gears p. 110* **Class** gunslinger; **Subclass** Vanguard -- **Trigger** You roll Initiative. +- **Trigger**: You roll Initiative. - **Activity**: Free Action You can posture defensively with firearms or crossbows, acting like a walking tower. [Interact](rules/actions/interact.md) to draw a firearm or crossbow. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. \ No newline at end of file diff --git a/rules/actions/master-strike.md b/rules/actions/master-strike.md index 35bf54713..0a0460101 100644 --- a/rules/actions/master-strike.md +++ b/rules/actions/master-strike.md @@ -14,7 +14,7 @@ aliases: ["Master Strike"] **Class** rogue - **Frequency**: once per round -- **Trigger** Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. +- **Trigger**: Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. - **Activity**: Free Action The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day. diff --git a/rules/actions/mighty-rage.md b/rules/actions/mighty-rage.md index c37c6b59d..2f98f3d34 100644 --- a/rules/actions/mighty-rage.md +++ b/rules/actions/mighty-rage.md @@ -12,7 +12,7 @@ aliases: ["Mighty Rage"] *Source: Core Rulebook p. 85* **Class** barbarian -- **Trigger** You use the [Rage](rules/actions/rage.md) action on your turn. +- **Trigger**: You use the [Rage](rules/actions/rage.md) action on your turn. - **Activity**: Free Action Use an action that has the [rage](rules/traits/rage.md "Rage Combat Trait") trait. Alternatively, you can increase the actions of the triggering [Rage](rules/actions/rage.md) to 2 to instead use a 2-action activity with the rage trait. \ No newline at end of file diff --git a/rules/actions/one-shot-one-kill-g-g.md b/rules/actions/one-shot-one-kill-g-g.md index 1f5c381af..7b47305f9 100644 --- a/rules/actions/one-shot-one-kill-g-g.md +++ b/rules/actions/one-shot-one-kill-g-g.md @@ -12,7 +12,7 @@ aliases: ["One Shot, One Kill"] *Source: Guns & Gears p. 110* **Class** gunslinger; **Subclass** Sniper -- **Trigger** You roll [Stealth](compendium/skills.md#Stealth) for Initiative. +- **Trigger**: You roll [Stealth](compendium/skills.md#Stealth) for Initiative. - **Activity**: Free Action Your first shot is the deadliest. [Interact](rules/actions/interact.md) to draw a firearm or crossbow. On your first turn, your first [Strike](rules/actions/strike.md) with that weapon deals an additional `1d6` precision damage. This precision damage increases to `2d6` at 9th level and `3d6` at 15th level. \ No newline at end of file diff --git a/rules/actions/opportune-riposte-apg.md b/rules/actions/opportune-riposte-apg.md index d6c6c7302..0aaa8357e 100644 --- a/rules/actions/opportune-riposte-apg.md +++ b/rules/actions/opportune-riposte-apg.md @@ -12,7 +12,7 @@ aliases: ["Opportune Riposte"] *Source: Advanced Player's Guide p. 86* **Class** swashbuckler -- **Trigger** A foe within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Trigger**: A foe within your reach critically fails a [Strike](rules/actions/strike.md) against you. - **Activity**: Reaction You take advantage of an opening from your enemy's fumbled attack. You either make a melee [Strike](rules/actions/strike.md) against the triggering foe or attempt to [Disarm](rules/actions/disarm.md) it of the weapon it used for the Strike. \ No newline at end of file diff --git a/rules/actions/pistoleros-retort-g-g.md b/rules/actions/pistoleros-retort-g-g.md index 7ec553a50..9e8302cc8 100644 --- a/rules/actions/pistoleros-retort-g-g.md +++ b/rules/actions/pistoleros-retort-g-g.md @@ -12,7 +12,7 @@ aliases: ["Pistolero's Retort"] *Source: Guns & Gears p. 108* **Class** gunslinger; **Subclass** Pistolero -- **Trigger** A foe within the first range increment of the onehanded firearm or one-handed crossbow you're wielding critically fails an attack roll against you. +- **Trigger**: A foe within the first range increment of the onehanded firearm or one-handed crossbow you're wielding critically fails an attack roll against you. - **Requirements**: You're wielding a one-handed firearm or one-handed crossbow. - **Activity**: Reaction diff --git a/rules/actions/psychic-defense-da.md b/rules/actions/psychic-defense-da.md index e1de4effc..07489117c 100644 --- a/rules/actions/psychic-defense-da.md +++ b/rules/actions/psychic-defense-da.md @@ -12,7 +12,7 @@ aliases: ["Psychic Defense"] [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") *Source: Dark Archive p. 201* -- **Trigger** Your opponent uses a psychic manifestation against you. +- **Trigger**: Your opponent uses a psychic manifestation against you. - **Requirements**: You're in a psychic duel and are psychically centered. - **Activity**: Reaction diff --git a/rules/actions/recall-ammunition-g-g.md b/rules/actions/recall-ammunition-g-g.md index cadde2632..1f58f02b8 100644 --- a/rules/actions/recall-ammunition-g-g.md +++ b/rules/actions/recall-ammunition-g-g.md @@ -17,7 +17,7 @@ aliases: ["Recall Ammunition"] **Class** gunslinger **Archetype** [Spellshot](compendium/character/archetypes/spellshot-g-g.md) -- **Trigger** You miss with a firearm or crossbow [Strike](rules/actions/strike.md) while using an ordinary level-0 bolt or bullet +- **Trigger**: You miss with a firearm or crossbow [Strike](rules/actions/strike.md) while using an ordinary level-0 bolt or bullet - **Activity**: Reaction You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again. \ No newline at end of file diff --git a/rules/actions/refocus.md b/rules/actions/refocus.md index a38aab3dd..65a72b09c 100644 --- a/rules/actions/refocus.md +++ b/rules/actions/refocus.md @@ -8,7 +8,7 @@ tags: - trait/exploration aliases: ["Refocus"] --- -# Refocus (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +# Refocus (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Core Rulebook p. 300* diff --git a/rules/actions/repair.md b/rules/actions/repair.md index 356371bba..2849b89b7 100644 --- a/rules/actions/repair.md +++ b/rules/actions/repair.md @@ -8,7 +8,7 @@ tags: - trait/manipulate aliases: ["Repair"] --- -# Repair (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +# Repair (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute (10 minutes) [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 243* diff --git a/rules/actions/retributive-strike.md b/rules/actions/retributive-strike.md index 6ebc7322c..22d3bc745 100644 --- a/rules/actions/retributive-strike.md +++ b/rules/actions/retributive-strike.md @@ -12,7 +12,7 @@ aliases: ["Retributive Strike"] *Source: Core Rulebook p. 107* **Class** champion; **Subclass** Paladin -- **Trigger** An enemy damages your ally, and both are within 15 feet of you. +- **Trigger**: An enemy damages your ally, and both are within 15 feet of you. - **Activity**: Reaction You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it. \ No newline at end of file diff --git a/rules/actions/ring-bell-da.md b/rules/actions/ring-bell-da.md index b87ba14d0..d2394cfd1 100644 --- a/rules/actions/ring-bell-da.md +++ b/rules/actions/ring-bell-da.md @@ -17,7 +17,7 @@ aliases: ["Ring Bell"] [auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") *Source: Dark Archive p. 37* -- **Trigger** The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) makes a [Strike](rules/actions/strike.md) or [Casts a Spell](rules/actions/cast-a-spell.md) that would affect you or one of your allies. +- **Trigger**: The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) makes a [Strike](rules/actions/strike.md) or [Casts a Spell](rules/actions/cast-a-spell.md) that would affect you or one of your allies. - **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|bell|DA|1||bell implement, and the triggering creature is within 30 feet of you. - **Activity**: Reaction diff --git a/rules/actions/selfish-shield-apg.md b/rules/actions/selfish-shield-apg.md index 459709310..7fc553f9c 100644 --- a/rules/actions/selfish-shield-apg.md +++ b/rules/actions/selfish-shield-apg.md @@ -13,7 +13,7 @@ aliases: ["Selfish Shield"] *Source: Advanced Player's Guide p. 116* **Class** champion; **Subclass** Desecrator -- **Trigger** An enemy within 15 feet damages you. +- **Trigger**: An enemy within 15 feet damages you. - **Activity**: Reaction Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type. diff --git a/rules/actions/sense-weakness-gmg.md b/rules/actions/sense-weakness-gmg.md index 5ac09632e..47a392716 100644 --- a/rules/actions/sense-weakness-gmg.md +++ b/rules/actions/sense-weakness-gmg.md @@ -9,7 +9,7 @@ aliases: ["Sense Weakness"] *Source: Gamemastery Guide p. 167* **Variant Rule** Duels -- **Trigger** You attempt a melee Strike against your opponent, but haven't rolled yet. +- **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. - **Requirements**: You're in a duel, you're trained in [Perception](compendium/skills.md#Perception), and you rolled a [Perception](compendium/skills.md#Perception) check for initiative this round. - **Activity**: Reaction diff --git a/rules/actions/spring-the-trap-loil.md b/rules/actions/spring-the-trap-loil.md index 4f1e510d2..591b0b319 100644 --- a/rules/actions/spring-the-trap-loil.md +++ b/rules/actions/spring-the-trap-loil.md @@ -12,7 +12,7 @@ aliases: ["Spring the Trap"] *Source: Lost Omens: Impossible Lands p. 108* **Class** gunslinger; **Subclass** Triggerbrand -- **Trigger** You roll initiative. +- **Trigger**: You roll initiative. - **Activity**: Free Action You can [Interact](rules/actions/interact.md) to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md)). \ No newline at end of file diff --git a/rules/actions/ten-paces-g-g.md b/rules/actions/ten-paces-g-g.md index 654c714c8..f6d1f7073 100644 --- a/rules/actions/ten-paces-g-g.md +++ b/rules/actions/ten-paces-g-g.md @@ -12,7 +12,7 @@ aliases: ["Ten Paces"] *Source: Guns & Gears p. 109* **Class** gunslinger; **Subclass** Pistolero -- **Trigger** You roll Initiative. +- **Trigger**: You roll Initiative. - **Activity**: Free Action You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can [Interact](rules/actions/interact.md) to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can [Step](rules/actions/step.md) up to 10 feet as a free action. \ No newline at end of file diff --git a/rules/actions/thats-not-everyone-aoa5.md b/rules/actions/thats-not-everyone-aoa5.md index fe770bf63..7f2631222 100644 --- a/rules/actions/thats-not-everyone-aoa5.md +++ b/rules/actions/thats-not-everyone-aoa5.md @@ -11,6 +11,6 @@ aliases: ["That's Not Everyone"] [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 29* -- **Trigger** The PCs complete Break the Chains +- **Trigger**: The PCs complete Break the Chains The enslaved members of the Jewelers' Guild were not all kept in one place. If the PCs intend to rescue all three assistants and Benneb, the missing antiquities dealer from Finderplain, they need to repeat either the Break the Chains or [Locked Doors](rules/actions/locked-doors-aoa5.md) Obstacle a second time. The PCs can skip this Complication, but doing so impacts their rewards (page 30). \ No newline at end of file diff --git a/rules/actions/toxic-skin-lome.md b/rules/actions/toxic-skin-lome.md index fe0450d6d..cc82aab11 100644 --- a/rules/actions/toxic-skin-lome.md +++ b/rules/actions/toxic-skin-lome.md @@ -14,7 +14,7 @@ aliases: ["Toxic Skin"] **Ancestry** grippli; **Heritage** grippli|LOME|poisonhide|poisonhide|LOME| - **Frequency**: once per hour -- **Trigger** A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you. +- **Trigger**: A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you. - **Activity**: Reaction You exude a deadly toxin. The triggering creature takes `1d4` poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. \ No newline at end of file diff --git a/rules/actions/treat-disease.md b/rules/actions/treat-disease.md index 534b2f336..65e4a489a 100644 --- a/rules/actions/treat-disease.md +++ b/rules/actions/treat-disease.md @@ -8,7 +8,7 @@ tags: - trait/manipulate aliases: ["Treat Disease"] --- -# Treat Disease (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +# Treat Disease (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 8 hour (at least 8 hours) [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 248* diff --git a/rules/actions/treat-wounds.md b/rules/actions/treat-wounds.md index 858d04e88..a37398f37 100644 --- a/rules/actions/treat-wounds.md +++ b/rules/actions/treat-wounds.md @@ -9,7 +9,7 @@ tags: - trait/manipulate aliases: ["Treat Wounds"] --- -# Treat Wounds (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +# Treat Wounds (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") *Source: Core Rulebook p. 248* diff --git a/rules/actions/unexpected-patrol-aoa5.md b/rules/actions/unexpected-patrol-aoa5.md index 6044ba3a2..8698e4678 100644 --- a/rules/actions/unexpected-patrol-aoa5.md +++ b/rules/actions/unexpected-patrol-aoa5.md @@ -11,6 +11,6 @@ aliases: ["Unexpected Patrol"] [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") *Source: Age of Ashes #5: Against the Scarlet Triad p. 27* -- **Trigger** Awareness reaches 6 or 10. +- **Trigger**: Awareness reaches 6 or 10. The PCs notice a group of guards on patrol that's only seconds away from stumbling upon them. The PCs seek out a place to hide, look for a alternate route around the guards, or craft cunning lies. \ No newline at end of file diff --git a/rules/actions/unleash-psyche-da.md b/rules/actions/unleash-psyche-da.md index 979e0451a..00667e702 100644 --- a/rules/actions/unleash-psyche-da.md +++ b/rules/actions/unleash-psyche-da.md @@ -12,7 +12,7 @@ aliases: ["Unleash Psyche"] *Source: Dark Archive p. 12* **Class** psychic -- **Trigger** Your turn begins. +- **Trigger**: Your turn begins. - **Requirements**: You're in an encounter, you Cast a Spell on your previous turn, and you aren't [stupefied](rules/conditions.md#Stupefied). - **Activity**: Free Action diff --git a/rules/actions/wicked-thorns-loil.md b/rules/actions/wicked-thorns-loil.md index 98c668dcb..146b9de22 100644 --- a/rules/actions/wicked-thorns-loil.md +++ b/rules/actions/wicked-thorns-loil.md @@ -11,7 +11,7 @@ aliases: ["Wicked Thorns"] **Ancestry** Ghoran; **Heritage** Ghoran|LOIL|Thorned|Thorned|LOIL| - **Frequency**: once per day -- **Trigger** You're hit with an unarmed [Strike](rules/actions/strike.md) or a [Strike](rules/actions/strike.md) with a non-reach melee weapon. +- **Trigger**: You're hit with an unarmed [Strike](rules/actions/strike.md) or a [Strike](rules/actions/strike.md) with a non-reach melee weapon. - **Activity**: Reaction Several of your thorns break off and hook into your attacker's body. You deal `1d8` piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8, and the persistent piercing damage increases by 1. \ No newline at end of file diff --git a/rules/conditions.md b/rules/conditions.md index af8d33a45..bb149b26a 100644 --- a/rules/conditions.md +++ b/rules/conditions.md @@ -286,4 +286,4 @@ _Source: Core Rulebook p. 623_ You have been seriously injured. If you lose the [dying](rules/conditions.md#Dying) condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the [dying](rules/conditions.md#Dying) condition while wounded, increase your [dying](rules/conditions.md#Dying) condition value by your wounded value. -The wounded condition ends if someone successfully restores Hit Points to you with [Treat Wounds](rules/actions/treat-wounds.md), or if you are restored to full Hit Points and rest for 10 minutes. +The wounded condition ends if someone successfully restores Hit Points to you with [Treat Wounds](rules/actions/treat-wounds.md), or if you are restored to full Hit Points and rest for 10 minutes. \ No newline at end of file diff --git a/rules/core-rulebook/chapter-11-crafting-treasure.md b/rules/core-rulebook/chapter-11-crafting-treasure.md index 31d4b6007..ebadf4481 100644 --- a/rules/core-rulebook/chapter-11-crafting-treasure.md +++ b/rules/core-rulebook/chapter-11-crafting-treasure.md @@ -441,12 +441,14 @@ collapse: closed [consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") - **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of illusory disguise. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Scroll This scroll can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a 1st-level spell. + +--- *Source: Core Rulebook p. 565* ``` @@ -457,12 +459,14 @@ collapse: closed [consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") - **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L +- **Craft Requirements** Supply one casting of glitterdust. +- **Bulk** L; **Usage** held in 1 hand - **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -- **Category** Scroll This scroll can be used to cast [glitterdust](compendium/spells/glitterdust.md) as a 2nd-level spell. + +--- *Source: Core Rulebook p. 565* ``` @@ -758,17 +762,59 @@ Each type of wand has a Level and Price determined by the spell's level. The wan > # Wand of Heal *Item 3+* > [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [wand](rules/traits/wand.md "Wand Item Trait") > -> - **Usage** held in 1 hand; **Bulk** L -> - **Category** Wand +> - **Craft Requirements** Supply a listed-level casting of heal. +> - **Bulk** L; **Usage** held in 1 hand > > The golden end caps on this white wooden wand are adorned with ruby cabochons. > > ```ad-embed-ability -> title: Activate +> title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +> +> - **Frequency**: once per day, plus overcharge > -> You cast a [heal](compendium/spells/heal.md) spell at the indicated level. +> **Effect** You cast a [heal](compendium/spells/heal.md) spell at the indicated level. > ``` > +> --- +> ### Variants +> +> #### *Item 3* +> +> - **Price**: 60 gp +> +> #### *Item 5* +> +> - **Price**: 160 gp +> +> #### *Item 7* +> +> - **Price**: 360 gp +> +> #### *Item 9* +> +> - **Price**: 700 gp +> +> #### *Item 11* +> +> - **Price**: 1500 gp +> +> #### *Item 13* +> +> - **Price**: 3000 gp +> +> #### *Item 15* +> +> - **Price**: 6500 gp +> +> #### *Item 17* +> +> - **Price**: 15000 gp +> +> #### *Item 19* +> +> - **Price**: 40000 gp +> +> --- > *Source: Core Rulebook p. 597* > ```` diff --git a/rules/core-rulebook/chapter-4-skills.md b/rules/core-rulebook/chapter-4-skills.md index 541185410..2c9742fff 100644 --- a/rules/core-rulebook/chapter-4-skills.md +++ b/rules/core-rulebook/chapter-4-skills.md @@ -53,11 +53,11 @@ The GM sets the DC of a skill check, using the guidelines in Chapter 10: Game Ma | Task Difficulty | Simple DC | |-----------------|-----------| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 30 | -| Legendary | 40 | +| Untrained | 10 | +| Trained | 15 | +| Expert | 20 | +| Master | 30 | +| Legendary | 40 | When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature's skill action. @@ -147,7 +147,7 @@ In some cases, the GM might let you use a different skill to Earn Income through ![Income Earned](rules/tables/income-earned.md) -#### Crafting Goods for the Market ([Crafting](compendium/skills.md#Crafting)) +#### Crafting Goods for the Market (Crafting) CRB p. 237 Using [Crafting](compendium/skills.md#Crafting), you can work at producing common items for the market. It's usually easy to find work making basic items whose level is 1 or 2 below your settlement's level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don't occur as often and might have special requirements—or serious consequences if you disappoint a prominent client. @@ -187,7 +187,7 @@ You apply the practical benefits of one of your Lore specialties during downtime > > With 23 days of downtime left, Lem accepts a 14thlevel task performing at a prestigious bardic college for members of a royal court. The GM secretly sets the DC at 32, and Lem critically succeeds, earning 28 gp per day for a total of 644 gp. Between the two performances, Lem has earned just over 2,000 gold pieces during his downtime—though he's not sure he'll ever sell that rose. -#### Staging a Performance ([Performance](compendium/skills.md#Performance)) +#### Staging a Performance (Performance) CRB p. 238 You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit. @@ -862,4 +862,4 @@ You are trained in a particular set of skills favored by thieves and miscreants. ![Disable a Device](rules/actions/disable-a-device.md) -![Pick a Lock](rules/actions/pick-a-lock.md) +![Pick a Lock](rules/actions/pick-a-lock.md) \ No newline at end of file diff --git a/rules/gamemastery-guide/chapter-2-tools.md b/rules/gamemastery-guide/chapter-2-tools.md index b7ee92ba9..3365ba1af 100644 --- a/rules/gamemastery-guide/chapter-2-tools.md +++ b/rules/gamemastery-guide/chapter-2-tools.md @@ -2151,8 +2151,6 @@ Certain drugs alter how addiction works for that drug, adding the [virulent](rul ````ad-embed-disease title: Addiction, _Disease , level varies_ collapse: closed -# Addiction -*Disease , level varies* Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was. diff --git a/rules/gamemastery-guide/chapter-3-subsystems.md b/rules/gamemastery-guide/chapter-3-subsystems.md index c5244ea02..cf6ad73e7 100644 --- a/rules/gamemastery-guide/chapter-3-subsystems.md +++ b/rules/gamemastery-guide/chapter-3-subsystems.md @@ -268,8 +268,8 @@ In the research subsystem, PCs accumulate Research Points and learn new informat In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian. ```ad-embed-ability -title: Research -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") +title: **Research** ([concentrate](rules/traits/concentrate.md), [exploration](rules/traits/exploration.md), [linguistic](rules/traits/linguistic.md)) + You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. @@ -277,7 +277,9 @@ You comb through information to learn more about the topic at hand. Choose your > - **Critical Success** You gain 2 RP. > - **Success** You gain 1 RP. > - **Critical Failure** You make a false discovery and lose 1 RP. -%% #trait/concentrate #trait/exploration #trait/linguistic %% +%% + #trait/concentrate #trait/exploration #trait/linguistic +%% ``` ### Building a Library @@ -673,9 +675,7 @@ Edge Points (EP) represent advantages the party gains by proper planning, quick GMG p. 163 ```ad-embed-ability -title: Bribe Contact -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") - +title: **Bribe Contact** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) - **Cost**: A bribe worth at least one-tenth of the Currency per Additional PC listed on [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md). Doubling this amount grants a +2 circumstance bonus to the check. - **Requirements**: You've successfully [Gained a Contact](rules/actions/gain-contact-gmg.md). @@ -685,12 +685,14 @@ title: Bribe Contact > - **Success** The contact accepts the bribe and you gain 1 EP. > - **Failure** You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story. > - **Critical Failure** As failure, but adding 2 AP to the infiltration. -%% #trait/downtime #trait/secret %% +%% + #trait/downtime #trait/secret +%% ``` ```ad-embed-ability -title: Forge Documents -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") +title: **Forge Documents** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) + You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. @@ -698,12 +700,14 @@ You prepare forgeries that might serve as convincing props. Attempt a hard or ve > - **Success** You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. > - **Failure** You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. > - **Critical Failure** As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure. -%% #trait/downtime #trait/secret %% +%% + #trait/downtime #trait/secret +%% ``` ```ad-embed-ability -title: Gain Contact -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") +title: **Gain Contact** ([downtime](rules/traits/downtime.md)) + You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC [Diplomacy](compendium/skills.md#Diplomacy) or Society check, or a check using a Lore skill appropriate to your prospective contact. @@ -711,12 +715,14 @@ You try to make contact with an individual who can aid you in the infiltration. > - **Success** You make contact and gain 1 EP. > - **Failure** You fail to make contact. > - **Critical Failure** You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. -%% #trait/downtime %% +%% + #trait/downtime +%% ``` ```ad-embed-ability -title: Gossip -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") +title: **Gossip** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) + You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard [Diplomacy](compendium/skills.md#Diplomacy) check. @@ -725,12 +731,14 @@ You seek out rumors about the infiltration's target. Attempt a normal, hard, or > - **Success** You gain inside information about the place or group you're attempting to infiltrate that aids your planning. > - **Failure** You learn nothing. > - **Critical Failure** You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1. -%% #trait/downtime #trait/secret %% +%% + #trait/downtime #trait/secret +%% ``` ```ad-embed-ability -title: Scout Location -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") +title: **Scout Location** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) + You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or [Stealth](compendium/skills.md#Stealth) check. @@ -738,19 +746,23 @@ You spend time observing the place or group you wish to infiltrate. Attempt a no > - **Success** You make observations that provide 1 EP. > - **Failure** You learn nothing particularly noteworthy. > - **Critical Failure** You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure. -%% #trait/downtime #trait/secret %% +%% + #trait/downtime #trait/secret +%% ``` ```ad-embed-ability -title: Secure Disguises -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") +title: **Secure Disguises** ([downtime](rules/traits/downtime.md)) + You seek to procure or create disguises. Attempt a normal, hard, or very hard [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), [Performance](compendium/skills.md#Performance), or Society check. > [!success-degree] > - **Success** You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity. > - **Failure** Your efforts result in an unusable disguise. -%% #trait/downtime %% +%% + #trait/downtime +%% ``` > [!pf2-brown] BUILDING AN INFILTRATION @@ -886,29 +898,31 @@ Unlike in typical combat, the duelists roll initiative checks at the beginning o If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for [Intimidation](compendium/skills.md#Intimidation), Deceptive Sidestep for [Deception](compendium/skills.md#Deception), or Sense Weakness for [Perception](compendium/skills.md#Perception). Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders. ```ad-embed-ability -title: Bullying Press [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[flourish](rules/traits/flourish.md "Flourish Combat Trait") +title: **Bullying Press** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([flourish](rules/traits/flourish.md)) - **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. - **Requirements**: You're in a duel, you're trained in [Intimidation](compendium/skills.md#Intimidation), and you rolled an [Intimidation](compendium/skills.md#Intimidation) check for initiative this round. **Effect** If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead. -%% #trait/flourish %% +%% + #trait/flourish +%% ``` ```ad-embed-ability -title: Deceptive Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") +title: **Deceptive Sidestep** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([misfortune](rules/traits/misfortune.md)) - **Trigger**: An opponent hits, but does not critically hit you, with a melee Strike. - **Requirements**: You're in a duel, you're trained in [Deception](compendium/skills.md#Deception), and you rolled a [Deception](compendium/skills.md#Deception) check for initiative this round. **Effect** You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using [Intimidation](compendium/skills.md#Intimidation) for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll. -%% #trait/misfortune %% +%% + #trait/misfortune +%% ``` ```ad-embed-ability -title: Sense Weakness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: **Sense Weakness** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. - **Requirements**: You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round. @@ -938,18 +952,19 @@ Familiars and companions, even when allowed in the duel, can't use these actions When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels. ```ad-embed-ability -title: Dueling Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[magical](rules/traits/magical.md "Magical Item Trait") +title: **Dueling Counter** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([magical](rules/traits/magical.md)) - **Trigger**: Your opponent [Casts a Spell](rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. - **Requirements**: You are in a duel and have a tradition focus. **Effect** Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell. -%% #trait/magical %% +%% + #trait/magical +%% ``` ```ad-embed-ability -title: Change Tradition Focus [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: **Change Tradition Focus** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**: You are in a duel and are trained in the skill for the tradition you're changing your focus to ([Arcana](compendium/skills.md#Arcana) for arcane, [Occultism](compendium/skills.md#Occultism) for occult, [Nature](compendium/skills.md#Nature) for primal, or [Religion](compendium/skills.md#Religion) for divine). @@ -1337,18 +1352,18 @@ The GM sets the DC of the piloting check using a standard DC for the vehicle's l Characters use the actions listed below to move and interact with vehicles. The effects of the [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") trait appear on page 176. ```ad-embed-ability -title: Board [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md "Move Combat Trait") +title: **Board** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([move](rules/traits/move.md)) - **Requirements**: You are adjacent to a point of entry on the vehicle you are attempting to board. **Effect** You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check with a DC equal to the vehicle's AC. -%% #trait/move %% +%% + #trait/move +%% ``` ```ad-embed-ability -title: Drive [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[move](rules/traits/move.md "Move Combat Trait") +title: **Drive** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") ([move](rules/traits/move.md)) - **Requirements**: You are piloting a vehicle. @@ -1359,39 +1374,44 @@ title: Drive [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Vari [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. -%% #trait/move %% +%% + #trait/move +%% ``` ```ad-embed-ability -title: Run Over [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[move](rules/traits/move.md "Move Combat Trait") [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") +title: **Run Over** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([move](rules/traits/move.md), [reckless](rules/traits/reckless-gmg.md)) - **Requirements**: You are piloting a vehicle. **Effect** You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger. Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends. -%% #trait/move #trait/reckless %% +%% + #trait/move #trait/reckless +%% ``` ```ad-embed-ability -title: Stop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Stop** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) - **Requirements**: You are piloting a vehicle in motion. **Effect** You bring the vehicle to a stop. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` ```ad-embed-ability -title: Take Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") +title: **Take Control** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) - **Requirements**: You are aboard the vehicle and adjacent to its controls. **Effect** You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. -%% #trait/manipulate %% +%% + #trait/manipulate +%% ``` #### Reckless Piloting diff --git a/rules/gamemastery-guide/chapter-4-variant-rules.md b/rules/gamemastery-guide/chapter-4-variant-rules.md index 9955ce3fb..f7bfd51a1 100644 --- a/rules/gamemastery-guide/chapter-4-variant-rules.md +++ b/rules/gamemastery-guide/chapter-4-variant-rules.md @@ -408,7 +408,7 @@ Sometimes, especially when you have a particularly small play group or want to p When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves. -Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a cleric of [Shelyn](compendium/setting/deities/shelyn.md)/ranger would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Survival](compendium/skills.md#Survival) from ranger and [Religion](compendium/skills.md#Religion) and either [Crafting](compendium/skills.md#Crafting) or [Performance](compendium/skills.md#Performance) from [cleric](compendium/skills.md#Cleric), and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the deity|Cleric||1, divine spellcasting|Cleric||1, divine font|Cleric||1, and doctrine|Cleric||1 class features from cleric plus the Hunt Prey|Ranger||1, hunter's edge|Ranger||1, and ranger feats|Ranger||1||ranger feat class features from ranger. +Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a cleric of [Shelyn](compendium/setting/deities/shelyn.md)/ranger would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Survival](compendium/skills.md#Survival) from ranger and [Religion](compendium/skills.md#Religion) and either [Crafting](compendium/skills.md#Crafting) or [Performance](compendium/skills.md#Performance) from cleric, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the deity|Cleric||1, divine spellcasting|Cleric||1, divine font|Cleric||1, and doctrine|Cleric||1 class features from cleric plus the Hunt Prey|Ranger||1, hunter's edge|Ranger||1, and ranger feats|Ranger||1||ranger feat class features from ranger. ##### Spells GMG p. 192 @@ -846,9 +846,8 @@ Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstan GMG p. 200 ```ad-embed-feat -title: Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2* +title: Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")), *Feat 2* collapse: closed -# Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* [auditory](rules/traits/auditory.md "Auditory Effect Trait") [general](rules/traits/general.md "General Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) @@ -867,9 +866,8 @@ You give an ally within 30 feet a quick pep talk, helping them recover. Attempt ``` ```ad-embed-feat -title: Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 3* +title: Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")), *Feat 3* collapse: closed -# Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 3* [general](rules/traits/general.md "General Feat Trait") - **Cost**: 1 Resolve Point diff --git a/rules/gamemastery-guide/chapter-5-npc-gallery.md b/rules/gamemastery-guide/chapter-5-npc-gallery.md index d64b3cc69..ff26a25d3 100644 --- a/rules/gamemastery-guide/chapter-5-npc-gallery.md +++ b/rules/gamemastery-guide/chapter-5-npc-gallery.md @@ -91,9 +91,7 @@ Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trai - Add the keen eyes ability below. ```ad-embed-ability -title: Keen Eyes - -Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. +title: **Keen Eyes** Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. ``` ### Making a Specialist @@ -102,49 +100,43 @@ Your eyes are sharp, allowing you to make out small details about concealed or e These NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative! ```ad-embed-ability -title: Butter Up -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") +title: **Butter Up** ([emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md)) + When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression action of [Diplomacy](compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. -%% #trait/emotion #trait/mental %% +%% + #trait/emotion #trait/mental +%% ``` ```ad-embed-ability -title: Call Your Bluff - -When gambling, the NPC may use Games Lore to Sense Motive instead of Perception. +title: **Call Your Bluff** When gambling, the NPC may use Games Lore to Sense Motive instead of Perception. ``` ```ad-embed-ability -title: Child Care - -When treating infants, the NPC can use their Midwifery Lore skill in place of [Medicine](compendium/skills.md#Medicine), and can use [Medicine](compendium/skills.md#Medicine)'s trained actions on infants. +title: **Child Care** When treating infants, the NPC can use their Midwifery Lore skill in place of [Medicine](compendium/skills.md#Medicine), and can use [Medicine](compendium/skills.md#Medicine)'s trained actions on infants. ``` ```ad-embed-ability -title: Find Footing [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") +title: **Find Footing** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md)) + The NPC attempts an Architecture Lore, Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](compendium/skills.md#Acrobatics) checks to Balance across that ground. -%% #trait/concentrate %% +%% + #trait/concentrate +%% ``` ```ad-embed-ability -title: Gone Fishing - -The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them. +title: **Gone Fishing** The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them. ``` ```ad-embed-ability -title: Local Lore - -When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement. +title: **Local Lore** When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement. ``` ```ad-embed-ability -title: Quick Transcription - -The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (onequarter on a critical success). +title: **Quick Transcription** The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (onequarter on a critical success). ``` | NPC | Level | Page | diff --git a/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md b/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md index 1807af76d..70a98c15d 100644 --- a/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md +++ b/rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md @@ -73,7 +73,7 @@ One of the reasons cathartic magic is uncommon has to do with the adjustments th In the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the Cathartic Mage Dedication. Like any reaction, it still poses a choice—the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the [Cathartic Mage](compendium/character/archetypes/cathartic-mage-som.md) archetype. -### [Cathartic Mage](compendium/character/archetypes/cathartic-mage-som.md) (Archetype) +### Cathartic Mage (Archetype) SoM p. 194 Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. @@ -343,7 +343,7 @@ Monks manipulate the elements within themselves to manifest magic. [Mountain Sta > [!pf2-sidebar] Elementalism On Golarion > See page 205 of Secrets of Magic -### [Elementalist](compendium/character/archetypes/elementalist-som.md) (Class Archetype) +### Elementalist (Class Archetype) SoM p. 206 You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. @@ -382,7 +382,7 @@ Flexible spellcasting wizards—who sometimes prefer to use the more generic ter ![Flexible Spellcaster Spells per Day](rules/tables/flexible-spellcaster-spells-per-day-som.md) -### [Flexible Spellcaster](compendium/character/archetypes/flexible-spellcaster-som.md) (Class Archetype) +### Flexible Spellcaster (Class Archetype) SoM p. 209 You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. @@ -486,7 +486,7 @@ Wetlands cultivate teeming life, though many of the organisms that thrive in swa Places beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface. -### [Geomancer](compendium/character/archetypes/geomancer-som.md) (Archetype) +### Geomancer (Archetype) SoM p. 212 You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. @@ -612,8 +612,8 @@ collapse: closed - **Secondary Casters** 6 - **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), matching the ley line's tradition (legendary) - **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line or ley line node up to double this ritual's level +- **Range**: 10 feet +- **Targets**: 1 ley line or ley line node up to double this ritual's level You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md "Positive Energy & Element Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. @@ -641,8 +641,8 @@ collapse: closed - **Secondary Casters** 2 - **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) based on the ley line (master) - **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line node up to double establish nexus's level +- **Range**: 10 feet +- **Targets**: 1 ley line node up to double establish nexus's level You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. @@ -1004,13 +1004,14 @@ Shadow familiars use these additional familiar abilities. A shadowcaster, howeve **Shadow Step:** Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar. ```ad-embed-ability -title: Shadow Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [shadow](rules/traits/shadow.md "Shadow General Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") +title: **Shadow Step** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) ([conjuration](rules/traits/conjuration.md), [shadow](rules/traits/shadow.md), [teleportation](rules/traits/teleportation.md)) - **Requirements**: The familiar is in dim light or darkness. **Effect** The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or [occult](rules/traits/occult.md "Occult Tradition Trait") if you aren't a spellcaster. -%% #trait/conjuration #trait/shadow #trait/teleportation %% +%% + #trait/conjuration #trait/shadow #trait/teleportation +%% ``` ## Soul Seeds diff --git a/rules/tables/gate-junction-roe.md b/rules/tables/gate-junction-roe.md new file mode 100644 index 000000000..f265b411f --- /dev/null +++ b/rules/tables/gate-junction-roe.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/roe +aliases: ["Gate Junction"] +--- +# Gate Junction +*Source: RoE p. 18* + +| Air Gate Junctions | +|--------------------| +| **Critical Blast** Push the target up to 10 feet. | +| **Elemental Resistance** [air](rules/traits/air.md "Air Energy & Element Trait"), [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") | +| **Aura Junction** You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable. | +| **Skill Junction** [Stealth](compendium/skills.md#Stealth), [Experienced Smuggler](compendium/feats/experienced-smuggler.md) | +^gate-junction-5 + +| Earth Gate Junctions | +|----------------------| +| **Critical Blast** If the target is on the ground, it's knocked [prone](rules/conditions.md#Prone); if it isn't on the ground, it descends up to 20 feet (you choose the distance). | +| **Elemental Resistance** [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [poison](rules/traits/poison.md "Poison Effect Trait") | +| **Aura Junction** Squares in the aura are difficult terrain for your enemies, but only if moving into the square would make the enemy farther away from you. | +| **Skill Junction** [Athletics](compendium/skills.md#Athletics), [Hefty Hauler](compendium/feats/hefty-hauler.md) | +^gate-junction-10 + +| Fire Gate Junctions | +|---------------------| +| **Critical Blast** The target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator. | +| **Elemental Resistance** [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait") | +| **Aura Junction** Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1). | +| **Skill Junction** [Intimidation](compendium/skills.md#Intimidation), [Intimidating Glare](compendium/feats/intimidating-glare.md) | +^gate-junction-15 + +| Metal Gate Junctions | +|----------------------| +| **Critical Blast** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage); if the creature has the metal trait or is made of metal, it instead takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator. | +| **Elemental Resistance** [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), metal | +| **Aura Junction** Your enemies in the aura take a –1 status penalty to attacks with metal objects, and they take a –1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal. | +| **Skill Junction** [Crafting](compendium/skills.md#Crafting), [Quick Repair](compendium/feats/quick-repair.md) | +^gate-junction-20 + +| Water Gate Junctions | +|----------------------| +| **Critical Blast** The blast deals 2 splash damage per damage die of the blast, with the same damage type. | +| **Elemental Resistance** [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait") | +| **Aura Junction** The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level. | +| **Skill Junction** [Athletics](compendium/skills.md#Athletics), [Underwater Marauder](compendium/feats/underwater-marauder.md) | +^gate-junction-25 + +| Wood Gate Junctions | +|---------------------| +| **Critical Blast** If the target of the critical hit is adjacent to a surface, roots entangle it. The target is [immobilized](rules/conditions.md#Immobilized) and must spend an [Interact](rules/actions/interact.md) action to attempt a DC 10 [Athletics](compendium/skills.md#Athletics) check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort. | +| **Elemental Resistance** [poison](rules/traits/poison.md "Poison Effect Trait"), wood | +| **Aura Junction** Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher. | +| **Skill Junction** [Survival](compendium/skills.md#Survival), [Terrain Expertise](compendium/feats/terrain-expertise.md) (forest) | \ No newline at end of file diff --git a/rules/traits/composite-roe.md b/rules/traits/composite-roe.md new file mode 100644 index 000000000..99c8cd1f8 --- /dev/null +++ b/rules/traits/composite-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +- trait/category/class +aliases: ["Composite"] +--- +# Composite +*Source: RoE p. 15* + +A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits. + +- **Categories**: Class, Action & Ability \ No newline at end of file diff --git a/rules/traits/impulse-roe.md b/rules/traits/impulse-roe.md new file mode 100644 index 000000000..0459fbdbb --- /dev/null +++ b/rules/traits/impulse-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +- trait/category/class +aliases: ["Impulse"] +--- +# Impulse +*Source: RoE p. 15* + +The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait. + +- **Categories**: Class, Action & Ability \ No newline at end of file diff --git a/rules/traits/infusion-roe.md b/rules/traits/infusion-roe.md new file mode 100644 index 000000000..8e4ba0a34 --- /dev/null +++ b/rules/traits/infusion-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +- trait/category/class +aliases: ["Infusion"] +--- +# Infusion +*Source: RoE p. 15* + +Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself. + +- **Categories**: Class, Action & Ability \ No newline at end of file diff --git a/rules/traits/kineticist-roe.md b/rules/traits/kineticist-roe.md new file mode 100644 index 000000000..0fbea1af5 --- /dev/null +++ b/rules/traits/kineticist-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/class +aliases: ["Kineticist"] +--- +# Kineticist +*Source: RoE p. 237* + +This indicates abilities from the kineticist class. + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/overflow-roe.md b/rules/traits/overflow-roe.md new file mode 100644 index 000000000..32651c0cd --- /dev/null +++ b/rules/traits/overflow-roe.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/action-ability +- trait/category/class +aliases: ["Overflow"] +--- +# Overflow +*Source: RoE p. 15* + +Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with [Channel Elements](rules/actions/channel-elements-roe.md)). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate. + +- **Categories**: Class, Action & Ability \ No newline at end of file diff --git a/rules/traits/range-increment.md b/rules/traits/range-increment.md index 6c83e8375..ddbcb5262 100644 --- a/rules/traits/range-increment.md +++ b/rules/traits/range-increment.md @@ -10,6 +10,6 @@ aliases: ["Range Increment"] *Source: Core Rulebook p. 279* > [!pf2-note] -> While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for range increments [here](rules/core-rulebook/chapter-6-equipment.md#Range). +> While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for range increments 0. - **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/spellshape-roe.md b/rules/traits/spellshape-roe.md new file mode 100644 index 000000000..febdb9507 --- /dev/null +++ b/rules/traits/spellshape-roe.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/roe +- trait/category/general +aliases: ["Spellshape"] +--- +# Spellshape +*Source: RoE p. 238* + +Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself. + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/traits.md b/rules/traits/traits.md index 27791fb6f..dca112b07 100644 --- a/rules/traits/traits.md +++ b/rules/traits/traits.md @@ -4,15 +4,22 @@ cssclass: pf2e,pf2e-index --- # Index of Traits +[Action & Ability](#Action%20&%20Ability), [Alignment](#Alignment), [Ancestry & Heritage](#Ancestry%20&%20Heritage), [Armor](#Armor), [Class](#Class), [Combat](#Combat), [Creature](#Creature), [Creature Type](#Creature%20Type), [Effect](#Effect), [Energy & Element](#Energy%20&%20Element), [Equipment](#Equipment), [Feat](#Feat), [General](#General), [Gravity](#Gravity), [Hazard](#Hazard), [Item](#Item), [Morphic](#Morphic), [Planar](#Planar), [Rarity](#Rarity), [School](#School), [Scope](#Scope), [Settlement](#Settlement), [Size](#Size), [Spell](#Spell), [Time](#Time), [Tradition](#Tradition), [Weapon](#Weapon) + + ## Action & Ability +- [Composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") - [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") - [Downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") - [Esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") - [Exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") +- [Impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") +- [Infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") - [Instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") - [Mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") +- [Overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") - [Psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") - [Reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") - [Tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") @@ -114,15 +121,20 @@ cssclass: pf2e,pf2e-index - [Champion](rules/traits/champion.md "Champion Class Trait") - [Class](rules/traits/class-som.md "Class Class Trait") - [Cleric](rules/traits/cleric.md "Cleric Class Trait") +- [Composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") - [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") - [Druid](rules/traits/druid.md "Druid Class Trait") - [Fighter](rules/traits/fighter.md "Fighter Class Trait") - [Gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") +- [Impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") +- [Infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") - [Inventor](rules/traits/inventor-g-g.md "Inventor Class Trait") - [Investigator](rules/traits/investigator-apg.md "Investigator Class Trait") +- [Kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") - [Magus](rules/traits/magus-som.md "Magus Class Trait") - [Monk](rules/traits/monk.md "Monk Class Trait") - [Oracle](rules/traits/oracle-apg.md "Oracle Class Trait") +- [Overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") - [Psychic](rules/traits/psychic-da.md "Psychic Class Trait") - [Ranger](rules/traits/ranger.md "Ranger Class Trait") - [Rogue](rules/traits/rogue.md "Rogue Class Trait") @@ -357,6 +369,7 @@ cssclass: pf2e,pf2e-index - [Revolutionary](rules/traits/revolutionary-locg.md "Revolutionary General Trait") - [Secret](rules/traits/secret.md "Secret General Trait") - [Shadow](rules/traits/shadow.md "Shadow General Trait") +- [Spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") - [Structure](rules/traits/structure.md "Structure General Trait") - [True Name](rules/traits/true-name-som.md "True Name General Trait") - [Wayfaring](rules/traits/wayfaring-locg.md "Wayfaring General Trait") diff --git a/src-index.json b/src-index.json index 8aca5b429..4c36ebd04 100644 --- a/src-index.json +++ b/src-index.json @@ -79,6 +79,7 @@ "ability|troop defenses|b3", "ability|warpwave|aoe6", "ability|wavesense|b1", + "action|accidental shot|g&g", "action|act together|som", "action|activate an item|crb", "action|administer first aid|crb", @@ -92,10 +93,12 @@ "action|arcane cascade|som", "action|arrest a fall|crb", "action|attack of opportunity|crb", + "action|automaton aim|g&g", "action|avert gaze|crb", "action|avoid notice|crb", "action|balance|crb", "action|barbed quills|lome", + "action|base kinesis|roe", "action|befriend a local|aoa0", "action|blend in|aoa5", "action|board|gmg", @@ -119,9 +122,11 @@ "action|change shape (beastkin)|loag", "action|change shape (kitsune)|loag", "action|change tradition focus|gmg", + "action|channel elements|roe", "action|check the walls|aoa4", "action|cleanse soul path|som", "action|clean|aoa2", + "action|clear a path|g&g", "action|clear courtyard|aoa2", "action|climb|crb", "action|clue in|apg", @@ -133,6 +138,7 @@ "action|contact steel falcons|aoa5", "action|convince mengkare|aoa6", "action|cover tracks|crb", + "action|covered reload|g&g", "action|craft disharmonic instrument|lomm", "action|craft|crb", "action|cram|sot1", @@ -158,24 +164,31 @@ "action|discover|gmg", "action|dismiss|crb", "action|dispel a disguise|aoa5", + "action|dispelling bullet|g&g", "action|distract guards|aoa6", "action|diviner on duty|aoa5", "action|do i know you?|aoa5", "action|drain bonded item|crb", + "action|drifter's wake|g&g", "action|drink from the chalice|da", "action|drive|gmg", "action|drop prone|crb", "action|dueling counter|gmg", "action|earn income|crb", + "action|elemental blast|roe", "action|energy emanation|locg", + "action|energy shot|g&g", "action|envenom|loil", "action|escape|crb", "action|expeditious inspection|apg", + "action|explode|g&g", "action|exploit vulnerability|da", + "action|extract element|roe", "action|fade into daydreams|da", "action|feint|crb", "action|fight the fire|aoa6", "action|find the cells|aoa5", + "action|finish the job|g&g", "action|fling magic|da", "action|flurry of blows|crb", "action|fly|crb", @@ -187,10 +200,12 @@ "action|gain contact|gmg", "action|gather information|aoa5", "action|gather information|crb", + "action|ghost shot|g&g", "action|glimpse of redemption|crb", "action|gossip|gmg", "action|grab an edge|crb", "action|grapple|crb", + "action|grim swagger|g&g", "action|grow|tv", "action|guild investigation|aoa4", "action|harvest heartsliver|lomm", @@ -211,6 +226,7 @@ "action|influence|gmg", "action|intensify vulnerability|da", "action|interact|crb", + "action|into the fray|g&g", "action|invest an item|crb", "action|investigate chamber|aoa6", "action|investigate|crb", @@ -223,6 +239,7 @@ "action|learn name|som", "action|liberating step|crb", "action|lie|crb", + "action|living fortification|g&g", "action|locked doors|aoa5", "action|long jump|crb", "action|long-term rest|crb", @@ -238,12 +255,15 @@ "action|mount|crb", "action|mutagenic flashback|crb", "action|obstructed route|aoa5", + "action|one shot, one kill|g&g", "action|opportune riposte|apg", "action|organize labor|aoa2", + "action|overdrive|g&g", "action|palm an object|crb", "action|pander to the crowd|aoa5", "action|perform|crb", "action|pick a lock|crb", + "action|pistolero's retort|g&g", "action|point out|crb", "action|pointed question|apg", "action|position the hunters|aoa2", @@ -252,6 +272,7 @@ "action|pursue a lead|apg", "action|quick alchemy|crb", "action|quick tincture|apg", + "action|raconteur's reload|g&g", "action|rage|crb", "action|raise a shield|crb", "action|raise neck|loil", @@ -259,12 +280,14 @@ "action|ready|crb", "action|rebuild battlements|aoa2", "action|rebuild collapsed stairs|aoa2", + "action|recall ammunition|g&g", "action|recall knowledge|crb", "action|recall the teachings|da", "action|recenter|da", "action|reconnoiter|gmg", "action|refocus|crb", "action|release|crb", + "action|reloading strike|g&g", "action|repair crumbled walls|aoa2", "action|repair huntergate|aoa2", "action|repair|crb", @@ -294,10 +317,12 @@ "action|sense weakness|gmg", "action|share senses|som", "action|shove|crb", + "action|siegebreaker|g&g", "action|smooth the path|aoa5", "action|smuggled|aoa5", "action|sneak|crb", "action|spellstrike|som", + "action|spinning crush|g&g", "action|spring the trap|loil", "action|squeeze|crb", "action|stand|crb", @@ -317,7 +342,9 @@ "action|take control|gmg", "action|take cover|crb", "action|tap ley line|som", + "action|ten paces|g&g", "action|that's not everyone|aoa5", + "action|thoughtful reload|g&g", "action|threatening approach|locg", "action|topple crates|aoa3", "action|touch and go|loil", @@ -334,6 +361,7 @@ "action|unleash psyche|da", "action|upgrade defenses|aoa2", "action|venom draw|loil", + "action|vital shot|g&g", "action|wicked thorns|loil", "action|wind them up|loil", "archetype|acrobat|apg", @@ -344,15 +372,18 @@ "archetype|animal trainer|ec2", "archetype|archaeologist|apg", "archetype|archer|apg", + "archetype|artillerist|g&g", "archetype|assassin|apg", "archetype|barbarian|crb", "archetype|bard|crb", "archetype|bastion|apg", + "archetype|beast gunner|g&g", "archetype|beastmaster|apg", "archetype|bellflower tiller|aoa3", "archetype|blessed one|apg", "archetype|bounty hunter|apg", "archetype|bright lion|lol", + "archetype|bullet dancer|g&g", "archetype|butterfly blade|frp1", "archetype|captivator|lotgb", "archetype|cathartic mage|som", @@ -365,6 +396,7 @@ "archetype|crystal keeper|aoa4", "archetype|curse maelstrom|da", "archetype|dandy|apg", + "archetype|demolitionist|g&g", "archetype|dragon disciple|apg", "archetype|drow shootist|av3", "archetype|druid|crb", @@ -378,6 +410,7 @@ "archetype|familiar master|apg", "archetype|fighter|crb", "archetype|firebrand braggart|locg", + "archetype|firework technician|g&g", "archetype|flexible spellcaster|som", "archetype|folklorist|sot2", "archetype|gelid shard|tv", @@ -390,6 +423,7 @@ "archetype|golden league xun|frp2", "archetype|golem grafter|ec3", "archetype|gray gardener|ngd", + "archetype|gunslinger|g&g", "archetype|halcyon speaker|locg", "archetype|hallowed necromancer|botd", "archetype|hellknight armiger|lowg", @@ -397,6 +431,7 @@ "archetype|hellknight|locg", "archetype|herbalist|apg", "archetype|horizon walker|apg", + "archetype|inventor|g&g", "archetype|investigator|apg", "archetype|jalmeri heavenseeker|aoe2", "archetype|juggler|ec1", @@ -422,10 +457,12 @@ "archetype|nantambu chime-ringer|sot2", "archetype|oozemorph|sli", "archetype|oracle|apg", + "archetype|overwatch|g&g", "archetype|pactbinder|da", "archetype|pactbound initiate|lomm", "archetype|pathfinder agent|lowg", "archetype|pirate|apg", + "archetype|pistol phenom|g&g", "archetype|poisoner|apg", "archetype|provocator|aoe3", "archetype|psychic duelist|da", @@ -448,12 +485,15 @@ "archetype|sixth pillar|frp2", "archetype|sleepwalker|da", "archetype|snarecrafter|apg", + "archetype|sniping duo|g&g", "archetype|sorcerer|crb", "archetype|soul warden|botd", "archetype|soulforger|som", "archetype|spell trickster|lotgb", "archetype|spellmaster|locg", + "archetype|spellshot|g&g", "archetype|staff acrobat|ec1", + "archetype|sterling dynamo|g&g", "archetype|student of perfection|lowg", "archetype|summoner|som", "archetype|swashbuckler|apg", @@ -461,11 +501,15 @@ "archetype|talisman dabbler|apg", "archetype|thaumaturge|da", "archetype|time mage|da", + "archetype|trapsmith|g&g", + "archetype|trick driver|g&g", "archetype|turpin rowe lumberjack|ec3", "archetype|undead master|botd", "archetype|undead slayer|botd", + "archetype|unexpected sharpshooter|g&g", "archetype|ursine avenger hood|tv", "archetype|vampire|botd", + "archetype|vehicle mechanic|g&g", "archetype|vigilante|apg", "archetype|viking|apg", "archetype|weapon improviser|apg", @@ -481,11 +525,15 @@ "background|acrobat|crb", "background|aerialist|ec0", "background|aiudara seeker|aoa6", + "background|alkenstar outlaw|g&g", + "background|alkenstar sojourner|g&g", "background|alkenstar tinker|lowg", + "background|alloysmith|roe", "background|amnesiac|apg", "background|animal whisperer|crb", "background|animal wrangler|ec0", "background|anti-magical|som", + "background|anti-tech activist|g&g", "background|archaeologist|lopsg", "background|artisan|crb", "background|artist|crb", @@ -495,6 +543,7 @@ "background|astrological augur|lotg", "background|attention addict|frp0", "background|atteran rancher|lowg", + "background|back-alley doctor|g&g", "background|bandit|apg", "background|banished brighite|ooa0", "background|barber|apg", @@ -513,31 +562,47 @@ "background|bounty hunter|crb", "background|bright lion|lowg", "background|butcher|ec0", + "background|cannoneer|g&g", "background|charlatan|crb", "background|chelish rebel|lowg", "background|child of the puddles|lowg", "background|child of the twin village|da", "background|child of westcrown|lowg", "background|chosen one|som", + "background|circuit judge|g&g", "background|circus born|ec0", + "background|clockfighter|g&g", + "background|clockwork researcher|g&g", "background|clown|ec0", + "background|codebreaker|g&g", + "background|concordance researcher|roe", + "background|concordance scout|roe", "background|cook|apg", "background|courier|apg", "background|criminal|crb", + "background|crystal healer|roe", "background|cultist|apg", "background|curandero|botd", "background|cursed family|lowg", "background|cursed|apg", + "background|deep-sea diver|roe", + "background|dendrologist|roe", + "background|deputy|g&g", "background|desert tracker|lowg", "background|detective|crb", "background|diobel pearl diver|lowg", + "background|discarded duplicate|g&g", + "background|disciple of the gear|g&g", "background|doomcaller|lotg", "background|dragon scholar|aoa0", "background|dreamer of the verdant moon|ec3", + "background|dreams of vengeance|gw0", + "background|driver|g&g", "background|droskari disciple|aoa4", "background|eclipseborn|lotg", "background|eidolon contact|som", "background|eldritch anatomist|av0", + "background|elementally infused|roe", "background|emancipated|aoa0", "background|emissary|crb", "background|energy scarred|som", @@ -545,10 +610,13 @@ "background|ex-con token guard|aoe0", "background|false medium|som", "background|farmhand|crb", + "background|farmsteader|g&g", "background|feral child|apg", "background|feybound|apg", "background|field medic|crb", "background|final blade survivor|lowg", + "background|fire warden|roe", + "background|fireworks performer|g&g", "background|fogfen tale-teller|av0", "background|fortune teller|crb", "background|framed in ferrous quarter|ooa0", @@ -559,10 +627,12 @@ "background|gladiator|crb", "background|goblinblood orphan|lowg", "background|godless graycloak|aoe0", + "background|goldhand arms dealer|g&g", "background|grand council bureaucrat|lowg", "background|grave robber|botd", "background|grizzled muckrucker|aoe0", "background|guard|crb", + "background|gunsmith|g&g", "background|harbor guard moonlighter|aoe0", "background|harrow-led|aoe4", "background|haunted citizen|botd", @@ -573,11 +643,15 @@ "background|hermean expatriate|lowg", "background|hermean heritor|aoa6", "background|hermit|crb", + "background|hired killer|g&g", + "background|hounded thief|g&g", "background|hunter|crb", "background|inexplicably expelled|ooa0", "background|inlander|lowg", "background|insurgent|apg", "background|issian partisan|lowg", + "background|junk collector|g&g", + "background|junker|g&g", "background|kalistrade follower|lowg", "background|kyonin emissary|lowg", "background|laborer|crb", @@ -586,6 +660,7 @@ "background|legacy of the hammer|da", "background|legendary parents|aoa6", "background|local scion|aoa0", + "background|lost loved one|gw0", "background|lumber consortium laborer|lowg", "background|magaambya academic|lowg", "background|magical experiment|som", @@ -596,6 +671,9 @@ "background|mantis scion|lowg", "background|market runner|av0", "background|martial disciple|crb", + "background|mechanical symbiosis|g&g", + "background|mechanic|g&g", + "background|medicinal clocksmith|g&g", "background|menagerie dung sweeper|lowg", "background|merabite prodigy|lowg", "background|merchant|crb", @@ -617,6 +695,7 @@ "background|once bitten|lokl", "background|onyx trader|lowg", "background|osirionologist|lowg", + "background|otherworldly mission|g&g", "background|out-of-towner|aoa0", "background|outrider|apg", "background|ozem experience|lokl", @@ -625,10 +704,13 @@ "background|perfection seeker|lowg", "background|pilgrim|apg", "background|pillar|lokl", + "background|planar migrant|roe", "background|plant whisperer|som", "background|political scion|aoe0", "background|post guard of all trades|aoe0", + "background|press-ganged|g&g", "background|press-ganged|lowg", + "background|printer|g&g", "background|prisoner|crb", "background|purveyor of the bizarre|lowg", "background|pyre tender|botd", @@ -644,6 +726,7 @@ "background|reputation seeker|aoa0", "background|returned|apg", "background|returning descendant|aoa0", + "background|revenant|g&g", "background|rigger|ec0", "background|rivethun adherent|lowg", "background|root worker|apg", @@ -651,10 +734,13 @@ "background|royalty|apg", "background|ruby phoenix fanatic|frp0", "background|ruin delver|av0", + "background|saboteur|g&g", "background|sailor|crb", "background|sally guard neophyte|aoe0", + "background|saloon entertainer|g&g", "background|sarkorian reclaimer|lowg", "background|sarkorian survivor|lowg", + "background|saved by clockwork|g&g", "background|scavenger|apg", "background|scholar of the ancients|lowg", "background|scholar|crb", @@ -664,12 +750,15 @@ "background|secular medic|lowg", "background|seer of the dead|som", "background|senghor sailor|lowg", + "background|sense of belonging|gw0", "background|sentinel reflectance|lokl", "background|servant|apg", "background|shadow haunted|lowg", + "background|sheriff|g&g", "background|shoanti name-bearer|lowg", "background|shory seeker|lowg", "background|sign bound|lotg", + "background|sky rider|roe", "background|sleepless suns star|aoe0", "background|snubbed out stoolie|ooa0", "background|sodden scavenger|lowg", @@ -679,6 +768,7 @@ "background|sponsored by a village|sot0", "background|sponsored by family|sot0", "background|sponsored by teacher ot|sot0", + "background|spotter|g&g", "background|squire|apg", "background|starless one|lotg", "background|starwatcher|av0", @@ -689,8 +779,10 @@ "background|sun dancer|lotg", "background|surge investigator|som", "background|taldan schemer|lowg", + "background|tall tale|g&g", "background|tax collector|apg", "background|teacher|apg", + "background|tech-reliant|g&g", "background|thassilonian traveler|lowg", "background|thrune loyalist|lowg", "background|thuvian unifier|lowg", @@ -698,7 +790,9 @@ "background|time traveler|som", "background|tinker|crb", "background|tomb born|botd", + "background|total power|gw0", "background|touched by dahak|aoa6", + "background|toymaker|g&g", "background|trade consortium underling|lowg", "background|trailblazer|lopsg", "background|translator|lopsg", @@ -708,17 +802,23 @@ "background|undercover contender|frp0", "background|undercover lotus guard|aoe0", "background|undersea enthusiast|lowg", + "background|undertaker|g&g", "background|unsponsored|sot0", "background|ustalavic academic|lowg", "background|varisian wanderer|lowg", "background|vidrian reformer|lowg", + "background|wandering preacher|g&g", + "background|wanderlust|gw0", "background|wanted witness|ooa0", "background|ward|apg", "background|warrior|crb", + "background|waste walker|g&g", "background|whispering way scion|lowg", "background|wildwood local|lowg", "background|willing host|botd", "background|winter's child|lowg", + "background|wished alive|g&g", + "background|wishes for riches|gw0", "background|witch wary|lowg", "background|witchlight follower|av0", "background|wonder taster|lowg", @@ -786,6 +886,7 @@ "curse|graveknight's curse|b1", "curse|lord's arrogance|loil", "curse|oath of the flesh|gmg", + "curse|obnubilate curse|gw1", "curse|rage of the excommunicant|da", "curse|reviled of nature|gmg", "curse|reviling earth|gmg", @@ -804,6 +905,7 @@ "curse|wizard's ward|gmg", "curse|yellow silt curse|ooa2", "data|book-crb", + "data|book-gmg", "data|book-logm", "data|book-lowg", "data|book-som", @@ -874,7 +976,7 @@ "deity|eritrice|logm", "deity|esoteric order of the palatine eye|logm", "deity|falayna|logm", - "deity|findeladlara|logm", + "deity|findeladlara|gw3", "deity|folgrit|logm", "deity|followers of fate|b2", "deity|fumeiyoshi|logm", @@ -1040,6 +1142,8 @@ "deity|zon-kuthon|crb", "deity|zura|logm", "deity|zyphus|logm", + "disease|blackfrost|gw3", + "disease|blightburn sickness|tv", "disease|blinding sickness|gmg", "disease|bog rot|gmg", "disease|bone chill|gmg", @@ -1146,6 +1250,8 @@ "feat|adapted cantrip|crb", "feat|adaptive adept|crb", "feat|adaptive mask familiar|locg", + "feat|adaptive vision|g&g", + "feat|add element|roe", "feat|additional companion|apg", "feat|additional lore|crb", "feat|additional recollection|apg", @@ -1158,12 +1264,15 @@ "feat|advanced blood potency|crb", "feat|advanced bloodline|crb", "feat|advanced bow training|apg", + "feat|advanced breakthrough|g&g", "feat|advanced concoction|crb", + "feat|advanced construct companion|g&g", "feat|advanced deduction|apg", "feat|advanced deity's domain|crb", "feat|advanced devotion|crb", "feat|advanced dogma|crb", "feat|advanced domain|crb", + "feat|advanced element control|roe", "feat|advanced elemental spell|som", "feat|advanced first aid|apg", "feat|advanced flair|apg", @@ -1183,6 +1292,8 @@ "feat|advanced runic mind-smithing|da", "feat|advanced school spell|crb", "feat|advanced seeker of truths|av2", + "feat|advanced shooter|g&g", + "feat|advanced shooting|g&g", "feat|advanced synergy|som", "feat|advanced targeting system|loag", "feat|advanced thaumaturgy|da", @@ -1195,6 +1306,7 @@ "feat|advantageous assault|crb", "feat|aegis of arnisant|locg", "feat|aeon resonance|som", + "feat|aerial boomerang|roe", "feat|aerial piledriver|lotgb", "feat|aerobatics mastery|apg", "feat|affliction mercy|crb", @@ -1209,6 +1321,8 @@ "feat|agile maneuvers|apg", "feat|agile shield grip|lokl", "feat|agonizing rebuke|locg", + "feat|air cushion|roe", + "feat|air shroud|roe", "feat|airborne form|som", "feat|airy step|loag", "feat|alabaster eyes|loil", @@ -1218,6 +1332,7 @@ "feat|alchemical familiar|crb", "feat|alchemical savant|crb", "feat|alchemical scholar|locg", + "feat|alchemical shot|g&g", "feat|alchemist dedication|crb", "feat|aldori duelist dedication|lowg", "feat|aldori parry|lowg", @@ -1228,14 +1343,18 @@ "feat|alkenstar agent dedication|ooa1", "feat|all in my head|apg", "feat|all in your head|da", + "feat|all shall end in flames|roe", "feat|all the time in the world|frp3", "feat|allegro|crb", + "feat|alloy flesh and steel|roe", "feat|alluring performance|loil", "feat|ally's shelter|apg", "feat|alter ego dedication|da", "feat|alter resistance|loag", "feat|always ready|lokl", + "feat|ambersoul|roe", "feat|ambush awareness|lome", + "feat|ambush bladderwort|roe", "feat|ambushing knockdown|aoe3", "feat|ammunition thaumaturgy|da", "feat|amorphous aspect|loag", @@ -1294,25 +1413,34 @@ "feat|aquatic conversationalist|loag", "feat|aquatic eyes|loag", "feat|arcane breadth|crb", + "feat|arcane camouflage|g&g", + "feat|arcane communication|g&g", "feat|arcane evolution|crb", + "feat|arcane eye|g&g", "feat|arcane fists|som", + "feat|arcane locomotion|g&g", + "feat|arcane propulsion|g&g", + "feat|arcane safeguards|g&g", "feat|arcane school spell|crb", "feat|arcane sense|crb", "feat|arcane sensitivity|aoe1", "feat|arcane shroud|som", "feat|arcane sight|lome", + "feat|arcane slam|g&g", "feat|arcane tattoos|locg", "feat|archaeologist dedication|apg", "feat|archaeologist's luck|apg", "feat|archaeologist's warning|lopsg", "feat|archer dedication|apg", "feat|archer's aim|apg", + "feat|architect of flame|roe", "feat|archon magic|apg", "feat|archwizard's might|crb", "feat|ardent armiger|lowg", "feat|arise, ye worthy!|loag", "feat|armiger's mobility|lowg", "feat|armor assist|apg", + "feat|armor in earth|roe", "feat|armor proficiency|crb", "feat|armor rune shifter|aoa4", "feat|armor specialist|apg", @@ -1322,17 +1450,21 @@ "feat|armored stealth|apg", "feat|arrow of death|apg", "feat|arrow snatching|crb", + "feat|artillerist dedication|g&g", "feat|artokus's fire|lol", "feat|as in life, so in death|botd", + "feat|ash strider|roe", "feat|ashen veil|lokl", "feat|assassin dedication|apg", "feat|assassinate|apg", "feat|assisting shot|crb", + "feat|assume earth's mantle|roe", "feat|assurance|crb", "feat|assured identification|apg", "feat|assured knowledge|apg", "feat|assured ritualist|apg", "feat|astonishing explosion|ec6", + "feat|astral blink|g&g", "feat|astral tether|da", "feat|asura magic|loil", "feat|athletic might|apg", @@ -1353,10 +1485,13 @@ "feat|aura of righteousness|crb", "feat|aura of unbreakable virtue|aoa6", "feat|aura of vengeance|crb", + "feat|aura shaping|roe", "feat|aura sight|da", "feat|auspicious mount|crb", "feat|automatic knowledge|crb", "feat|automatic writing|da", + "feat|automaton armament|g&g", + "feat|automaton lore|g&g", "feat|avalanche strike|apg", "feat|avatar's audience|crb", "feat|avenge ally|apg", @@ -1365,6 +1500,7 @@ "feat|awesome blow|crb", "feat|axe climber|ec3", "feat|axe thrower|ec3", + "feat|axial recall|g&g", "feat|axiomatic lore|loag", "feat|azaersi's roads|lol", "feat|azarketi lore|aaws", @@ -1376,6 +1512,7 @@ "feat|back to back|apg", "feat|backup disguise|locg", "feat|banishing blow|ec6", + "feat|banshee cry display|g&g", "feat|barbarian dedication|crb", "feat|barbarian resiliency|crb", "feat|bard dedication|crb", @@ -1384,12 +1521,16 @@ "feat|bark and tendril|locg", "feat|barreling charge (barbarian)|apg", "feat|barreling charge (fighter)|apg", + "feat|barrier of boreal frost|roe", "feat|barrier shield|lotgb", + "feat|base kinesis|roe", "feat|bashing charge|apg", "feat|basic arcana|crb", "feat|basic bard spellcasting|crb", + "feat|basic beast gunner spellcasting|g&g", "feat|basic blood potency|crb", "feat|basic bloodline spell|crb", + "feat|basic breakthrough|g&g", "feat|basic captivator spellcasting|lotgb", "feat|basic cathartic spellcasting|som", "feat|basic cleric spellcasting|crb", @@ -1407,12 +1548,15 @@ "feat|basic magus spellcasting|som", "feat|basic maneuver|crb", "feat|basic martial magic|som", + "feat|basic modification|g&g", "feat|basic muse's whispers|crb", "feat|basic mysteries|apg", "feat|basic oracle spellcasting|apg", "feat|basic psychic spellcasting|da", "feat|basic red mantis magic|lowg", "feat|basic scroll cache|apg", + "feat|basic shooting|g&g", + "feat|basic skysage divination|gw1", "feat|basic sorcerer spellcasting|crb", "feat|basic spellcasting|som", "feat|basic summoner spellcasting|som", @@ -1435,6 +1579,8 @@ "feat|beacon mark|lotgb", "feat|bear empathy|tv", "feat|bear hug|tv", + "feat|beast dynamo howl|g&g", + "feat|beast gunner dedication|g&g", "feat|beast speaker|ec2", "feat|beast trainer|apg", "feat|beastbrood|loag", @@ -1442,6 +1588,7 @@ "feat|beastmaster dedication|apg", "feat|beastmaster's call|apg", "feat|beastmaster's trance|apg", + "feat|beasts of slumbering steel|roe", "feat|become thought|da", "feat|bellflower dedication|aoa3", "feat|bend space|loil", @@ -1450,22 +1597,30 @@ "feat|bespell weapon (wizard)|crb", "feat|bespell weapon|apg", "feat|bestiary scholar|lopsg", + "feat|betraying shank|gw3", "feat|between the scales|apg", "feat|big mouth|apg", "feat|biographical eye|apg", "feat|bizarre magic|crb", "feat|bizarre transformation|da", "feat|black cat curse|apg", + "feat|black powder blaze|g&g", + "feat|black powder boost|g&g", + "feat|black powder embodiment|g&g", "feat|black powder flash|ooa1", "feat|blade of justice|crb", "feat|blade of law|locg", "feat|blade of the crimson oath|locg", "feat|blank slate|crb", + "feat|blast lock|g&g", + "feat|blast resistance|g&g", + "feat|blast tackle|g&g", "feat|blasting beams|da", "feat|blaze of revelation|apg", "feat|blazing aura|loag", "feat|blazing streak|som", "feat|blazing talon surge|lopsg", + "feat|blazing wave|roe", "feat|bleeding finisher|apg", "feat|bless shield|lokl", "feat|bless tonic|logm", @@ -1484,6 +1639,7 @@ "feat|blind-fight (rogue)|crb", "feat|blood component substitution|apg", "feat|blood frenzy|som", + "feat|blood in the air|g&g", "feat|bloodletting claws|som", "feat|bloodletting fangs|apg", "feat|bloodline breadth|crb", @@ -1497,6 +1653,7 @@ "feat|bloody blows|apg", "feat|bloody debilitation|apg", "feat|boaster's challenge|locg", + "feat|body of air|roe", "feat|bolera's interrogation|aoe1", "feat|bolster soul cage|botd", "feat|bon mot|apg", @@ -1512,6 +1669,7 @@ "feat|bone spikes|da", "feat|bone swarm|botd", "feat|boneyard's call|apg", + "feat|boost modulation|g&g", "feat|boost summons|som", "feat|borrow memories|da", "feat|borrow time|da", @@ -1535,6 +1693,7 @@ "feat|bright lion dedication|sot4", "feat|brightness seeker|locg", "feat|brightsoul|loag", + "feat|brilliant crafter|g&g", "feat|brine may|apg", "feat|brinesoul|loag", "feat|bristle|lome", @@ -1545,9 +1704,16 @@ "feat|brutish shove|crb", "feat|buckler dance|apg", "feat|buckler expertise|apg", + "feat|built-in tools|g&g", + "feat|bullet dancer burn|g&g", + "feat|bullet dancer dedication|g&g", + "feat|bullet dancer reload|g&g", + "feat|bullet split|g&g", "feat|bullseye|apg", "feat|bullying staff|ec1", "feat|burn it!|crb", + "feat|burning jet|roe", + "feat|burning spell|roe", "feat|burning spell|som", "feat|burrow elocutionist|crb", "feat|burrowing form|som", @@ -1557,21 +1723,26 @@ "feat|cackle|apg", "feat|cadence call|apg", "feat|calaca's showstopper|loag", + "feat|calcifying sand|roe", "feat|calculated splash|crb", "feat|call and response|apg", "feat|call bonded item|apg", + "feat|call gun|g&g", "feat|call implement|da", "feat|call of elysium|loag", "feat|call of the green man|loag", "feat|call of the wild|crb", + "feat|call the hurricane|roe", "feat|call ursine ally|tv", "feat|call your shot|apg", + "feat|called shot|g&g", "feat|called|apg", "feat|callow may|apg", "feat|camouflage|crb", "feat|can't fall here|loag", "feat|can't you see?|da", "feat|cannibalize magic|loil", + "feat|cannon corner shot|g&g", "feat|canny acumen|crb", "feat|canopy sight|loil", "feat|cantorian reinforcement|loag", @@ -1615,6 +1786,7 @@ "feat|cathartic mage dedication|som", "feat|catrina's presence|loag", "feat|cauldron|apg", + "feat|cauterize|g&g", "feat|cautious curiosity|apg", "feat|cautious delver|lopsg", "feat|cavalier dedication|apg", @@ -1643,6 +1815,8 @@ "feat|ceremony of the evened hand|lome", "feat|ceremony of the strengthened hand|lome", "feat|certain strike|crb", + "feat|chain infusion|roe", + "feat|chain reaction|g&g", "feat|champion dedication|crb", "feat|champion resiliency|crb", "feat|champion's reaction|crb", @@ -1671,11 +1845,13 @@ "feat|chronoskimmer dedication|da", "feat|cindersoul|loag", "feat|city scavenger|crb", + "feat|clan pistol|g&g", "feat|clan protector|locg", "feat|clan's edge|locg", "feat|claws of the dragon|apg", "feat|cleansing light|loil", "feat|cleansing subroutine|loag", + "feat|clear as air|roe", "feat|clear the way|apg", "feat|cleave|crb", "feat|cleric dedication|crb", @@ -1690,6 +1866,7 @@ "feat|clinging shadows initiate|apg", "feat|cling|apg", "feat|cloak of poison|loag", + "feat|clockwork celerity|g&g", "feat|clockwork reanimator dedication|ooa3", "feat|clone-risen|da", "feat|close quarters|loag", @@ -1705,6 +1882,9 @@ "feat|coffin bound|botd", "feat|cognitive loophole|crb", "feat|cold minded|loil", + "feat|collapse armor|g&g", + "feat|collapse construct|g&g", + "feat|collapse wall|g&g", "feat|collapse|botd", "feat|collateral thrash|crb", "feat|combat assessment|apg", @@ -1716,7 +1896,9 @@ "feat|combination finisher|apg", "feat|combine elixirs|crb", "feat|come and get me|crb", + "feat|come at me!|g&g", "feat|command attention|apg", + "feat|command elemental|roe", "feat|command undead|crb", "feat|communal healing|crb", "feat|communal sustain|lopsg", @@ -1727,6 +1909,9 @@ "feat|conceal spell|crb", "feat|concealing legerdemain|apg", "feat|conceited mindset|apg", + "feat|concentrated assault|g&g", + "feat|conductive sphere|roe", + "feat|conductor's redirection|roe", "feat|confabulator|crb", "feat|conflux focus|som", "feat|conflux wellspring|som", @@ -1745,25 +1930,37 @@ "feat|constant gaze|lome", "feat|constant levitation|da", "feat|constricting hold|som", + "feat|construct shell|g&g", "feat|consult the spirits|apg", "feat|consult the stars|loag", "feat|consume energy|da", + "feat|consume power|roe", "feat|consume spell|apg", "feat|contagious rage|crb", + "feat|contingency gadgets|g&g", "feat|continual recovery|crb", "feat|continuous assault|loag", "feat|contortionist|apg", + "feat|control tower|g&g", + "feat|controlled blast|g&g", + "feat|controlled bullet|g&g", + "feat|converge|g&g", "feat|convincing illusion|apg", "feat|cooperative nature|crb", "feat|cooperative soul|crb", "feat|coordinated charge|apg", "feat|coordinated distraction|aoe3", + "feat|core attunement|g&g", + "feat|core cannon|g&g", + "feat|core rejuvenation|g&g", "feat|corgi mount|loag", "feat|cornered fury|loag", "feat|corpse stench|botd", "feat|corpse-killer's defiance|lokl", "feat|corrupted shield|apg", + "feat|coughing dragon display|g&g", "feat|counter curse|da", + "feat|counter element|roe", "feat|counter perform|crb", "feat|counter thought|da", "feat|countercharm|lotgb", @@ -1777,13 +1974,16 @@ "feat|courageous opportunity|apg", "feat|courteous comeback|locg", "feat|courtly graces|crb", + "feat|cover fire|g&g", "feat|craft anything|crb", "feat|craft facsimile|lopsg", "feat|craft philosopher's stone|crb", "feat|crafter's appraisal|apg", + "feat|crafter's instinct|g&g", "feat|crane flutter|crb", "feat|crane stance|crb", "feat|cranial detonation|da", + "feat|crawling fire|roe", "feat|creative prodigy|loag", "feat|cremate undead|crb", "feat|criminal connections|apg", @@ -1798,9 +1998,11 @@ "feat|cross the threshold|frp1", "feat|crossblooded evolution|crb", "feat|crossbow ace|crb", + "feat|crossbow crack shot|g&g", "feat|crossbow terror|apg", "feat|crowd mastery|lowg", "feat|crown of the saumen kar|lomm", + "feat|crowned in tempest's fury|roe", "feat|crude communication|apg", "feat|cruelty|apg", "feat|crunch|lome", @@ -1818,15 +2020,18 @@ "feat|cunning tinker|lotgb", "feat|cunning trickster mask|sot6", "feat|current spell|apg", + "feat|current spell|roe", "feat|curse maelstrom dedication|da", "feat|curse of the saumen kar|lomm", "feat|cursed effigy|da", "feat|cut from the air|apg", "feat|cut the bonds|aoa3", "feat|cycle spell|botd", + "feat|cyclonic ascent|roe", "feat|cynical|aaws", "feat|daemon magic|apg", "feat|dance of intercession|frp3", + "feat|dance of thunder|g&g", "feat|dance underfoot|apg", "feat|dancing leaf|crb", "feat|dandy dedication|apg", @@ -1839,11 +2044,14 @@ "feat|dark persona's presence|da", "feat|darkseer|locg", "feat|darting monkey|loil", + "feat|dash of herbs|roe", "feat|daywalker|botd", "feat|daywalker|loag", "feat|dazing blow|apg", "feat|dazzling block|som", + "feat|dazzling bullet|g&g", "feat|dead reckoning|lopsg", + "feat|deadeye|g&g", "feat|deadly aim|crb", "feat|deadly butterfly|frp1", "feat|deadly grace|apg", @@ -1860,6 +2068,7 @@ "feat|debilitating venom|loil", "feat|deceptive worship|apg", "feat|decry thief|aoa5", + "feat|deep freeze|g&g", "feat|deep lore|crb", "feat|deep roots|da", "feat|deep vision|loag", @@ -1867,6 +2076,7 @@ "feat|deepest wellspring|da", "feat|defend mount|apg", "feat|defend summoner|som", + "feat|defensive armaments|g&g", "feat|defensive coordination|apg", "feat|defensive instincts|lome", "feat|defensive recovery|crb", @@ -1874,6 +2084,8 @@ "feat|defiance unto death|locg", "feat|deflect arrow|crb", "feat|deflecting cloud|sot3", + "feat|deflecting shot|g&g", + "feat|deflecting wave|roe", "feat|deft cooperation|lowg", "feat|defy death|loag", "feat|defy fey|loil", @@ -1886,6 +2098,8 @@ "feat|delver|lome", "feat|demanding challenge|locg", "feat|demolition charge|apg", + "feat|demolitionist dedication|g&g", + "feat|demolitionist|g&g", "feat|demon magic|apg", "feat|demon's hair|frp3", "feat|demonbane warrior|lome", @@ -1894,6 +2108,7 @@ "feat|deny support|aoe3", "feat|deny the songs of war|sot2", "feat|derring-do|apg", + "feat|desert wind|roe", "feat|desiccating inhalation|botd", "feat|desperate finisher|crb", "feat|desperate prayer|apg", @@ -1904,6 +2119,7 @@ "feat|determined lore seeker|lopsg", "feat|detonating spell|lokl", "feat|devastating spellstrike|som", + "feat|devastating weaponry|g&g", "feat|devil in plain sight|loag", "feat|devil magic|apg", "feat|devil's advocate|locg", @@ -1929,6 +2145,7 @@ "feat|disarming assault|apg", "feat|disarming block|apg", "feat|disarming flair|apg", + "feat|disarming smile|gw3", "feat|disarming stance|crb", "feat|disarming twist|crb", "feat|discerning gaze|ngd", @@ -1946,10 +2163,12 @@ "feat|disrupt ki|crb", "feat|disrupt prey|crb", "feat|disrupting strikes|frp1", + "feat|disruptive blur|g&g", "feat|disruptive stance|crb", "feat|disruptive stare|loil", "feat|distant cackle|lome", "feat|distant wandering|da", + "feat|distracting explosion|g&g", "feat|distracting feint|crb", "feat|distracting flattery|apg", "feat|distracting performance|apg", @@ -1981,6 +2200,7 @@ "feat|divine wall|crb", "feat|divine weapon|crb", "feat|diviner sense|apg", + "feat|diving armor|g&g", "feat|djinni magic|loag", "feat|doctor's visitation|apg", "feat|dodge away|apg", @@ -1993,11 +2213,13 @@ "feat|domain wellspring|crb", "feat|dominating gaze|botd", "feat|dominion aura|loil", + "feat|dongun education|g&g", "feat|dormant eruption|da", "feat|double prey|crb", "feat|double shot|crb", "feat|double slice|crb", "feat|doublespeak|apg", + "feat|dousing spell|roe", "feat|dousing spell|som", "feat|dracomancer|apg", "feat|draconic arrogance|apg", @@ -2022,6 +2244,7 @@ "feat|dragonslayer oath|crb", "feat|drain emotion|loil", "feat|drain soul cage|botd", + "feat|drain vitality|g&g", "feat|draw from the land|som", "feat|dread marshal stance|apg", "feat|dread striker|crb", @@ -2030,7 +2253,11 @@ "feat|dream magic|da", "feat|dream may|apg", "feat|drenching mist|lotgb", + "feat|drifter's juke|g&g", + "feat|drifting pollen|roe", "feat|drive back|lokl", + "feat|drive-by attack|g&g", + "feat|driving rain|roe", "feat|drow shootist dedication|av3", "feat|druid dedication|crb", "feat|dual energy heart|som", @@ -2038,9 +2265,11 @@ "feat|dual onslaught|apg", "feat|dual studies|som", "feat|dual thrower|apg", + "feat|dual-form weapon|g&g", "feat|dual-handed assault|crb", "feat|dual-weapon blitz|apg", "feat|dual-weapon reload|apg", + "feat|dual-weapon reload|g&g", "feat|dual-weapon warrior dedication|apg", "feat|dualborn|loag", "feat|dualistic synergy|locg", @@ -2054,6 +2283,7 @@ "feat|duelist dedication|apg", "feat|duelist's challenge|apg", "feat|duelist's edge|lowg", + "feat|duo's aim|g&g", "feat|duskwalker lore|apg", "feat|duskwalker magic|apg", "feat|dustsoul|loag", @@ -2063,6 +2293,8 @@ "feat|dwarven weapon cunning|crb", "feat|dwarven weapon expertise|crb", "feat|dwarven weapon familiarity|crb", + "feat|eagle eyes|g&g", + "feat|eagle eye|g&g", "feat|earned glory|apg", "feat|earthsense|loag", "feat|earworm|apg", @@ -2089,6 +2321,7 @@ "feat|eerie traces|da", "feat|efficient alchemy|aoa6", "feat|efficient alchemy|crb", + "feat|efficient controls|g&g", "feat|efficient rituals|apg", "feat|effortless captivation|lotgb", "feat|effortless concentration (bard)|crb", @@ -2097,6 +2330,7 @@ "feat|effortless concentration (wizard)|crb", "feat|effortless concentration|apg", "feat|effortless concentration|som", + "feat|effortless impulse|roe", "feat|effortless reach|frp2", "feat|efreeti magic|loag", "feat|eidetic ear|lome", @@ -2114,17 +2348,26 @@ "feat|eldritch nails|apg", "feat|eldritch researcher dedication|av2", "feat|electric counter|frp2", + "feat|electrify armor|g&g", + "feat|elemental apotheosis|roe", + "feat|elemental artillery|roe", "feat|elemental assault|loag", "feat|elemental bulwark|loag", "feat|elemental embellish|loag", + "feat|elemental evolution|roe", + "feat|elemental explosion|roe", "feat|elemental eyes|loag", + "feat|elemental familiar|roe", "feat|elemental familiar|som", "feat|elemental fist|crb", "feat|elemental lore|loag", + "feat|elemental overlap|roe", "feat|elemental shape|crb", "feat|elemental summons|apg", "feat|elemental trade|loag", + "feat|elemental transformation|roe", "feat|elemental wrath|locg", + "feat|elementalist dedication|roe", "feat|elementalist dedication|som", "feat|elf atavism|crb", "feat|elf step|crb", @@ -2160,8 +2403,10 @@ "feat|emotional partitions|loil", "feat|emotional surge|da", "feat|emotionless|loag", + "feat|empathetic envoy|gw3", "feat|empathetic plea|apg", "feat|empathic calm|loil", + "feat|emphatic emissary|gw3", "feat|empty body|crb", "feat|empyreal aura|lokl", "feat|empyreal blessing|apg", @@ -2178,6 +2423,7 @@ "feat|energize wings|loag", "feat|energized font|crb", "feat|energy ablation|apg", + "feat|energy beam|g&g", "feat|energy blessed|locg", "feat|energy fusion|apg", "feat|energy heart|som", @@ -2186,6 +2432,8 @@ "feat|enervating wail|da", "feat|enforce oath|apg", "feat|enforced order|loag", + "feat|engine bay|g&g", + "feat|engine of destruction|g&g", "feat|enhanced familiar (druid)|crb", "feat|enhanced familiar (magus)|som", "feat|enhanced familiar (sorcerer)|crb", @@ -2195,6 +2443,7 @@ "feat|enhanced psychopomp familiar|botd", "feat|enigma's knowledge|apg", "feat|enlarge companion|apg", + "feat|enlarged chassis|g&g", "feat|enlightened presence|crb", "feat|enshroud soul cage|botd", "feat|ensnaring wrappings|botd", @@ -2225,6 +2474,7 @@ "feat|eternal composition|crb", "feat|eternal elixir|crb", "feat|eternal memories|loil", + "feat|eternal torch|roe", "feat|eternal wings|apg", "feat|eternal wings|loag", "feat|evade doom|loag", @@ -2247,6 +2497,7 @@ "feat|expand aura|apg", "feat|expand spiral|botd", "feat|expanded domain initiate|logm", + "feat|expanded elemental magic|roe", "feat|expanded luck|apg", "feat|expanded senses|som", "feat|expanded splash|crb", @@ -2259,6 +2510,7 @@ "feat|expert alchemy|crb", "feat|expert backstabber|apg", "feat|expert bard spellcasting|crb", + "feat|expert beast gunner spellcasting|g&g", "feat|expert captivator spellcasting|lotgb", "feat|expert cathartic spellcasting|som", "feat|expert cleric spellcasting|crb", @@ -2267,25 +2519,37 @@ "feat|expert drill sergeant|locg", "feat|expert druid spellcasting|crb", "feat|expert eldritch archer spellcasting|apg", + "feat|expert fireworks crafter|g&g", "feat|expert herbalism|apg", + "feat|expert kinetic control|roe", "feat|expert longevity|crb", "feat|expert magus spellcasting|som", "feat|expert oracle spellcasting|apg", "feat|expert poisoner|apg", "feat|expert psychic spellcasting|da", "feat|expert scroll cache|apg", + "feat|expert skysage divination|gw1", "feat|expert snowcasting|tv", "feat|expert sorcerer spellcasting|crb", "feat|expert spellcasting|som", "feat|expert summoner spellcasting|som", "feat|expert witch spellcasting|apg", "feat|expert wizard spellcasting|crb", + "feat|exploit opening|g&g", "feat|exploitive bomb|crb", + "feat|explosion|g&g", "feat|explosive death drop|lopsg", + "feat|explosive entry|g&g", + "feat|explosive expert|g&g", + "feat|explosive leap|g&g", + "feat|explosive maneuver|g&g", + "feat|explosive savant|g&g", + "feat|express driver|g&g", "feat|express rider|apg", "feat|extend armament alignment|crb", "feat|extend boost|som", "feat|extend elixir|crb", + "feat|extended kinesis|roe", "feat|extinguish light|loag", "feat|extra squishy|apg", "feat|extradimensional stash|frp3", @@ -2299,6 +2563,7 @@ "feat|fade away|locg", "feat|fading|lol", "feat|fake it till you make it|da", + "feat|fake out|g&g", "feat|false faith|aoa4", "feat|familiar (magus)|som", "feat|familiar (sorcerer)|crb", @@ -2327,12 +2592,14 @@ "feat|fast movement|crb", "feat|fast recovery|crb", "feat|fatal aria|crb", + "feat|fatal bullet|g&g", "feat|faultspawn|loil", "feat|favor of heaven|loag", "feat|favorable winds|loag", "feat|favored enemy|crb", "feat|favored terrain|crb", "feat|fearsome brute|crb", + "feat|fearsome familiar|roe", "feat|fearsome fangs|tv", "feat|feast|botd", "feat|feather step|crb", @@ -2346,6 +2613,7 @@ "feat|ferocious beasts|apg", "feat|ferocious gust|loag", "feat|ferocious shape|crb", + "feat|ferrousoul|roe", "feat|festering wounds|botd", "feat|fetchling lore|loag", "feat|feverish enzymes|botd", @@ -2361,6 +2629,7 @@ "feat|fey tracker|loil", "feat|fey transcendence|loil", "feat|fey's trickery|da", + "feat|field artillery|g&g", "feat|fiend's door|apg", "feat|fiendish eyes|apg", "feat|fiendish form|apg", @@ -2377,14 +2646,19 @@ "feat|fighting horn|loil", "feat|final form|loag", "feat|final rest|lokl", + "feat|final shot|g&g", + "feat|finessed features|g&g", "feat|finest trick|loag", "feat|finishing follow-through|apg", "feat|finishing precision|apg", "feat|finned ridges|loag", "feat|fire lung|som", "feat|fire resistance|som", + "feat|fire savvy|g&g", + "feat|firearm expert|g&g", "feat|firebrand braggart dedication|locg", "feat|firesight|loag", + "feat|firework technician dedication|g&g", "feat|first frost|tv", "feat|first revelation|apg", "feat|first world adept|crb", @@ -2394,12 +2668,14 @@ "feat|flamboyant leap|apg", "feat|flame jump|loag", "feat|flash your badge|ooa1", + "feat|flashforge|roe", "feat|flashing shield|lokl", "feat|fledgling flight|loag", "feat|fleet tempo|sot2", "feat|fleeting shadow|apg", "feat|fleet|crb", "feat|flensing slice|apg", + "feat|flesh wound|g&g", "feat|flexible form|loil", "feat|flexible halcyon spellcasting|locg", "feat|flexible ritualist|apg", @@ -2410,12 +2686,15 @@ "feat|flicker|lowg", "feat|flinging blow|apg", "feat|flinging shove|crb", + "feat|flinging updraft|roe", "feat|flourish and ruin|loag", "feat|flourishing finish|aoe3", "feat|flower magic|loil", + "feat|flowering path|roe", "feat|fluid contortionist|loag", "feat|flurry of maneuvers|crb", "feat|flying blade|apg", + "feat|flying flame|roe", "feat|flying kick|crb", "feat|focus ally|lopsg", "feat|focused cat nap|loag", @@ -2443,6 +2722,8 @@ "feat|foreseen failure|da", "feat|forest stealth|locg", "feat|forestall curse|apg", + "feat|forewarn|g&g", + "feat|forge-blessed shot|g&g", "feat|forge-day's rest|locg", "feat|forgotten presence|da", "feat|forlorn|crb", @@ -2459,10 +2740,12 @@ "feat|fortify shield|loag", "feat|fortuitous shift|locg", "feat|fountain of secrets|lome", + "feat|four winds|roe", "feat|fox trick|loag", "feat|foxfire|loag", "feat|freeze it!|locg", "feat|fresh ingredients|apg", + "feat|fresh produce|roe", "feat|friendform|lome", "feat|friendly toss|apg", "feat|frighten undead|botd", @@ -2472,7 +2755,9 @@ "feat|frightful moan|botd", "feat|frostbite runes|lomm", "feat|frozen breadth|tv", + "feat|full automation|g&g", "feat|fully flighted|loag", + "feat|fulminating shot|g&g", "feat|fulminating synergy|locg", "feat|fumesoul|loag", "feat|furious bully|crb", @@ -2481,10 +2766,12 @@ "feat|furious grab|crb", "feat|furious sprint|crb", "feat|furious vengeance|apg", + "feat|furnace form|roe", "feat|fuse stance|crb", "feat|fused polearm|som", "feat|fused staff|som", "feat|future spell learning|da", + "feat|gadget specialist|g&g", "feat|gang up|crb", "feat|ganzi gaze|loag", "feat|gaping flesh|loag", @@ -2493,6 +2780,7 @@ "feat|garuda magic|loag", "feat|garuda's squall|loag", "feat|gaze of veracity|locg", + "feat|gear gnash|g&g", "feat|gear up|botd", "feat|gecko's grip|locg", "feat|gemsoul|loag", @@ -2501,6 +2789,7 @@ "feat|genie weapon familiarity|loag", "feat|genie weapon flourish|loag", "feat|genius mutagen|crb", + "feat|geologic attunement|roe", "feat|geomancer dedication|som", "feat|ghoran lore|loil", "feat|ghoran weapon expertise|loil", @@ -2518,12 +2807,17 @@ "feat|ghostly grasp|botd", "feat|ghostly grasp|da", "feat|ghostly resistance|botd", + "feat|ghosts in the storm|roe", "feat|ghoul dedication|botd", "feat|giant snare|apg", "feat|giant's lunge|crb", "feat|giant's stature|crb", "feat|gift of the hoard|da", "feat|gift of the moon|loag", + "feat|gigaton strike|g&g", + "feat|gigavolt|g&g", + "feat|gildedsoul|roe", + "feat|glacial prison|roe", "feat|glad-hand|crb", "feat|gladiator dedication|apg", "feat|glamour|loil", @@ -2547,6 +2841,7 @@ "feat|gnome weapon familiarity|crb", "feat|gnome weapon innovator|crb", "feat|goading feint|apg", + "feat|goblin jubilee display|g&g", "feat|goblin lore|crb", "feat|goblin scuttle|crb", "feat|goblin song|crb", @@ -2556,6 +2851,7 @@ "feat|godless healing|lowg", "feat|golden body|aoa6", "feat|golden league xun dedication|frp2", + "feat|golem dynamo|g&g", "feat|golem grafter dedication|ec3", "feat|goloma courage|lome", "feat|goloma lore|lome", @@ -2585,6 +2881,7 @@ "feat|great cleave|crb", "feat|great tengu form|apg", "feat|greater animal senses|loag", + "feat|greater augmentation|g&g", "feat|greater awakened power|da", "feat|greater bloodline|crb", "feat|greater crossblooded evolution|crb", @@ -2622,10 +2919,13 @@ "feat|grippli weapon expertise|lome", "feat|grippli weapon familiarity|lome", "feat|grippli weapon innovator|lome", + "feat|grit and tenacity|g&g", "feat|group aid|apg", "feat|group coercion|crb", "feat|group impression|crb", + "feat|grove-harbored|roe", "feat|grovel|apg", + "feat|growth spell|roe", "feat|gruesome strike|apg", "feat|guarded advance|lokl", "feat|guarded movement|crb", @@ -2638,9 +2938,13 @@ "feat|guiding finish|crb", "feat|guiding luck|crb", "feat|guiding riposte|crb", + "feat|gunpowder gauntlet|g&g", + "feat|gunslinger dedication|g&g", "feat|hag claws|apg", "feat|hag magic|apg", "feat|hag's sight|apg", + "feat|hail of splinters|roe", + "feat|hair trigger|g&g", "feat|halcyon speaker dedication|locg", "feat|halcyon spellcasting adept|locg", "feat|halcyon spellcasting initiate|locg", @@ -2658,10 +2962,12 @@ "feat|hand of the apprentice|crb", "feat|hand of the lich|botd", "feat|handy with your paws|ec3", + "feat|haphazard repair|g&g", "feat|harbinger's caw|loag", "feat|hard tail|locg", "feat|hard to fool|loag", "feat|harden flesh|som", + "feat|hardwood armor|roe", "feat|hardy traveler|apg", "feat|harming hands|crb", "feat|harmless doll|lotgb", @@ -2676,6 +2982,7 @@ "feat|hazard finder|crb", "feat|head of the night parade|frp3", "feat|head stomp|apg", + "feat|headshot|g&g", "feat|heal animal|apg", "feat|heal companion|apg", "feat|heal mount|crb", @@ -2688,10 +2995,12 @@ "feat|heat wave|loag", "feat|heaven's thunder|aoe2", "feat|heaven's thunder|loil", + "feat|hedge maze|roe", "feat|hefting shadow|loag", "feat|hefty hauler|crb", "feat|heightened captivation|lotgb", "feat|heir of the saoc|locg", + "feat|hell of 1,000,000 needles|roe", "feat|hell's armaments|locg", "feat|hellknight armiger dedication|lowg", "feat|hellknight dedication|locg", @@ -2700,6 +3009,7 @@ "feat|hellspawn|apg", "feat|helpful halfling|locg", "feat|helpful poppet|lotgb", + "feat|helpful tinkering|g&g", "feat|herbalist dedication|apg", "feat|hero's wings|loag", "feat|heroes' call|locg", @@ -2719,6 +3029,7 @@ "feat|hilt hammer|lokl", "feat|hireling manager|apg", "feat|histrionic injury|lotgb", + "feat|hit the dirt!|g&g", "feat|hobgoblin lore|locg", "feat|hobgoblin weapon discipline|locg", "feat|hobgoblin weapon expertise|locg", @@ -2732,6 +3043,7 @@ "feat|homing beacon|da", "feat|hopping stride|loag", "feat|horizon walker dedication|apg", + "feat|hot foot|g&g", "feat|house of imaginary walls|crb", "feat|hulking size|som", "feat|hungry goblin|locg", @@ -2752,17 +3064,24 @@ "feat|hyena familiar|lome", "feat|hymn of healing|apg", "feat|hypnotic lure|loil", + "feat|i meant to do that|g&g", "feat|ice crafter|lomm", "feat|icy apotheosis|tv", "feat|idol threat|loil", "feat|idyllkin|loag", + "feat|igneogenesis|roe", + "feat|ignite the sun|roe", "feat|illusion sense|crb", + "feat|ilverani purist|gw3", "feat|immortal bear|tv", "feat|impaling briars|crb", "feat|impaling finisher|apg", "feat|impaling thrust|apg", "feat|impassable wall stance|locg", "feat|impeccable crafting|crb", + "feat|impenetrable fog|roe", + "feat|imperious aura|roe", + "feat|impervious vehicle|g&g", "feat|implausible infiltration|crb", "feat|implausible purchase (investigator)|apg", "feat|implausible purchase (rogue)|apg", @@ -2788,6 +3107,7 @@ "feat|improved command undead|crb", "feat|improved communal healing|crb", "feat|improved dueling riposte|crb", + "feat|improved elemental blast|roe", "feat|improved elemental bulwark|loag", "feat|improved familiar (familiar master)|apg", "feat|improved familiar (witch)|apg", @@ -2811,6 +3131,7 @@ "feat|incredible beastmaster companion|apg", "feat|incredible companion (druid)|crb", "feat|incredible companion (ranger)|crb", + "feat|incredible construct companion|g&g", "feat|incredible familiar (familiar master)|apg", "feat|incredible familiar (thaumaturge)|da", "feat|incredible familiar (witch)|apg", @@ -2830,6 +3151,7 @@ "feat|inexhaustible countermoves|apg", "feat|infectious emotions|som", "feat|infiltrate dream|da", + "feat|infinite expanse of bluest heaven|roe", "feat|infinite possibilities|crb", "feat|influence nature|apg", "feat|initial eidolon ability|som", @@ -2855,7 +3177,9 @@ "feat|inspiring resilience|lokl", "feat|inspirit hazard|loag", "feat|instant armor|lokl", + "feat|instant backup|g&g", "feat|instant opening|crb", + "feat|instant return|g&g", "feat|instigate psychic duel|da", "feat|instinct ability|crb", "feat|instinctive obfuscation|apg", @@ -2864,6 +3188,7 @@ "feat|instructive strike|da", "feat|instrument of slaughter|apg", "feat|instrument of zeal|crb", + "feat|integrated armament|g&g", "feat|intense implement|da", "feat|intensify investiture|da", "feat|intercorporate|loag", @@ -2883,6 +3208,7 @@ "feat|inured to alchemy|ooa1", "feat|inured to the heat|lome", "feat|inventive offensive|locg", + "feat|inventor dedication|g&g", "feat|inventor|crb", "feat|investigate haunting|av1", "feat|investigator dedication|apg", @@ -2906,6 +3232,7 @@ "feat|iruxi spirit strike|loag", "feat|iruxi unarmed cunning|locg", "feat|it's alive!|ooa3", + "feat|jagged berms|roe", "feat|jalmeri heavenseeker dedication|aoe2", "feat|jalmeri heavenseeker dedication|loil", "feat|jalmeri rakshasa magic|loil", @@ -2919,11 +3246,13 @@ "feat|juggernaut's fortitude|crb", "feat|juggler dedication|ec1", "feat|juggle|ec1", + "feat|jumping jenny display|g&g", "feat|jungle runner|loil", "feat|jungle strider|lome", "feat|junk tinker|crb", "feat|just one more thing|apg", "feat|just the facts|apg", + "feat|just the thing!|g&g", "feat|just the tool|da", "feat|juvenile flight|loag", "feat|ka stone ritual|lowg", @@ -2939,11 +3268,16 @@ "feat|ki rush|crb", "feat|ki strike|crb", "feat|killing stone|loag", + "feat|kindle inner flames|roe", + "feat|kinetic activation|roe", + "feat|kinetic pinnacle|roe", + "feat|kineticist dedication|roe", "feat|kip up|crb", "feat|kitsune lore|loag", "feat|kitsune spell expertise|loag", "feat|kitsune spell familiarity|loag", "feat|kitsune spell mysteries|loag", + "feat|kizidhar magic|roe", "feat|kneecap|apg", "feat|kneel for no god|locg", "feat|knight in shining armor|locg", @@ -2976,6 +3310,7 @@ "feat|lastwall sentry dedication|lowg", "feat|lastwall warden|lowg", "feat|laughing gnoll|lome", + "feat|lava leap|roe", "feat|lavasoul|loag", "feat|lawbringer|apg", "feat|lead climber|apg", @@ -2983,6 +3318,7 @@ "feat|lead the pack|apg", "feat|lead the way|lokl", "feat|leading dance|apg", + "feat|leap and fire|g&g", "feat|leave an opening|crb", "feat|leech-clipper|locg", "feat|legendary codebreaker|crb", @@ -3009,6 +3345,7 @@ "feat|leshy glide|locg", "feat|leshy lore|locg", "feat|leshy superstition|locg", + "feat|lesser augmentation|g&g", "feat|lesser enhance venom|loil", "feat|lethal finisher|apg", "feat|lethargy poisoner|av3", @@ -3029,6 +3366,8 @@ "feat|light paws|apg", "feat|light step|crb", "feat|lightless litheness|loag", + "feat|lightning dash|roe", + "feat|lightning rod|roe", "feat|lightning snares|crb", "feat|lightning tongue|loag", "feat|lightslayer oath|apg", @@ -3047,6 +3386,8 @@ "feat|litany of depravity|apg", "feat|litany of righteousness|crb", "feat|litany of self-interest|apg", + "feat|live ammunition|g&g", + "feat|living bonfire|roe", "feat|living hair|apg", "feat|living monolith dedication|lowg", "feat|living rune|lowg", @@ -3055,6 +3396,7 @@ "feat|lizardfolk lore|locg", "feat|loaner spell|apg", "feat|lobbed attack|ec1", + "feat|lock on|g&g", "feat|log roll|ec3", "feat|long tongue|lome", "feat|long-nosed form|apg", @@ -3070,6 +3412,7 @@ "feat|loyal empath|ec3", "feat|loyal warhorse|crb", "feat|lucky break|loag", + "feat|lucky escape|g&g", "feat|lucky keepsake|locg", "feat|lunge|crb", "feat|lunging spellstrike|som", @@ -3095,10 +3438,13 @@ "feat|magical edification|apg", "feat|magical knowledge|da", "feat|magical master|som", + "feat|magical resistance|g&g", "feat|magical scholastics|apg", "feat|magical shorthand|crb", "feat|magical trickster|crb", "feat|magical understudy|som", + "feat|magnetic field|roe", + "feat|magnetic pinions|roe", "feat|magpie snatch|loag", "feat|magus dedication|som", "feat|magus's analysis|som", @@ -3112,6 +3458,7 @@ "feat|malleable movement|da", "feat|maneuvering spell|frp2", "feat|manifold edge|crb", + "feat|manifold modifications|g&g", "feat|manipulative charm|botd", "feat|mantis form|lowg", "feat|many guises|apg", @@ -3134,6 +3481,7 @@ "feat|masquerade of seasons stance|loil", "feat|master alchemy|crb", "feat|master bard spellcasting|crb", + "feat|master beast gunner spellcasting|g&g", "feat|master captivator spellcasting|lotgb", "feat|master cathartic spellcasting|som", "feat|master cleric spellcasting|crb", @@ -3146,11 +3494,14 @@ "feat|master oracle spellcasting|apg", "feat|master psychic spellcasting|da", "feat|master scroll cache|apg", + "feat|master siege engineer|g&g", + "feat|master skysage divination|gw1", "feat|master snowcasting|tv", "feat|master sorcerer spellcasting|crb", "feat|master spellcasting|som", "feat|master spotter|apg", "feat|master spotter|crb", + "feat|master spotter|g&g", "feat|master summoner spellcasting|som", "feat|master summoner|som", "feat|master witch spellcasting|apg", @@ -3170,6 +3521,8 @@ "feat|meditative wellspring|crb", "feat|medusa's wrath|apg", "feat|mega bomb|crb", + "feat|megaton strike|g&g", + "feat|megavolt|g&g", "feat|meld into eidolon|som", "feat|melodious spell|crb", "feat|menacing prowess|frp2", @@ -3182,9 +3535,12 @@ "feat|merciless rend|som", "feat|mercy|crb", "feat|mesmerizing gaze|apg", + "feat|metabolize element|roe", "feat|metabolize element|som", + "feat|metal carapace|roe", "feat|metal-veined strikes|loag", "feat|metallic envisionment|da", + "feat|metallic skin|roe", "feat|metamagic channel|crb", "feat|metamagic mastery (sorcerer)|crb", "feat|metamagic mastery (wizard)|crb", @@ -3203,7 +3559,9 @@ "feat|miniaturize|som", "feat|minion guise|apg", "feat|minor magic|crb", + "feat|minor omen|gw1", "feat|miracle worker|crb", + "feat|miraculous flight|g&g", "feat|miraculous intervention|lokl", "feat|miraculous possibility|apg", "feat|miraculous repair|loil", @@ -3223,6 +3581,9 @@ "feat|mobile shot stance|crb", "feat|mobility|crb", "feat|moderate enhance venom|loil", + "feat|modular dynamo|g&g", + "feat|moldersoul|roe", + "feat|molten wire|roe", "feat|molten wit|loil", "feat|moment of clarity|crb", "feat|monastic archer stance|apg", @@ -3256,6 +3617,8 @@ "feat|multitalented|crb", "feat|mummy dedication|botd", "feat|mummy's despair|botd", + "feat|munitions crafter|g&g", + "feat|munitions machinist|g&g", "feat|murderer's circle|aoe3", "feat|murderous thorns|loil", "feat|murksight|apg", @@ -3271,6 +3634,7 @@ "feat|nagaji spell expertise|loil", "feat|nagaji spell familiarity|loil", "feat|nagaji spell mysteries|loil", + "feat|named artillery|g&g", "feat|nameless anonymity|lowg", "feat|nanite shroud|loag", "feat|nanite surge|loag", @@ -3279,6 +3643,7 @@ "feat|native waters|loil", "feat|natural ambition|crb", "feat|natural illusionist|locg", + "feat|natural magnetism|roe", "feat|natural medicine|crb", "feat|natural performer|locg", "feat|natural skill|crb", @@ -3292,9 +3657,13 @@ "feat|necromantic resistance|lowg", "feat|necromantic tenacity|lowg", "feat|necrotic infusion|crb", + "feat|negate damage|g&g", "feat|nestling fall|loag", "feat|never tire|apg", "feat|night magic|apg", + "feat|night's glow|gw1", + "feat|night's shine|gw1", + "feat|night's warning|gw1", "feat|nightvision adaptation|loag", "feat|nimble crawl|crb", "feat|nimble dodge (rogue)|crb", @@ -3307,7 +3676,9 @@ "feat|no cause for alarm|apg", "feat|no escape|crb", "feat|no evidence|loag", + "feat|no hard feelings|g&g", "feat|no stranger to death|lokl", + "feat|no! no! i created you!|g&g", "feat|no!!!|da", "feat|noble resolve|loil", "feat|nocturnal charm|loag", @@ -3319,20 +3690,24 @@ "feat|nonlethal takedown|lokl", "feat|nosoi's mask|loag", "feat|nothing but fluff|lotgb", + "feat|nourishing gate|roe", "feat|numb to death|logm", "feat|numb|botd", + "feat|oatia skysage dedication|gw1", "feat|obscured emergence|da", "feat|obscured terrain|lotgb", "feat|observant explorer|lopsg", "feat|occult breadth|crb", "feat|occult evolution|crb", "feat|occult resistance|apg", + "feat|ocean's balm|roe", "feat|oddity identification|crb", "feat|ode to ouroboros|apg", "feat|offensive analysis|loag", "feat|offensive subroutine|loag", "feat|old soul|loag", "feat|olethros's decree|loag", + "feat|omnikinesis|roe", "feat|one for all|apg", "feat|one more activation|da", "feat|one with earth|loag", @@ -3362,6 +3737,7 @@ "feat|orc weapon carnage|crb", "feat|orc weapon expertise|crb", "feat|orc weapon familiarity|crb", + "feat|orchard's endurance|roe", "feat|order explorer|crb", "feat|order magic|crb", "feat|order spell|crb", @@ -3373,11 +3749,13 @@ "feat|otherworldly magic|crb", "feat|out of hand|botd", "feat|overcrowd|apg", + "feat|overdrive ally|g&g", "feat|overextending feint|apg", "feat|overlooked mastermind|locg", "feat|overpowering charge (barbarian)|apg", "feat|overpowering charge (fighter)|apg", "feat|oversized throw|apg", + "feat|overwatch dedication|g&g", "feat|overwhelming blow|apg", "feat|overwhelming breath|apg", "feat|overwhelming energy (druid)|crb", @@ -3397,10 +3775,12 @@ "feat|pactbound dedication|lomm", "feat|pain tolerance|ooa1", "feat|paired link|da", + "feat|paired shots|g&g", "feat|pale horse|apg", "feat|panache paragon|apg", "feat|paradoxical mystery|apg", "feat|paragon battle medicine|lol", + "feat|paragon companion|g&g", "feat|paragon reanimated companion|ooa3", "feat|paragon's guard|crb", "feat|parallel breakthrough|da", @@ -3411,6 +3791,7 @@ "feat|party crasher|apg", "feat|pass through|botd", "feat|past life|botd", + "feat|patch job|g&g", "feat|path of iron|apg", "feat|pathfinder agent dedication|lowg", "feat|patron's breadth|apg", @@ -3420,6 +3801,7 @@ "feat|peculiar anatomy|sli", "feat|peer beyond|av1", "feat|pelagic aptitude|loag", + "feat|penetrating fire|g&g", "feat|penetrating projectile|apg", "feat|penetrating shot|crb", "feat|perfect clarity|crb", @@ -3434,6 +3816,7 @@ "feat|perfect ki expert|loil", "feat|perfect ki grandmaster|loil", "feat|perfect mutagen|crb", + "feat|perfect readiness|g&g", "feat|perfect resistance|loil", "feat|perfect shot|crb", "feat|perfect strike|lowg", @@ -3445,14 +3828,18 @@ "feat|peri magic|loag", "feat|perpetual breadth|apg", "feat|perpetual scout|apg", + "feat|persistent boost|g&g", "feat|persistent creation|locg", "feat|persistent mutagen|crb", "feat|pervasive superstition|crb", "feat|pesh skin|aoa5", "feat|petrified skin|da", + "feat|phalanx breaker|g&g", "feat|phalanx formation|lokl", "feat|phase arrow|apg", + "feat|phase bullet|g&g", "feat|phase out|som", + "feat|phenom's verve|g&g", "feat|phonetic training|apg", "feat|physical training|lopsg", "feat|pick up the pace|apg", @@ -3460,6 +3847,7 @@ "feat|pied piping|apg", "feat|pierce the darkness|lome", "feat|pierce the light|loag", + "feat|piercing critical|g&g", "feat|piercing quills|lome", "feat|pilgrim's token|apg", "feat|pin to the spot|aoe3", @@ -3469,6 +3857,10 @@ "feat|pirate dedication|apg", "feat|pirate weapon training|apg", "feat|pirouette|loil", + "feat|pistol phenom dedication|g&g", + "feat|pistol twirl|g&g", + "feat|pistolero's challenge|g&g", + "feat|piston punch|g&g", "feat|pit of snakes|loil", "feat|pitborn|apg", "feat|pivot strike|ec1", @@ -3477,6 +3869,7 @@ "feat|planar survival|crb", "feat|plant evidence|apg", "feat|plant shape|crb", + "feat|plate in treasure|roe", "feat|play dead|botd", "feat|play to the crowd|apg", "feat|plentiful snares|apg", @@ -3499,6 +3892,7 @@ "feat|poultice preparation|apg", "feat|powder punch stance|ooa1", "feat|power attack|crb", + "feat|power slide|g&g", "feat|powerful alchemy|crb", "feat|powerful guts|loag", "feat|powerful leap|crb", @@ -3509,10 +3903,13 @@ "feat|practiced guidance|aoa3", "feat|practiced opposition|lokl", "feat|practiced paddler|ec3", + "feat|practiced reloads|g&g", "feat|prairie rider|apg", "feat|prayer attack|lol", "feat|prayer-touched weapon|lokl", + "feat|precious alloys|roe", "feat|precious arrow|apg", + "feat|precious munitions|g&g", "feat|precise debilitations|crb", "feat|precise finisher|apg", "feat|predator's growl|loag", @@ -3544,6 +3941,7 @@ "feat|pristine weapon|apg", "feat|progenitor lore|da", "feat|project persona|apg", + "feat|propeller attachment|g&g", "feat|propulsive leap|da", "feat|protect ally|lopsg", "feat|protective bond|som", @@ -3551,6 +3949,7 @@ "feat|protective sheath|locg", "feat|protective spirit mask|sot6", "feat|protective subroutine|loag", + "feat|prototype companion|g&g", "feat|provocator dedication|aoe3", "feat|proximity alert|loag", "feat|psi burst|da", @@ -3564,9 +3963,11 @@ "feat|puncturing horn|loil", "feat|purge of moments|da", "feat|purge sins|loag", + "feat|purify element|roe", "feat|purifying breeze|lokl", "feat|purifying spell|som", "feat|push back the dead!|lokl", + "feat|push it|g&g", "feat|pushing attack|som", "feat|qlippoth magic|loag", "feat|quadruped|lotgb", @@ -3582,6 +3983,7 @@ "feat|quick disguise|crb", "feat|quick draw (ranger)|crb", "feat|quick draw (rogue)|crb", + "feat|quick draw|g&g", "feat|quick fix|apg", "feat|quick identification|crb", "feat|quick juggler|ec1", @@ -3608,6 +4010,7 @@ "feat|quickened casting (sorcerer)|crb", "feat|quickened casting (witch)|apg", "feat|quickened casting (wizard)|crb", + "feat|quicksoul|roe", "feat|quiet allies|crb", "feat|quill spray|lome", "feat|quivering palm|crb", @@ -3622,7 +4025,10 @@ "feat|raging athlete|crb", "feat|raging intimidation|crb", "feat|raging thrower|crb", + "feat|rain of bolts|g&g", "feat|rain of embers stance|lopsg", + "feat|rain of razors|roe", + "feat|rain of rust|roe", "feat|rain-scribe mobility|locg", "feat|rain-scribe sustenance|locg", "feat|raise a tome|som", @@ -3633,6 +4039,7 @@ "feat|rampaging ferocity|apg", "feat|rampaging form|loag", "feat|ranged combatant|som", + "feat|ranged disarm|g&g", "feat|ranged reprisal|crb", "feat|ranger dedication|crb", "feat|ranger resiliency|crb", @@ -3640,6 +4047,7 @@ "feat|rapid affixture|apg", "feat|rapid manifestation|som", "feat|rapid mantel|crb", + "feat|rapid reattunement|roe", "feat|rapid recharge|som", "feat|rapid response|apg", "feat|rat familiar|apg", @@ -3649,11 +4057,15 @@ "feat|ratfolk lore|apg", "feat|ratfolk roll|loag", "feat|ratspeak|apg", + "feat|rattle the earth|roe", + "feat|ravel of thorns|roe", "feat|ravening's desperation|ec3", "feat|ravenous charge|botd", "feat|razor claws|locg", "feat|razzle-dazzle|apg", "feat|reach beyond|frp1", + "feat|reach for the sky|g&g", + "feat|reach for the stars|g&g", "feat|reach spell (bard)|crb", "feat|reach spell (cleric)|crb", "feat|reach spell (druid)|crb", @@ -3673,12 +4085,15 @@ "feat|read psychometric resonance|da", "feat|read shibboleths|apg", "feat|read the land|som", + "feat|read the roots|roe", "feat|read the stars|loag", "feat|reanimating spark|lotgb", "feat|reanimator dedication|botd", "feat|reaper of repose|locg", "feat|reason rapidly|apg", "feat|reassuring presence|lome", + "feat|rebirth in living stone|roe", + "feat|rebounding assault|g&g", "feat|rebounding toss|apg", "feat|reckless abandon (barbarian)|crb", "feat|reckless abandon (goblin)|apg", @@ -3691,15 +4106,19 @@ "feat|reconstruct the scene (investigator)|apg", "feat|reconstruct the scene (rogue)|apg", "feat|recover spell|lopsg", + "feat|recycled cogwheels|g&g", "feat|red herring|apg", "feat|red mantis assassin dedication|lowg", "feat|redirect attention|da", + "feat|redirect elements|roe", "feat|redirect elements|som", + "feat|redirecting shot|g&g", "feat|reflect foe|da", "feat|reflect spell (sorcerer)|crb", "feat|reflect spell (witch)|apg", "feat|reflect spell (wizard)|crb", "feat|reflecting riposte|ec6", + "feat|reflective defense|roe", "feat|reflective pocket|da", "feat|reflective ripple stance|som", "feat|reflexive catch|ec1", @@ -3710,6 +4129,7 @@ "feat|rehydration|loag", "feat|reimagine|loil", "feat|reinforce eidolon|som", + "feat|reinforced chassis|g&g", "feat|rejuvenating touch|apg", "feat|rejuvenation token|botd", "feat|rejuvenation|botd", @@ -3737,6 +4157,7 @@ "feat|reptile rider|loag", "feat|reptile speaker|locg", "feat|repulse the wicked|lokl", + "feat|repurposed parts|g&g", "feat|rescuer's press|lol", "feat|reset the past|da", "feat|resilient mind|lokl", @@ -3756,23 +4177,31 @@ "feat|resuscitate|apg", "feat|retain absorbed spell|lopsg", "feat|retaliatory cleansing|lokl", + "feat|retch rust|roe", "feat|retractable claws|loag", "feat|return fire|apg", + "feat|return to the sea|roe", "feat|returning throw|apg", "feat|reveal hidden self|loil", "feat|reveal machinations|aoa3", "feat|reveal true name|som", "feat|revealing stab|crb", "feat|reverberate|apg", + "feat|reverberating spell|roe", "feat|reverse curse|da", "feat|reverse engineering|apg", + "feat|reverse engineer|g&g", "feat|reversing charge|da", "feat|revivification protocol|loag", "feat|revivifying mutagen|crb", "feat|ricochet feint|apg", + "feat|ricochet legend|g&g", + "feat|ricochet master|g&g", + "feat|ricochet shot|g&g", "feat|ricochet stance (fighter)|apg", "feat|ricochet stance (rogue)|apg", "feat|ricocheting leap|lome", + "feat|ride the tsunami|roe", "feat|ride|crb", "feat|riftmarked|loag", "feat|right-hand blood|lome", @@ -3780,16 +4209,22 @@ "feat|ringmaster's introduction|ec6", "feat|rippling spin|som", "feat|riptide|aaws", + "feat|rising hurricane|roe", + "feat|risky reload|g&g", "feat|risky surgery|apg", "feat|rites of convocation|apg", "feat|rites of transfiguration|apg", "feat|ritual researcher|apg", "feat|ritual reversion|locg", "feat|ritualist dedication|apg", + "feat|roadkill|g&g", "feat|robust recovery|crb", + "feat|rock rampart|roe", "feat|rock runner|crb", + "feat|rockslide spell|roe", "feat|rockslide spell|som", "feat|rogue dedication|crb", + "feat|roiling mudslide|roe", "feat|rokoan arts|loag", "feat|roll with it|locg", "feat|root magic|apg", @@ -3799,6 +4234,7 @@ "feat|rough rider|crb", "feat|rough terrain stance|som", "feat|round ears|locg", + "feat|rouse the forest's fury|roe", "feat|ru-shi|loag", "feat|rubbery skin|sli", "feat|ruby resurrection|frp3", @@ -3809,6 +4245,7 @@ "feat|runic impression|som", "feat|runic mind smithing|da", "feat|running reload|crb", + "feat|running reload|g&g", "feat|running tackle|lotgb", "feat|runtsage|loag", "feat|saber teeth|loag", @@ -3821,10 +4258,14 @@ "feat|sacred ki|logm", "feat|sacred spells|botd", "feat|sacrifice armor|apg", + "feat|safe elements|roe", "feat|safe house|apg", "feat|safeguard soul|botd", "feat|safeguarded spell|apg", + "feat|safety measures|g&g", "feat|sanctify water|logm", + "feat|sand snatcher|roe", + "feat|sanguivolent roots|roe", "feat|saoc astrology|locg", "feat|sap life|crb", "feat|savage critical|crb", @@ -3839,8 +4280,10 @@ "feat|scar-thick skin|loag", "feat|scare to death|crb", "feat|scarecrow|aoa3", + "feat|scatter blast|g&g", "feat|scattered fire|lotgb", "feat|scavenger's search|apg", + "feat|scholar's hunch|gw1", "feat|scholar's inheritance|loag", "feat|scholarly defense|av2", "feat|scholastic identification|apg", @@ -3849,6 +4292,7 @@ "feat|schooled in secrets|apg", "feat|scintillating spell|apg", "feat|scion transformation|loag", + "feat|scorching column|roe", "feat|scorching disarm|loag", "feat|scour the library|da", "feat|scouring rage|apg", @@ -3858,15 +4302,19 @@ "feat|scout's speed|apg", "feat|scout's warning (ranger)|crb", "feat|scout's warning (rogue)|crb", + "feat|scrap barricade|roe", "feat|scroll esoterica|da", "feat|scroll savant|crb", "feat|scroll thaumaturgy|da", "feat|scroll trickster dedication|apg", "feat|scrollmaster dedication|locg", "feat|scrounger dedication|apg", + "feat|scrutinizing gaze|g&g", "feat|sculpt shadows|loag", "feat|scuttle up|loil", + "feat|sea glass guardians|roe", "feat|sealed poppet|lotgb", + "feat|searing restoration|g&g", "feat|seasoned|apg", "feat|second ally|crb", "feat|second chance spell|apg", @@ -3938,6 +4386,7 @@ "feat|shape of the dragon|apg", "feat|shapechanger's intuition|loag", "feat|shaped contaminant|aoa5", + "feat|shard strike|roe", "feat|share burden|da", "feat|share eidolon magic|som", "feat|share rage|crb", @@ -3950,6 +4399,7 @@ "feat|shared dream|da", "feat|shared luck|apg", "feat|shared luck|locg", + "feat|shared overdrive|g&g", "feat|shared prey|crb", "feat|shared replenishment|crb", "feat|shared sight|lokl", @@ -3960,8 +4410,10 @@ "feat|shatter defenses|crb", "feat|shatter space|da", "feat|shattering blows|apg", + "feat|shattering shot|g&g", "feat|shattering strike|apg", "feat|shattering strike|crb", + "feat|shattershields|roe", "feat|shed tail|locg", "feat|sheltering cave|som", "feat|sheltering slab|apg", @@ -3988,13 +4440,16 @@ "feat|shisk lore|lome", "feat|shoki's argument|loag", "feat|shoony lore|ec3", + "feat|shooter's camouflage|g&g", "feat|shooting stars stance|apg", "feat|shore step|som", + "feat|shorthanded|g&g", "feat|shory aerialist|locg", "feat|shory aeromancer|locg", "feat|shoulder catastrophe|locg", "feat|shove down|apg", "feat|shoving sweep|apg", + "feat|showstopper|g&g", "feat|shrink down|som", "feat|shrouded magic|loag", "feat|shrouded mien|loag", @@ -4061,6 +4516,8 @@ "feat|sleeper hold|crb", "feat|sleepwalker dedication|da", "feat|slice and swipe|aoe3", + "feat|slinger's readiness|g&g", + "feat|slinger's reflexes|g&g", "feat|slink|loag", "feat|slip into shadow|loag", "feat|slip the grasp|loag", @@ -4073,6 +4530,8 @@ "feat|smite evil|crb", "feat|smite good|apg", "feat|smoke bomb|crb", + "feat|smoke curtain|g&g", + "feat|smoke sight|g&g", "feat|smokesoul|loag", "feat|smoldering explosion|lotgb", "feat|snagging strike|crb", @@ -4089,9 +4548,13 @@ "feat|sneak attacker|crb", "feat|sneak savant|crb", "feat|sneaky|loag", + "feat|sniper's aim|g&g", + "feat|sniping duo dedication|g&g", "feat|snow may|loag", "feat|snow step|tv", "feat|snowcaster|tv", + "feat|soaring armor|g&g", + "feat|soaring dynamo|g&g", "feat|soaring flight|apg", "feat|soaring form|loag", "feat|soaring poppet|lotgb", @@ -4101,6 +4564,7 @@ "feat|social camouflage|loil", "feat|social purview|apg", "feat|sodbuster|ec3", + "feat|solar detonation|roe", "feat|solar rejuvenation|locg", "feat|solar rejuvenation|loil", "feat|solid lead|apg", @@ -4121,6 +4585,7 @@ "feat|sow rumor|locg", "feat|sow spell|apg", "feat|space-time shift|da", + "feat|spark fist|g&g", "feat|spark of independence|lotgb", "feat|speak with bats|loag", "feat|speak with flowers|loil", @@ -4152,9 +4617,11 @@ "feat|spellmaster's resilience|locg", "feat|spellmaster's tenacity|lopsg", "feat|spellmaster's ward|lopsg", + "feat|spellshot dedication|g&g", "feat|spellstriker|som", "feat|spelunker|lome", "feat|spew tentacles|loag", + "feat|spike skin|roe", "feat|spine stabber|lome", "feat|spinebreaker|lotgb", "feat|spiral sworn|botd", @@ -4180,11 +4647,14 @@ "feat|spring attack|crb", "feat|spring from the shadows|crb", "feat|springing leaper|apg", + "feat|springsoul|roe", "feat|sprite's spark|loag", "feat|spy's countermeasures|lowg", + "feat|spyglass modification|g&g", "feat|squad tactics|loag", "feat|squawk!|apg", "feat|squirm free|lotgb", + "feat|stab and blast|g&g", "feat|staff acrobat dedication|ec1", "feat|staff sweep|ec1", "feat|stage fighting|apg", @@ -4196,9 +4666,13 @@ "feat|stand still|crb", "feat|standby spell|som", "feat|star orb|loag", + "feat|stargazer's eyes|gw1", + "feat|starlight armor|gw1", "feat|starlit eyes|som", + "feat|starlit spells|gw1", "feat|startling appearance|apg", "feat|startling appearance|loag", + "feat|stasian smash|g&g", "feat|stave off catastrophe|lopsg", "feat|stay down!|apg", "feat|steadfast ally|ec3", @@ -4221,6 +4695,7 @@ "feat|steal time|da", "feat|steal vitality|lotgb", "feat|stealthy companion|crb", + "feat|steam knight|roe", "feat|steam spell|loag", "feat|steed form|som", "feat|steel skin|apg", @@ -4228,6 +4703,8 @@ "feat|steel yourself!|apg", "feat|stella's stab and snag|lopsg", "feat|step lively|apg", + "feat|stepping stones|roe", + "feat|sterling dynamo dedication|g&g", "feat|sticky bomb|crb", "feat|sticky poison|apg", "feat|stitch flesh|botd", @@ -4244,6 +4721,7 @@ "feat|storm form|loag", "feat|storm retribution|crb", "feat|storm shroud|botd", + "feat|storm spiral|roe", "feat|storm's lash|apg", "feat|storming breath|da", "feat|stormsoul|loag", @@ -4298,15 +4776,19 @@ "feat|summon ensemble|lotgb", "feat|summon fiendish kin|apg", "feat|summon fire elemental|loag", + "feat|summon metal elemental|roe", "feat|summon water elemental|loag", + "feat|summon wood elemental|roe", "feat|summoner dedication|som", "feat|summoner's call|som", "feat|sun blade|locg", "feat|sun's fury|lol", "feat|sunder enchantment|apg", "feat|sunder spell|apg", + "feat|sunlit vitality|roe", "feat|superimpose time duplicates|da", "feat|superior bond|crb", + "feat|superior propulsion|g&g", "feat|superior sight|aoa6", "feat|supernatural charm|crb", "feat|supernatural senses|apg", @@ -4339,15 +4821,18 @@ "feat|swift application|loil", "feat|swift banishment|crb", "feat|swift elusion|apg", + "feat|swift intervention|g&g", "feat|swift leap|botd", "feat|swift river|crb", "feat|swift sneak|crb", "feat|swift swimmer|locg", "feat|swift tracker|crb", "feat|swift|loag", + "feat|swim through earth|roe", "feat|swimming poppet|lotgb", "feat|swipe (barbarian)|crb", "feat|swipe (fighter)|crb", + "feat|sword and pistol|g&g", "feat|swordmaster dedication|locg", "feat|sympathetic vulnerabilities|da", "feat|symphony of blood|apg", @@ -4361,13 +4846,16 @@ "feat|tactical cadence|apg", "feat|tactical debilitations|crb", "feat|tactical entry|apg", + "feat|tag team|g&g", "feat|tail snatch|loil", "feat|tail spin|locg", "feat|tail whip|locg", + "feat|take the wheel|g&g", "feat|takedown expert|apg", "feat|talisman dabbler dedication|apg", "feat|talisman esoterica|da", "feat|talismanic sage|apg", + "feat|tamper|g&g", "feat|tandem movement|som", "feat|tandem strike|som", "feat|tangle of battle|apg", @@ -4376,6 +4864,7 @@ "feat|tap vitality|da", "feat|target of opportunity|apg", "feat|target of psychic ire|da", + "feat|targeted redirection|g&g", "feat|targeting finisher|apg", "feat|targeting shot|crb", "feat|taste blood|loag", @@ -4411,15 +4900,18 @@ "feat|terrifying howl|crb", "feat|terrifying resistance|apg", "feat|tetraelemental assault|loag", + "feat|that was a close one, huh?|g&g", "feat|that's odd|apg", "feat|thaumaturge dedication|da", "feat|thaumaturge's demesne|da", "feat|thaumaturge's investiture|da", "feat|thaumaturgic ritualist|da", "feat|the harder they fall|apg", + "feat|the shattered mountain weeps|roe", "feat|the tyrant falls!|lokl", "feat|their master's call|botd", "feat|theoretical acumen|locg", + "feat|thermal nimbus|roe", "feat|thick hide mask|sot6", "feat|thorned seedpod|loag", "feat|thorough reports|lowg", @@ -4430,16 +4922,19 @@ "feat|thousand faces|crb", "feat|thrash|crb", "feat|through spell|apg", + "feat|through the gate|roe", "feat|thrown voice|loag", "feat|thunder clap|ooa1", "feat|thunder god's fan|loag", "feat|thwart evil|lokl", + "feat|tidal hands|roe", "feat|tidal shield|loag", "feat|tide-hardened|loag", "feat|tiger slash|crb", "feat|tiger stance|crb", "feat|tiller's aid|aoa3", "feat|tiller's drive|aoa3", + "feat|timber sentinel|roe", "feat|time dilation cascade|frp3", "feat|time mage dedication|da", "feat|timeless body|crb", @@ -4459,9 +4954,11 @@ "feat|tongue tether|lome", "feat|tools of the trade|apg", "feat|topple foe|apg", + "feat|topple giants|g&g", "feat|toppling dance|apg", "feat|toppling tentacles|lotgb", "feat|torch goblin|locg", + "feat|torrent in the blood|roe", "feat|torrential backlash|da", "feat|touch focus|frp2", "feat|tough skin|loil", @@ -4482,14 +4979,21 @@ "feat|transpose|som", "feat|trap finder (investigator)|apg", "feat|trap finder (rogue)|crb", + "feat|trapsmith dedication|g&g", "feat|treacherous earth|loag", "feat|treat condition|apg", "feat|tree climber|apg", "feat|tree climber|locg", + "feat|tree of duality|roe", "feat|tree's ward|loil", + "feat|treespeech|roe", + "feat|tremor|roe", "feat|trespass teleportation|da", "feat|triangle shot|apg", + "feat|triangulate|g&g", + "feat|trick driver dedication|g&g", "feat|trick magic item|crb", + "feat|trick shot|g&g", "feat|trickster tengu|loag", "feat|trickster's ace (investigator)|apg", "feat|trickster's ace (rogue)|crb", @@ -4508,17 +5012,20 @@ "feat|truespeech|loag", "feat|tumble behind (rogue)|apg", "feat|tumble behind (swashbuckler)|apg", + "feat|tumbling lumber|roe", "feat|tumbling opportunist|apg", "feat|tumbling strike|apg", "feat|tupilaq carver|locg", "feat|turn away misfortune|da", "feat|turn back the clock|da", + "feat|turn the wheel of seasons|roe", "feat|turn to mist|botd", "feat|turn undead|crb", "feat|turpin rowe lumberjack dedication|ec3", "feat|tusks|apg", "feat|tusks|locg", "feat|tweak appearances|aoa3", + "feat|twilight speaker dedication|gw3", "feat|twin distraction|apg", "feat|twin eidolon|som", "feat|twin feint|crb", @@ -4528,6 +5035,7 @@ "feat|twin psyche|da", "feat|twin riposte (fighter)|crb", "feat|twin riposte (ranger)|crb", + "feat|twin shot knockdown|g&g", "feat|twin takedown|crb", "feat|twin weakness|da", "feat|twinned defense (fighter)|crb", @@ -4536,7 +5044,11 @@ "feat|twist the knife|crb", "feat|twitchy|apg", "feat|two truths|da", + "feat|two-element infusion|roe", "feat|two-weapon flurry|crb", + "feat|two-weapon fusillade|g&g", + "feat|ubiquitous gadgets|g&g", + "feat|ubiquitous overdrive|g&g", "feat|ubiquitous snares|crb", "feat|ubiquitous weakness|da", "feat|ultimate flexibility|apg", @@ -4547,6 +5059,8 @@ "feat|unbalancing blow|crb", "feat|unbalancing finisher|apg", "feat|unbalancing sweep|apg", + "feat|unbelievable escape|g&g", + "feat|unbelievable luck|g&g", "feat|unbound freedom|loil", "feat|unbreakable-er goblin|locg", "feat|unburdened iron|crb", @@ -4573,6 +5087,8 @@ "feat|undying ferocity|apg", "feat|uneasy rest|lotgb", "feat|unending emptiness|som", + "feat|unerring shot|g&g", + "feat|unexpected sharpshooter dedication|g&g", "feat|unexpected shift|locg", "feat|unfazed assessment|aoa5", "feat|unfetter eidolon|som", @@ -4596,8 +5112,10 @@ "feat|unrivaled builder|ec3", "feat|unseat|apg", "feat|unseen passage|loil", + "feat|unshakable grit|g&g", "feat|unshakable idealism|locg", "feat|unstable concoction|apg", + "feat|unstable redundancies|g&g", "feat|unstoppable juggernaut|apg", "feat|untrained improvisation|crb", "feat|unusual composition|crb", @@ -4606,6 +5124,7 @@ "feat|unyielding disguise|da", "feat|urgent upwelling|som", "feat|ursine avenger form|tv", + "feat|usurp the lunar reins|roe", "feat|uzunjati recollection|locg", "feat|uzunjati storytelling|locg", "feat|vacate vision|sli", @@ -4617,9 +5136,12 @@ "feat|vanara weapon familiarity|loil", "feat|vanara weapon trickery|loil", "feat|vandal|apg", + "feat|vantage shot|g&g", "feat|vanth's weapon execution|loag", "feat|vanth's weapon expertise|loag", "feat|vanth's weapon familiarity|loag", + "feat|variable core|g&g", + "feat|vehicle mechanic dedication|g&g", "feat|veil may|loag", "feat|velstrac magic|loag", "feat|vengeful hatred|crb", @@ -4631,6 +5153,7 @@ "feat|verdant presence|ec6", "feat|verdant weapon|apg", "feat|vernai training|lol", + "feat|versatile blasts|roe", "feat|versatile font|crb", "feat|versatile performance|crb", "feat|versatile signature|crb", @@ -4674,17 +5197,21 @@ "feat|vishkanya weapon familiarity|loil", "feat|vision of foresight|da", "feat|vision of weakness|apg", + "feat|visual fidelity|g&g", "feat|vitality-manipulating stance|frp3", "feat|vivacious afterimage|frp3", "feat|vivacious bravado|apg", "feat|vivacious conduit|crb", "feat|voice cold as death|lokl", "feat|voice of authority|ngd", + "feat|voice of elements|roe", "feat|voice of the night|apg", "feat|volatile grease|lotgb", + "feat|volcanic escape|roe", "feat|waking dream|da", "feat|walk on the wind|da", "feat|walk the plank|apg", + "feat|walk through the conflagration|roe", "feat|wall jump|crb", "feat|wall run|crb", "feat|wandering heart|locg", @@ -4703,6 +5230,7 @@ "feat|warden's wellspring|apg", "feat|warding light|lol", "feat|warding rune|lowg", + "feat|warning shot|g&g", "feat|warp likeness|da", "feat|warp space|da", "feat|warped constriction|da", @@ -4722,6 +5250,7 @@ "feat|water nagaji|loil", "feat|water sprint|apg", "feat|water step|crb", + "feat|water step|roe", "feat|water strider|loag", "feat|wave spiral|som", "feat|wave the flag|lokl", @@ -4731,6 +5260,7 @@ "feat|wayfinder resonance tinkerer|lowg", "feat|we march on|loag", "feat|weapon improviser dedication|apg", + "feat|weapon infusion|roe", "feat|weapon proficiency|crb", "feat|weapon supremacy|crb", "feat|weapon-rune shifter|aoa4", @@ -4739,6 +5269,7 @@ "feat|web weaver|lome", "feat|webslinger|lome", "feat|weight of guilt|crb", + "feat|weight of stone|roe", "feat|weighty impact|som", "feat|well of potential|loil", "feat|well-armed|botd", @@ -4751,16 +5282,20 @@ "feat|what could have been|da", "feat|wheedle and jig|lotgb", "feat|whirling blade stance|apg", + "feat|whirling grindstone|roe", + "feat|whirling knockdown|g&g", "feat|whirling throw|crb", "feat|whirlwind spell|som", "feat|whirlwind stance|ec1", "feat|whirlwind strike (barbarian)|crb", "feat|whirlwind strike (fighter)|crb", "feat|whirlwind toss|frp3", + "feat|whisper on the wind|roe", "feat|whispering steps|da", "feat|whitecape|loil", "feat|whodunnit?|apg", "feat|wholeness of body|crb", + "feat|wide overwatch|g&g", "feat|widen spell (druid)|crb", "feat|widen spell (oracle)|apg", "feat|widen spell (sorcerer)|crb", @@ -4776,12 +5311,14 @@ "feat|wildborn adept|locg", "feat|wildborn magic|locg", "feat|wilderness spotter|fop", + "feat|wiles on the wind|roe", "feat|willing death|loag", "feat|wind caller|crb", "feat|wind god's fan|loag", "feat|wind jump|crb", "feat|wind pillow|loil", "feat|wind tempered|loag", + "feat|wind-tossed spell|roe", "feat|wind-tossed spell|som", "feat|winding flow|crb", "feat|wing step|loag", @@ -4789,6 +5326,8 @@ "feat|wings of air|loag", "feat|wings of the dragon|apg", "feat|winter cat senses|loag", + "feat|winter sleet|roe", + "feat|winter's clutch|roe", "feat|winter's embrace|tv", "feat|winter's kiss|tv", "feat|wish alchemy|lol", @@ -4798,16 +5337,22 @@ "feat|witch's charge|apg", "feat|witch's communion|apg", "feat|witch's hut|apg", + "feat|witchwood seed|roe", "feat|withstand death|lokl", "feat|wizard dedication|crb", "feat|wolf drag|crb", "feat|wolf in sheep's clothing|da", "feat|wolf stance|crb", "feat|wonder worker|da", + "feat|wood ward|roe", "feat|woodcraft|locg", + "feat|wooden mantle|roe", + "feat|wooden palisade|roe", "feat|woodland stride|crb", + "feat|woodworker|roe", "feat|words of unraveling|av2", "feat|work yourself up|som", + "feat|world-wise vigilance|gw3", "feat|worldsphere gravity|frp3", "feat|wortwitch|apg", "feat|wounded rage|crb", @@ -4816,6 +5361,7 @@ "feat|wyrmbane aura|crb", "feat|wyrmling flight|loag", "feat|yamaraj's grandeur|loag", + "feat|you failed to account for... this!|g&g", "feat|you're next (rogue)|crb", "feat|you're next (swashbuckler)|apg", "feat|zephyr guard dedication|aoa5", @@ -4845,6 +5391,7 @@ "hazard|blood-soaked soil|botd", "hazard|bloodthirsty toy|botd", "hazard|bloodthirsty urge|crb", + "hazard|blooming jijioa|gw1", "hazard|boiling fountains|aoe1", "hazard|boiling tub trap|aoe3", "hazard|bottomless pit|crb", @@ -4875,6 +5422,8 @@ "hazard|confounding portal|da", "hazard|constricting hall|da", "hazard|convergence lattice|ec6", + "hazard|cordon alarm|gw1", + "hazard|corpse disposal|gw1", "hazard|cracked earth|loil", "hazard|crushing gate trap|ec5", "hazard|crystal pin|lomm", @@ -4894,6 +5443,7 @@ "hazard|dragon pillar|aoa2", "hazard|dragonstorm|aoa6", "hazard|dream pollen pods|ec1", + "hazard|dream-poisoned door|gw3", "hazard|drowning pit|crb", "hazard|echoes of betrayal|aoa4", "hazard|echoes of faith|ec2", @@ -4906,12 +5456,15 @@ "hazard|envenomed lock|bb", "hazard|envenomed thorns trap|ec1", "hazard|eternal flame|gmg", + "hazard|etward's nightmare|gw3", "hazard|exhaling portal|da", "hazard|exploding statue|aoe1", + "hazard|exploding stove|gw1", "hazard|explosive barrels|aoe1", "hazard|explosive furniture trap|ec4", "hazard|explosive steam trap|ooa2", "hazard|eyeball tank|aoe5", + "hazard|falling bridge|gw1", "hazard|falling ceiling|bb", "hazard|falling debris|fop", "hazard|falling portcullis trap|ooa2", @@ -4931,6 +5484,7 @@ "hazard|flying guillotine|aoe1", "hazard|footsteps of legends|qff2", "hazard|forest fire|qff2", + "hazard|formian sting trench|gw1", "hazard|freezing alarm|aoe6", "hazard|freezing floor tiles|frp2", "hazard|frenetic musician|botd", @@ -4955,6 +5509,7 @@ "hazard|hammer of forbiddance|crb", "hazard|hampering web|gmg", "hazard|hands of the forgotten|aoe2", + "hazard|haunted aiudara|gw1", "hazard|hidden chute|aoe1", "hazard|hidden pit|bb", "hazard|hidden pit|crb", @@ -4965,6 +5520,7 @@ "hazard|imperious darkside mirror|ec5", "hazard|ink drowning vats|aoe5", "hazard|inky tendrils|aoe6", + "hazard|instant privacy fence|g&g", "hazard|iron dart launcher|ooa2", "hazard|iron maiden trap|aoe2", "hazard|jealous abjurer|gmg", @@ -4980,12 +5536,14 @@ "hazard|luminous ward|aoa5", "hazard|lyzerium bottles|ooa1", "hazard|magic starknives trap|tio", + "hazard|malevolant mannequins|g&g", "hazard|mana whorl|loil", "hazard|masks of aroden's guises|ec2", "hazard|maze of mirrors|ec2", "hazard|mental scream trap|aoa5", "hazard|mermaid fountain|bb", "hazard|methane flue|qff3", + "hazard|mindhammer mushrooms|gw1", "hazard|mirror door|da", "hazard|mogaru's breath|frp2", "hazard|mukradi summoning runes|ec4", @@ -5008,6 +5566,7 @@ "hazard|poisoned lock|crb", "hazard|poisoned lock|fop", "hazard|poisoned secret door trap|ec4", + "hazard|poisonous atmosphere|gw1", "hazard|polymorph trap|crb", "hazard|pouncing tiger haunt|qff1", "hazard|precarious pile|ltiba", @@ -5021,11 +5580,15 @@ "hazard|raving spirit|ec3", "hazard|reflected desires|da", "hazard|repeater crossbow trap|ooa1", + "hazard|reservoir trap|gw1", "hazard|rigged cubby|aoe2", "hazard|rockfall ceiling|qff2", + "hazard|rushing wind|gw1", "hazard|rusty grate pit|av2", + "hazard|sacred geyser|gw1", "hazard|sadistic conductor|botd", "hazard|sand whirlwind|frp1", + "hazard|scholar's bane|gw1", "hazard|scroll shock trap|sli", "hazard|scythe blades|bb", "hazard|scythe blades|crb", @@ -5033,6 +5596,8 @@ "hazard|second kiss engine|ooa2", "hazard|seismic spears trap|aoa5", "hazard|serpent ward|sot2", + "hazard|shadow guards|gw1", + "hazard|shadowshift field|gw1", "hazard|shattered window|botd", "hazard|shattering rune|qff3", "hazard|shrieker|gmg", @@ -5045,6 +5610,7 @@ "hazard|slamming door|bb", "hazard|slamming door|crb", "hazard|snowfall|gmg", + "hazard|soporific lecture|gw3", "hazard|soul draining cage|qff2", "hazard|spear launcher|bb", "hazard|spear launcher|crb", @@ -5060,6 +5626,7 @@ "hazard|spirit window|da", "hazard|stabbing sentinel|ec5", "hazard|stalker summoning rune|sli", + "hazard|steam vents|g&g", "hazard|stink-sap trap|ooa1", "hazard|stonescale spirits|av1", "hazard|storm discharge|lomm", @@ -5086,6 +5653,7 @@ "hazard|tree of dreadful dreams|aoa3", "hazard|vengeful furnace|av1", "hazard|violent shove|botd", + "hazard|violet mister|gw1", "hazard|viper urn|tio", "hazard|vision of dahak|aoa2", "hazard|volatile reagents|ooa1", @@ -5105,6 +5673,8 @@ "hazard|yellow mold|crb", "item|8-round magazine|tv", "item|abadar's flawless scale|logm", + "item|ablative armor plating|g&g", + "item|ablative shield plating|g&g", "item|abysium armor|lotgb", "item|abysium powder|lotgb", "item|abysium shield|lotgb", @@ -5114,22 +5684,28 @@ "item|accursed staff|tv", "item|achaekek's kiss|tv", "item|acid flask|crb", + "item|acid spitter|g&g", "item|acrobat's staff|ec2", "item|adamantine armor|crb", "item|adamantine shield|crb", "item|adamantine weapon|crb", "item|adamantine|crb", + "item|adaptive cogwheel|g&g", "item|addiction suppressant|lol", "item|addiction suppressant|tv", "item|addlebrain|aoa3", + "item|admonishing band|g&g", "item|advancing|tv", "item|adventurer's pack|crb", "item|adze|loag", "item|aeon stone (clear quartz octagon)|ooa2", "item|aeon stone|crb", "item|aether appendage|tv", + "item|aether marbles|gw3", "item|aim-aiding|tv", "item|air bladder|lotgb", + "item|air cartridge firing system|g&g", + "item|air repeater|g&g", "item|aklys|b1", "item|alarm snare|crb", "item|alchemical atomizer|lol", @@ -5137,6 +5713,7 @@ "item|alchemical crossbow|fop", "item|alchemical fuse|ooa2", "item|alchemical gauntlet|tv", + "item|alchemical springald|g&g", "item|alchemist goggles|crb", "item|alchemist's damper|ooa2", "item|alchemist's fire|crb", @@ -5150,6 +5727,7 @@ "item|alicorn lance|tv", "item|aligned oil|crb", "item|alignment ampoule|lopsg", + "item|alkenstar cannon|g&g", "item|alkenstar ice wine|loil", "item|alluring scarf|lotgb", "item|alpaca|lotg", @@ -5171,6 +5749,7 @@ "item|animal bed|lotg", "item|animal repellent|tv", "item|animal staff|crb", + "item|animate dreamer|g&g", "item|anklets of alacrity|crb", "item|ankylostar|ec4", "item|anointed waterskin|som", @@ -5187,8 +5766,10 @@ "item|apparition gloves|tv", "item|applereed mutagen|lol", "item|apricot of bestial might|frp2", + "item|aquarium lamp|g&g", "item|arachnid harness|tv", "item|arboreal staff|tv", + "item|arboreal's revenge|g&g", "item|archaic wayfinder|lowg", "item|architect's pattern book|tv", "item|archivist's gaze|som", @@ -5202,6 +5783,8 @@ "item|armored skirt|locg", "item|armory bracelet|tv", "item|aroden's hearthstone|ec6", + "item|aromatic ammunition|g&g", + "item|arquebus|g&g", "item|arrow attracting|gmg", "item|arrow-catching shield|crb", "item|arrow|crb", @@ -5223,11 +5806,17 @@ "item|autumn's embrace|tv", "item|avalanche boots|tv", "item|avalanche of stones snare|lotgb", + "item|awakened metal shot|g&g", + "item|axe musket|g&g", "item|axe of the dwarven lords|gmg", "item|axiomatic|crb", "item|axolotl|lotg", "item|backbiting|gmg", "item|backfire mantle|som", + "item|backpack ballista bolts|g&g", + "item|backpack ballista|g&g", + "item|backpack catapult stones|g&g", + "item|backpack catapult|g&g", "item|backpack|crb", "item|badger|lotg", "item|bag of cats|sot2", @@ -5237,6 +5826,7 @@ "item|bagpipes of turmoil|tv", "item|baleblood draft|da", "item|balisse feather|apg", + "item|ballista|g&g", "item|ball|lotgb", "item|bandalore|lotgb", "item|bane ammunition|tv", @@ -5251,6 +5841,7 @@ "item|barricade buster|tv", "item|barricade stone|sot3", "item|basic cane|lotgb", + "item|basic chair|g&g", "item|basic companion chair|tv", "item|basic corrective lenses|lotgb", "item|basic crafter's book|crb", @@ -5263,11 +5854,13 @@ "item|bastion of the inheritor|tv", "item|bastion plate|tv", "item|batsbreath cane|tv", + "item|battering ram|g&g", "item|battle axe|crb", "item|battle lute|av2", "item|battle medic's baton|tv", "item|battle saddle|tv", "item|bat|lotg", + "item|bayonet|g&g", "item|beacon shot|crb", "item|beast staff|tv", "item|beastmaster's sigil|tv", @@ -5289,17 +5882,23 @@ "item|bewildering spellgun|tv", "item|bewitching bloom|tv", "item|bi-resonant wayfinder|locg", + "item|big boom gun|g&g", "item|big rock bullet|lotgb", "item|binding coil|som", + "item|binding snare|g&g", + "item|bioluminescence bomb|gw1", "item|bird|lotg", "item|biting snare|crb", "item|bitter|lotgb", "item|black adder venom|crb", "item|black hole armor|tv", "item|black lotus extract|crb", + "item|black powder knuckle dusters|g&g", + "item|black powder|g&g", "item|black tendril shot|tv", "item|blackfinger blight|aoe3", "item|blade byrnie|tv", + "item|blade launcher|g&g", "item|blade of four energies|som", "item|blade of the black sovereign|lol", "item|blade of the rabbit prince|aoe4", @@ -5307,10 +5906,13 @@ "item|bladed gauntlet|lokl", "item|bladed hoop|ec1", "item|bladed scarf|tv", + "item|blast boots|g&g", "item|blast foot|lotgb", "item|blast lance|ooa3", "item|blast suit|ooa3", + "item|blasting ram|g&g", "item|blaze|ooa1", + "item|blazons of shared power|g&g", "item|bleachguard doll|tv", "item|bleeding spines snare|crb", "item|blending brooch|tv", @@ -5340,15 +5942,19 @@ "item|blowgun dart|crb", "item|blowgun|crb", "item|blue dragonfly poison|tv", + "item|blunderbuss|g&g", "item|bo staff|crb", "item|boarding axe|aaws", "item|boarding pike|lopsg", + "item|boastful hunter|g&g", "item|body recovery kit|lopsg", "item|bola shot|tv", "item|bola|tv", "item|bolt|crb", "item|bomb coagulant alembic|tv", + "item|bomb launcher|g&g", "item|bomb snare|crb", + "item|bombard|g&g", "item|bomber's eye elixir|crb", "item|bomber's saddle|ec5", "item|bone dreadnought plate|tv", @@ -5370,6 +5976,7 @@ "item|bort's blessing|fop", "item|bottled air|crb", "item|bottled lightning|crb", + "item|bottled omen|gw1", "item|bottled roc|tv", "item|bottled screams|loil", "item|bottled sunlight|botd", @@ -5394,7 +6001,9 @@ "item|breastplate of command|crb", "item|breastplate of the mountain|tv", "item|breastplate|crb", + "item|breath blaster|g&g", "item|breathtaking vapor|tv", + "item|breech ejectors|g&g", "item|brewer's regret|lotgb", "item|brightbloom posy|tv", "item|brightshade|tv", @@ -5428,6 +6037,7 @@ "item|caltrop snare|crb", "item|caltrops|crb", "item|camouflage dye|tv", + "item|camouflage suit|g&g", "item|camp shroud|lokl", "item|campaign stable|lokl", "item|candle (10)|crb", @@ -5436,6 +6046,8 @@ "item|candle of truth|crb", "item|candlecap|tv", "item|cane of the maelstrom|aoe6", + "item|cane pistol|g&g", + "item|cannon|g&g", "item|cantrip deck|som", "item|cape of the mountebank|crb", "item|cape of the open sky|frp2", @@ -5449,10 +6061,12 @@ "item|cassock of devotion|crb", "item|caster's targe|tv", "item|cat's eye elixir|crb", + "item|catapult|g&g", "item|catching|tv", "item|caterwaul sling|crb", "item|cat|lotg", "item|cauldron of nightmares|aoe5", + "item|cauterizing torch|g&g", "item|cave worm repellent|ec5", "item|cayden's brew|tv", "item|cayden's tankard|tv", @@ -5475,6 +6089,7 @@ "item|chakri|loil", "item|chakri|tv", "item|chalk (10)|crb", + "item|chameleon suit|g&g", "item|channel protection amulet|crb", "item|chaos collar|da", "item|chatterer of follies|som", @@ -5493,6 +6108,7 @@ "item|cinnamon seers|tv", "item|circlet of persuasion|crb", "item|clan dagger|crb", + "item|clan pistol|g&g", "item|clandestine cloak|crb", "item|clarity goggles|tv", "item|claw blade|apg", @@ -5502,16 +6118,25 @@ "item|clinging ooze snare|pfum", "item|cloak of elvenkind|crb", "item|cloak of feline rest|som", + "item|cloak of gnawing leaves|gw1", "item|cloak of immolation|gmg", "item|cloak of repute|locg", "item|cloak of the bat|crb", "item|cloak of the false foe|da", + "item|clockwork bookshelf|g&g", + "item|clockwork box packer|g&g", + "item|clockwork chirper|g&g", "item|clockwork cloak|aoe5", "item|clockwork cloak|tv", "item|clockwork dial|lopsg", + "item|clockwork disguise|g&g", + "item|clockwork diving suit|g&g", + "item|clockwork goggles|g&g", "item|clockwork heels|lotgb", "item|clockwork helm|aoe5", "item|clockwork macuahuitl|lotgb", + "item|clockwork megaphone|g&g", + "item|clockwork monkey|g&g", "item|clockwork recorder|lol", "item|clockwork rejuvenator|aoe5", "item|clockwork shield|tv", @@ -5522,6 +6147,7 @@ "item|clown monarch|tv", "item|clubhead poison|tv", "item|club|crb", + "item|coat pistol|g&g", "item|coating|tv", "item|codebreaker's parchment|som", "item|codex of destruction and renewal|tv", @@ -5552,6 +6178,7 @@ "item|composite longbow|crb", "item|composite shortbow|crb", "item|comprehension elixir|crb", + "item|concealed holster|g&g", "item|concealed sheath|apg", "item|condensed mana|loil", "item|conducting|loag", @@ -5596,6 +6223,7 @@ "item|crushing|lotgb", "item|crying angel pendant|crb", "item|cryolite eye|da", + "item|cryomister|g&g", "item|crystal ball|crb", "item|crystal shards|apg", "item|cube of force|loil", @@ -5609,6 +6237,7 @@ "item|cytillesh|gmg", "item|dagger of eternal sleep|logm", "item|dagger of venom|crb", + "item|dagger pistol|g&g", "item|dagger|crb", "item|daikyu|apg", "item|dancer's spear|tv", @@ -5618,20 +6247,24 @@ "item|dandpatta|loil", "item|daredevil boots|crb", "item|darkvision elixir|crb", + "item|darkvision scope|g&g", "item|darkwood armor|crb", "item|darkwood shield|crb", "item|darkwood weapon|crb", "item|darkwood|crb", "item|dart shield|tv", + "item|dart umbrella|g&g", "item|dart|crb", "item|dawnflower beads|tv", "item|dawnlight|botd", + "item|day goggles|g&g", "item|daylight vapor|aoe4", "item|dazing coil|crb", "item|dazzling rosary|som", "item|deadweight mutagen|tv", "item|deadweight snare|lotgb", "item|deafening music box|aoe2", + "item|death coil|g&g", "item|death knell powder|aoe4", "item|death knell powder|tv", "item|deathcap powder|crb", @@ -5653,6 +6286,7 @@ "item|demon mask|bb", "item|demon mask|crb", "item|dependent|gmg", + "item|deployable cover|g&g", "item|depth charge|tv", "item|depth gauge|lopsg", "item|desolation locket|tv", @@ -5660,6 +6294,7 @@ "item|detective's kit|apg", "item|detector stone|lokl", "item|deteriorating dust|logm", + "item|detonating gears snare|g&g", "item|devil's bargain|tv", "item|devil's luck|av2", "item|devil's trident|lomm", @@ -5692,10 +6327,15 @@ "item|dog|lotg", "item|doll|lotgb", "item|donchak|loil", + "item|door ram|g&g", + "item|double-barreled musket|g&g", + "item|double-barreled pistol|g&g", "item|doubling rings|crb", "item|draconic toxin bottle|tv", + "item|draft of stellar radiance|gw1", "item|dragon bile|crb", "item|dragon handwraps|tv", + "item|dragon mouth pistol|g&g", "item|dragon rune bracelet|sot3", "item|dragon rune bracelet|tv", "item|dragon throat scale|tv", @@ -5720,6 +6360,7 @@ "item|dragonslayer's shield|crb", "item|dragontooth club|tv", "item|dragontooth trophy|tv", + "item|drake rifle|g&g", "item|drakeheart mutagen|apg", "item|draxie's recipe book|tv", "item|dread ampoule|apg", @@ -5727,6 +6368,7 @@ "item|dread helm|tv", "item|dreadsmoke thurible|logm", "item|dread|lotgb", + "item|dreaming round|g&g", "item|dreamstone, cursed|aoa3", "item|dreamstone|aoa3", "item|dreamtime tea|gmg", @@ -5737,8 +6379,10 @@ "item|druid's vestments|crb", "item|drum of upheaval|lotgb", "item|drums of war|tv", + "item|duchy defender|g&g", "item|duck|lotg", "item|dueling cape|apg", + "item|dueling pistol|g&g", "item|dueling spear|lotgb", "item|duelist's beacon|lotgb", "item|dullahan codex|tv", @@ -5748,10 +6392,12 @@ "item|dust of disappearance|crb", "item|dust pods|ec1", "item|dwarven dorn-dergar|tv", + "item|dwarven scattergun|g&g", "item|dwarven thrower|crb", "item|dwarven war axe|crb", "item|dweomerweave robe|lotgb", "item|eagle-eye elixir|crb", + "item|earplugs|g&g", "item|earplugs|lopsg", "item|earthbinding|tv", "item|earthbreaker|tv", @@ -5768,6 +6414,8 @@ "item|elder sign|gmg", "item|eldritch flare|tv", "item|electric eelskin|crb", + "item|electrocable|g&g", + "item|electromuscular stimulator|g&g", "item|elemental ammunition|tv", "item|elemental gem|crb", "item|elemental wayfinder|lopsg", @@ -5789,6 +6437,7 @@ "item|empathy charm|tv", "item|encompassing lockpick|lotgb", "item|endless grimoire|som", + "item|energized cartridge|g&g", "item|energizing lattice|tv", "item|energizing treat|tv", "item|energizing|lotgb", @@ -5807,11 +6456,13 @@ "item|enveloping light|lotgb", "item|envenomed snare|lotgb", "item|envisioning mask|apg", + "item|eroding bullet|g&g", "item|erratic transposing|gmg", "item|erraticannon|ooa3", "item|escape fulu|tv", "item|essence prism|gmg", "item|ethereal|crb", + "item|etheric essence disruptor|g&g", "item|ethersight ring|aoe2", "item|ethersight ring|tv", "item|euphoric loop|tv", @@ -5824,7 +6475,11 @@ "item|explorer's clothing|crb", "item|explorer's yurt|crb", "item|explosive ammunition|crb", + "item|explosive dogslicer|g&g", + "item|explosive mine|g&g", "item|explosive missive|tv", + "item|exsanguinating ammunition|g&g", + "item|extendable pincer|g&g", "item|extendable tail|tv", "item|extending|som", "item|extra ink and paper|crb", @@ -5838,6 +6493,7 @@ "item|fade band|crb", "item|faerie dragon liqueur|tv", "item|faerie queen's bower|tv", + "item|fairy bullet|g&g", "item|faith tattoo|tv", "item|fake blood pack|lotgb", "item|falcata|tv", @@ -5870,6 +6526,7 @@ "item|feng huo lun|tv", "item|ferret|lotg", "item|fiddle of the maestro|tv", + "item|fiend's mouth cannon|g&g", "item|fiendish teleportation|lol", "item|fighter's fork|crb", "item|fighting fan|tv", @@ -5878,25 +6535,34 @@ "item|final rest|botd", "item|fingerprinting kit|aoe1", "item|fire and iceberg|lotgb", + "item|fire box|g&g", + "item|fire lance|g&g", "item|fire poi|ec1", "item|fire-jump ring|apg", + "item|firearm cleaning kit|g&g", + "item|firedrake|g&g", "item|firefoot popcorn|tv", "item|firestarter pellets|som", "item|fishing tackle|crb", "item|fish|lotg", "item|five-feather wreath|som", "item|flail|crb", + "item|flame drake snare|g&g", "item|flame navette|crb", "item|flame tongue|crb", "item|flaming star|som", "item|flaming|crb", + "item|flare beacon|g&g", "item|flare snare|apg", "item|flask of fellowship|som", "item|flawed orb of gold dragonkind|aoa6", "item|flaying knife|sli", "item|flayleaf|gmg", "item|fleshgem|lotgb", + "item|flingflenser|g&g", "item|flint and steel|crb", + "item|flintlock musket|g&g", + "item|flintlock pistol|g&g", "item|floating shield|crb", "item|floorbell|aoe2", "item|flurrying|tv", @@ -5916,6 +6582,7 @@ "item|forgetful ink|sot1", "item|forgotten shell|aoe5", "item|forgotten signet|tv", + "item|forked bipod|g&g", "item|formula book (blank)|crb", "item|fortification|crb", "item|fortifying pebble|locg", @@ -5928,9 +6595,11 @@ "item|freeze ammunition|tv", "item|freezing ammunition|apg", "item|frenzy oil|aoa5", + "item|frog chair|g&g", "item|frog|lotg", "item|frost brand|crb", "item|frost vial|crb", + "item|frost worm snare|g&g", "item|frostwalker pattern|tv", "item|frost|crb", "item|frying pan|tv", @@ -5949,12 +6618,15 @@ "item|fungal walk musk|av3", "item|fury cocktail|tv", "item|gada|loil", + "item|gadget skates|g&g", "item|gaffe glasses|tv", "item|gaff|b2", "item|gakgung|tv", "item|gallows tooth|crb", "item|galtan orange cat|lotg", "item|galvanic chew|tv", + "item|galvanic mortal coil|g&g", + "item|galvasphere|g&g", "item|gambler's staff|tv", "item|gamepiece chariot|lomm", "item|games|lotgb", @@ -5967,6 +6639,7 @@ "item|gauntlight|av1", "item|gearbinder oil|tv", "item|gearblade|aoe5", + "item|gecko pads|g&g", "item|gecko potion|apg", "item|gelid shard|tv", "item|genealogy mask|lome", @@ -5987,6 +6660,7 @@ "item|ghostcaller's planchette|tv", "item|ghosthand's comet|tv", "item|ghostly portal paint|som", + "item|ghostshot wrapping|g&g", "item|ghoul hide|crb", "item|giant centipede venom|crb", "item|giant scorpion venom|crb", @@ -6010,9 +6684,12 @@ "item|glorious plate|locg", "item|gloves of carelessness|gmg", "item|gloves of storing|crb", + "item|glue bullet|g&g", "item|gluttonous spear|sli", + "item|gnome amalgam musket|g&g", "item|gnome flickmace|crb", "item|gnome hooked hammer|crb", + "item|goblin-eye orb|g&g", "item|goggles of night|bb", "item|goggles of night|crb", "item|golden blade of mzali|sot4", @@ -6038,6 +6715,7 @@ "item|granny's hedge trimmer|ltiba", "item|grappling arrow|lopsg", "item|grappling bolt|lopsg", + "item|grappling gun|g&g", "item|grappling hook|crb", "item|grasping snare|crb", "item|grasping tree|ec1", @@ -6061,6 +6739,7 @@ "item|grisantian pelt|lomm", "item|grolna|aoe1", "item|grounding spike|tv", + "item|growth gun|g&g", "item|grudgestone|tv", "item|guardian shield|lokl", "item|guardian staff|tv", @@ -6068,6 +6747,9 @@ "item|guiding chisel|aoa4", "item|guiding star|som", "item|guisarme|crb", + "item|gun sword|g&g", + "item|gunner's bandolier|g&g", + "item|gunner's saddle|g&g", "item|gyroscopic stabilizer|ooa2", "item|habu's cudgel|sot2", "item|hail of arrows snare|crb", @@ -6075,10 +6757,12 @@ "item|halcyon heart|sot6", "item|half plate|crb", "item|halfling sling staff|crb", + "item|hammer gun|g&g", "item|hammer|crb", "item|hampering snare|crb", "item|hamster|lotg", "item|hand adze|loag", + "item|hand cannon|g&g", "item|hand crossbow|crb", "item|hand of the mage|bb", "item|hand of the mage|crb", @@ -6087,6 +6771,7 @@ "item|handling gloves|lotg", "item|handwraps of mighty blows|crb", "item|hardened harrow deck|aoe4", + "item|harmona gun|g&g", "item|harmonic hauberk|lotgb", "item|harnessed shield|tv", "item|harness|lotg", @@ -6111,7 +6796,11 @@ "item|healing potion|crb", "item|healing vapor|tv", "item|heartening missive|tv", + "item|heated cloak|g&g", + "item|heavy ballista|g&g", + "item|heavy bombard|g&g", "item|heavy crossbow|crb", + "item|heavy power suit|g&g", "item|heavy rondache|tv", "item|heckling tools|tv", "item|heedless spurs|ec5", @@ -6136,6 +6825,7 @@ "item|holly and mistletoe|crb", "item|holy avenger|crb", "item|holy prayer beads|crb", + "item|holy steam ball|g&g", "item|holy water|bb", "item|holy water|crb", "item|holy|crb", @@ -6169,17 +6859,25 @@ "item|hunter's brooch|av2", "item|hunter's dawn|ec6", "item|hunting spider venom|crb", + "item|hwacha|g&g", + "item|hyldarf's fang|g&g", "item|hype|lol", + "item|ice forge|gw3", "item|ice slick snare|pfum", "item|ichthyosis mutagen|av2", "item|icy disposition|av2", + "item|ignitor|g&g", "item|illuminated folio|tv", + "item|immaculate holsters|g&g", + "item|immolation clan pistol|g&g", "item|immortal bastion|tv", "item|immovable arm|lotgb", "item|immovable potion|tv", "item|immovable rod|crb", + "item|immovable tripod|g&g", "item|immovable|tv", "item|imp shot|tv", + "item|impact foam chassis|g&g", "item|impactful|som", "item|impenetrable scale|crb", "item|implacable|lotgb", @@ -6189,17 +6887,20 @@ "item|impulse control|lotgb", "item|incense of distilled death|apg", "item|indestructible shield|crb", + "item|indomitable keepsake|g&g", "item|inexplicable apparatus|crb", "item|infernal health|lol", "item|infiltrator's accessory|apg", "item|infiltrator's elixir|crb", "item|injection reservoir|tv", + "item|injection spear|g&g", "item|inquisitive quill|tv", "item|insight coffee|tv", "item|insistent door knocker|locg", "item|inspiring spotlight|ec2", "item|instant evisceration snare|crb", "item|instant fortress|crb", + "item|instant spy|g&g", "item|instinct crown|tv", "item|instructions for lasting agony|som", "item|inubrix armor|lotgb", @@ -6213,6 +6914,7 @@ "item|invisibility|crb", "item|invisible chain shirt|som", "item|invisible net|ec2", + "item|iris of the sky|g&g", "item|iron cube|crb", "item|iron cudgel|crb", "item|iron equalizer|crb", @@ -6229,6 +6931,7 @@ "item|jax|ooa2", "item|jellyfish lamp|lowg", "item|jerkin of liberation|ec6", + "item|jezail|g&g", "item|jiu huan dao|tv", "item|jolt coil|tv", "item|journeybread|tv", @@ -6264,6 +6967,7 @@ "item|knight's standard|lokl", "item|knight's tabard|lokl", "item|knockout dram|aoe1", + "item|knuckle duster|g&g", "item|kortos diamond|ec6", "item|kraken bottle|tv", "item|kraken's guard|lotgb", @@ -6280,6 +6984,7 @@ "item|lance|crb", "item|lantern of empty light|av1", "item|lantern|crb", + "item|large bore modifications|g&g", "item|lastwall soup|locg", "item|lattice armor|tv", "item|laurel of the empath|tv", @@ -6297,6 +7002,7 @@ "item|lethargy poison|crb", "item|liar's demise|aoe4", "item|liar's demise|tv", + "item|liar's gun|g&g", "item|librarian staff|tv", "item|librarian's baton|pfum", "item|library robes|tv", @@ -6311,6 +7017,7 @@ "item|light hammer|crb", "item|light mace|crb", "item|light pick|crb", + "item|light writer|g&g", "item|lightning rod shot|tv", "item|lightweave scarf|tv", "item|linguist's dictionary|tv", @@ -6327,6 +7034,7 @@ "item|lock|crb", "item|lodestone bomb|tv", "item|lodestone pellet|ooa2", + "item|long air repeater|g&g", "item|long hammer|tv", "item|longbow|crb", "item|longspear|crb", @@ -6338,8 +7046,10 @@ "item|lovers' ink|lol", "item|luck blade|crb", "item|luckless dice|tv", + "item|lucky draw bandolier|g&g", "item|lucky rabbit's foot|logm", "item|lyrakien staff|tv", + "item|mace multipistol|g&g", "item|mace|crb", "item|machete|tv", "item|maestro's chair|lotgb", @@ -6352,9 +7062,12 @@ "item|magnetic construction set|lotgb", "item|magnetic shield|tv", "item|magnetic shot|tv", + "item|magnetic suit|g&g", + "item|magnetite scope|g&g", "item|magnetizing|tv", "item|magnifying glass of elucidation|lotgb", "item|magnifying glass|crb", + "item|magnifying scope|g&g", "item|mail of luck|crb", "item|main-gauche|crb", "item|majordomo torc|tv", @@ -6385,9 +7098,11 @@ "item|master magus ring|tv", "item|matchmaker fulu|som", "item|material component pouch|crb", + "item|material essence disruptor|g&g", "item|mattock of the titans|crb", "item|maul|crb", "item|maw of hungry shadows|tv", + "item|mechanical torch|g&g", "item|medusa armor|gmg", "item|medusa's scream|apg", "item|membership cords|da", @@ -6408,6 +7123,7 @@ "item|metalmist sphere|lopsg", "item|meteor hammer|tv", "item|meteor shield|tv", + "item|meteor shot|g&g", "item|metronomic hammer|ooa2", "item|midday lantern|sot4", "item|mikazuki|tv", @@ -6416,6 +7132,7 @@ "item|mindfog mist|crb", "item|mindlance|tv", "item|mindlock shot|tv", + "item|mindsponge|gw3", "item|minotaur chair|lotgb", "item|miogimo's mask|aoe5", "item|mirror goggles|tv", @@ -6432,6 +7149,7 @@ "item|miter of communion|logm", "item|mithral armor|crb", "item|mithral shield|crb", + "item|mithral tree|g&g", "item|mithral weapon|crb", "item|mithral|crb", "item|mnemonic acid|aoe3", @@ -6447,9 +7165,11 @@ "item|mortal chronicle|tv", "item|mortalis coin|tv", "item|mortar of hidden meaning|logm", + "item|mortar|g&g", "item|mother maw|tv", "item|moth|lotg", "item|mountain to the sky|lol", + "item|mountebank's passage|g&g", "item|mourner's dawnlight fulu|tv", "item|mouse|lotg", "item|mudrock snare|lotgb", @@ -6471,10 +7191,12 @@ "item|nectar of purification|crb", "item|nemesis name|tv", "item|neophyte's fipple|tv", + "item|net launcher|g&g", "item|nethysian bulwark|aoa5", "item|nettleweed residue|crb", "item|net|apg", "item|nevercold|tv", + "item|nightbreeze machine|g&g", "item|nightmare cudgel|aoe5", "item|nightmare salt|tv", "item|nightmare vapor|crb", @@ -6483,6 +7205,7 @@ "item|nine-ring sword|logm", "item|niyaháat|tv", "item|nodachi|tv", + "item|noisemaker snare|g&g", "item|noqual armor|lotgb", "item|noqual shield|lotgb", "item|noqual weapon|lotgb", @@ -6503,6 +7226,7 @@ "item|ogre hook|b1", "item|oil (1 pint)|crb", "item|oil of animation|crb", + "item|oil of corpse restoration|gw3", "item|oil of keen edges|crb", "item|oil of mending|crb", "item|oil of object animation|apg", @@ -6547,6 +7271,7 @@ "item|pacifying|aoe1", "item|pacifying|tv", "item|pact of blood-taking|av2", + "item|pact-bound pistol|g&g", "item|pactmaster's grace|tv", "item|pactmasters' grace|aoa5", "item|padded armor|crb", @@ -6558,6 +7283,8 @@ "item|panabas|tv", "item|panacea fruit|ec6", "item|panacea|crb", + "item|pantograph gauntlet|g&g", + "item|paper shredder|g&g", "item|parade armor|lokl", "item|parchment of secrets|da", "item|parrying scabbard|apg", @@ -6565,17 +7292,21 @@ "item|pathfinder's coin|locg", "item|pathfinder's mentor|tv", "item|pathfinder's pouch|locg", + "item|peacemaker|g&g", "item|peachwood talisman|botd", "item|peachwood weapon|botd", "item|peachwood|botd", "item|pendant of the occult|crb", "item|penetrating ammunition|crb", + "item|pepperbox|g&g", "item|perfect droplet|som", "item|perfected robes|tv", "item|periscope|apg", "item|periscopic viewfinder|lotgb", + "item|persistent lodestone|g&g", "item|persona mask|crb", "item|peshspine grenade|aoa5", + "item|petrification cannon|g&g", "item|phalanx piercer|tv", "item|phantasmal doorknob|tv", "item|phantom piano|tv", @@ -6589,6 +7320,7 @@ "item|phylactery of faithfulness|crb", "item|pickpocket's tailoring|lotgb", "item|pick|crb", + "item|piercing wind|g&g", "item|piereta|ec6", "item|pig|lotg", "item|pilferer's gloves|tv", @@ -6597,6 +7329,7 @@ "item|pipes of compulsion|tv", "item|piranha kiss|lotgb", "item|pirate staff|tv", + "item|pistol of wonder|g&g", "item|piston gauntlets|tv", "item|piton|crb", "item|planar ribbon|ec6", @@ -6622,6 +7355,7 @@ "item|portable gaming hall|lotgb", "item|portable hole|tv", "item|portable ram|lotgb", + "item|portable weapon mount|g&g", "item|portable|tv", "item|possibility tome|crb", "item|potency crystal|crb", @@ -6643,20 +7377,25 @@ "item|potion of water breathing|crb", "item|potion patch|tv", "item|powder|lotgb", + "item|power suit|g&g", "item|powered full plate|tv", + "item|practice targets|g&g", "item|praying mantis|lotg", "item|predictable silver piece|apg", "item|presentable|lotgb", "item|preserving|tv", "item|pressure bomb|pfum", "item|primeval mistletoe|crb", + "item|printing press|g&g", "item|prismatic plate|lotgb", "item|private workshop|lotgb", "item|probing cane|lotgb", "item|psychic brigandine|lotgb", + "item|psychic colors elixir|gw3", "item|psychic warding bracelet|lopsg", "item|psychopomp mask|sot1", "item|pucker pickle|tv", + "item|puff dragon|g&g", "item|pummel-growth toxin|tv", "item|pummeling snare|lotgb", "item|purloining cloak|tv", @@ -6683,6 +7422,7 @@ "item|rampart shield|lotgb", "item|ranging shot|tv", "item|ranseur|crb", + "item|rapier pistol|g&g", "item|rapier|crb", "item|rat-catcher trident|logm", "item|ration tonic|apg", @@ -6696,6 +7436,7 @@ "item|reading ring|lotgb", "item|ready|apg", "item|reaper's crescent|tv", + "item|reaper's grasp|g&g", "item|reaper's lancet|aoe1", "item|reaper's spellgun|tv", "item|rebirth potion|tv", @@ -6714,6 +7455,7 @@ "item|reflecting shield|crb", "item|reflexive tattoo|lotgb", "item|reforging shield|aoa4", + "item|reinforced stock|g&g", "item|reinforced surcoat|lotgb", "item|reinforced wheels|lotgb", "item|religious symbol|crb", @@ -6722,6 +7464,10 @@ "item|remote trigger|tv", "item|rending snare|lotgb", "item|repair kit|crb", + "item|repeating crossbow|g&g", + "item|repeating hand crossbow|g&g", + "item|repeating heavy crossbow|g&g", + "item|repeating magazine|g&g", "item|replacement cosmetics|crb", "item|replacement filter|lopsg", "item|replacement picks|crb", @@ -6748,6 +7494,7 @@ "item|right of retribution|av2", "item|rime crystal|tv", "item|rime foil|tv", + "item|rime jar|gw3", "item|ring of climbing|crb", "item|ring of counterspells|crb", "item|ring of discretion|aoe1", @@ -6781,7 +7528,9 @@ "item|rope of climbing|apg", "item|rose of loves lost|da", "item|rotary bow|tv", + "item|round|g&g", "item|rovagug's mud|tv", + "item|rowan rifle|g&g", "item|rubbing set|lopsg", "item|ruby capacitor|tv", "item|ruby string|lol", @@ -6803,6 +7552,7 @@ "item|salve of antiparalysis|crb", "item|salve of slipperiness|crb", "item|salvo shield|tv", + "item|sambuca|g&g", "item|sampling ammunition|da", "item|sandals of the stag|tv", "item|sandstorm top|lomm", @@ -6826,9 +7576,12 @@ "item|scimitar|crb", "item|scizore of the crab|tv", "item|scizore|tv", + "item|scope of limning|g&g", + "item|scope of truth|g&g", "item|scorpion whip|ec1", "item|scourge|locg", "item|scour|gmg", + "item|screech shooter|g&g", "item|scroll case of simplicity|locg", "item|scroll robes|tv", "item|scrollstaff|locg", @@ -6853,6 +7606,7 @@ "item|seventh prism|tv", "item|sextant of the night|tv", "item|shade hat|lotgb", + "item|shadewither key|gw1", "item|shadow essence|crb", "item|shadow signet|som", "item|shadowed scale, the jungle secret|sot6", @@ -6882,6 +7636,7 @@ "item|shining wayfinder|locg", "item|shiver|gmg", "item|shobhad longrifle|sot5", + "item|shockguard coil|g&g", "item|shock|crb", "item|shoony shovel|ec3", "item|shootist bandolier|av3", @@ -6889,7 +7644,9 @@ "item|shortbread spy|som", "item|shortsword|crb", "item|shot of the first vault|gmg", + "item|shrapnel snare|g&g", "item|shrieking key|tv", + "item|shrieking skull|g&g", "item|shrinking potion|crb", "item|shuriken|crb", "item|sibling's coin|da", @@ -6904,7 +7661,9 @@ "item|sighting shot|tv", "item|signal whistle|crb", "item|signaling snare|crb", + "item|silencer|g&g", "item|silencing ammunition|lotgb", + "item|silencing shot|g&g", "item|silent bell|da", "item|silent heart|loil", "item|silhouette cloak|lotgb", @@ -6912,6 +7671,7 @@ "item|silver armor|crb", "item|silver crescent|tv", "item|silver shield|crb", + "item|silver tripod|g&g", "item|silver weapon|crb", "item|silversheen|crb", "item|silvertongue mutagen|crb", @@ -6944,6 +7704,7 @@ "item|sleeves of storage|apg", "item|sleuth's pipe|tv", "item|slick|crb", + "item|slide pistol|g&g", "item|slime whip|sli", "item|sling bullets|crb", "item|sling|crb", @@ -6953,6 +7714,7 @@ "item|sluggish bracelet|tv", "item|slumber wine|crb", "item|smogger|ooa2", + "item|smoke fan|g&g", "item|smoked goggles|lotgb", "item|smokestick|crb", "item|smoking sword|bb", @@ -6966,6 +7728,7 @@ "item|snarling badger|tv", "item|sneaky key|crb", "item|sneezing powder|lotgb", + "item|sniper's bead|g&g", "item|snowshoes of the long trek|lopsg", "item|snowshoes|lopsg", "item|soap|crb", @@ -7014,26 +7777,33 @@ "item|spellstrike ammunition|crb", "item|spellstriker staff|tv", "item|sphere of annihilation|gmg", + "item|spider chair|g&g", + "item|spider gun|g&g", "item|spider root|crb", "item|spiderfoot brew|pfum", "item|spiderfoot brew|tv", "item|spider|lotg", + "item|spike launcher|g&g", "item|spike snare|crb", "item|spiked chain|crb", "item|spiked gauntlet|crb", "item|spined shield|crb", "item|spiral rapier|lotgb", + "item|spirit snare|g&g", "item|spirit-sealing fulu|som", + "item|spirit-singer|g&g", "item|spiritsight crossbow|apg", "item|spiritsight ring|tv", "item|spiritual warhorn|tv", "item|splint mail|crb", "item|splint|lotgb", + "item|spoon gun|g&g", "item|spore sap|ec4", "item|spray pellets|tv", "item|spraysling|tv", "item|spring heel|tv", "item|spring-loaded net launcher|lotgb", + "item|springald|g&g", "item|sprite apple|tv", "item|spurned lute|tv", "item|spy staff|tv", @@ -7069,12 +7839,14 @@ "item|staff|crb", "item|stage fright missive|tv", "item|staining|gmg", + "item|stalk goggles|gw1", "item|stalker bane snare|crb", "item|stalwart's ring|fop", "item|stampede medallion|som", "item|stanching|lotgb", "item|standard of the primeval howl|tv", "item|star grenade|ooa3", + "item|star of cynosure|gw3", "item|starfall shield|tv", "item|starfaring cloak|tv", "item|stargazer|tv", @@ -7083,7 +7855,11 @@ "item|starshot arrow|lol", "item|starsong nectar|tv", "item|static snare|lotgb", + "item|steam winch|g&g", + "item|steamflight pack|g&g", "item|steel shield|crb", + "item|steelheart 21|g&g", + "item|stepping stone shot|g&g", "item|stiletto pen|lopsg", "item|stole of civility|ec2", "item|stone body mutagen|fop", @@ -7098,6 +7874,7 @@ "item|stone|tv", "item|storage|tv", "item|storm arrow|crb", + "item|storm chair|g&g", "item|storm flash|crb", "item|storm hammer|bb", "item|stormbreaker fulu|frp2", @@ -7113,6 +7890,7 @@ "item|stupor poison|tv", "item|sturdy satchel|lopsg", "item|sturdy shield|crb", + "item|subterfuge suit|g&g", "item|sukgung|tv", "item|sulfur bomb|lotgb", "item|summoning handscroll|som", @@ -7124,6 +7902,7 @@ "item|sun sling|sot4", "item|sun wheel|tio", "item|sunflower censer|loil", + "item|sunken pistol|g&g", "item|sunrod|crb", "item|support|lotgb", "item|sure-step crampons|tv", @@ -7163,9 +7942,11 @@ "item|tears of death|crb", "item|tears of the last azlanti|ec6", "item|tekko-kagi|tv", + "item|telekinetic converters|gw3", "item|temple sword|crb", "item|ten-foot pole|crb", "item|tengu gale blade|apg", + "item|tentacle cannon|g&g", "item|tentacle potion|tv", "item|tent|crb", "item|terrifying ammunition|apg", @@ -7178,6 +7959,7 @@ "item|thousand-blade thesis|som", "item|thousand-pains fulu|tv", "item|thrasher tail|tv", + "item|three peaked tree|g&g", "item|three-section naginata|tv", "item|thrice-fried mudwings|lotgb", "item|thrower's bandolier|tv", @@ -7195,8 +7977,11 @@ "item|thunderstone|crb", "item|thurible of revelation|crb", "item|tiger menuki|crb", + "item|tiger's claw|g&g", "item|time shield potion|apg", "item|timeless salts|apg", + "item|timepiece|g&g", + "item|tin cobra|g&g", "item|tindertwig|crb", "item|titan's grasp|som", "item|tlil mask|sot1", @@ -7225,9 +8010,11 @@ "item|traitor's ring|da", "item|transposition ammunition|lotgb", "item|traveler's any-tool|crb", + "item|traveler's chair|g&g", "item|traveler's cloak|lokl", "item|traveling companion's chair|tv", "item|treats|lotg", + "item|trebuchet|g&g", "item|tremorsensors|tv", "item|tri-bladed katar|lotgb", "item|triangular teeth|tv", @@ -7237,6 +8024,7 @@ "item|triggerbrand|loil", "item|trinity geode|som", "item|trip snare|crb", + "item|tripod|g&g", "item|triton's conch|crb", "item|troll hide|tv", "item|trollhound vest|tv", @@ -7244,6 +8032,7 @@ "item|true name amulet|som", "item|trueshape bomb|tv", "item|truesight potion|crb", + "item|trustworthy round|g&g", "item|truth potion|crb", "item|turnabout shield|tv", "item|turtle|lotg", @@ -7253,11 +8042,13 @@ "item|twining staff|crb", "item|tyrant ampoule|tv", "item|tyrant's writs|loil", + "item|umbrella injector|g&g", "item|unbreakable heart|tv", "item|undead compendium|lokl", "item|undead detection dye|botd", "item|undead scourge|lokl", "item|undertaker's manifest|tv", + "item|underwater firing mechanism|g&g", "item|unending itch|tv", "item|unending youth|lol", "item|unfathomable stargazer|tv", @@ -7278,6 +8069,7 @@ "item|vapor sphere|som", "item|vaporous pipe|tv", "item|varisian emblem|tv", + "item|vat-grown brain|gw3", "item|vaultbreaker's harness|aoe2", "item|vaultbreaker's harness|tv", "item|vengeful arm|loil", @@ -7296,6 +8088,7 @@ "item|vine arrow|crb", "item|vine of roses|lotgb", "item|vine whip|tv", + "item|violet ray|g&g", "item|violet venom|tv", "item|violin of the waves|tv", "item|viper arrow|crb", @@ -7377,6 +8170,7 @@ "item|watch of lost ages|tv", "item|watchful portrait|tv", "item|water purifier|lopsg", + "item|waterproof firearm carrying case|g&g", "item|waterproof journal|lopsg", "item|waterproofing wax|som", "item|waterskin|crb", @@ -7410,6 +8204,8 @@ "item|wind at your back|tv", "item|wind ocarina|tv", "item|wind-catcher|lotgb", + "item|wind-up cart|g&g", + "item|wind-up wings|g&g", "item|winder's ring|ooa2", "item|windlass bolas|tv", "item|wine of the blood|da", @@ -8088,6 +8884,7 @@ "spell|know direction|crb", "spell|know the enemy|crb", "spell|lament|logm", + "spell|lashunta's life bubble|gw1", "spell|lay on hands|crb", "spell|leng sting|aoe4", "spell|levitate|crb", @@ -8778,6 +9575,7 @@ "table|flexible spellcaster spells per day|som", "table|formulas|crb", "table|fundamental runes|crb", + "table|gate junction|roe", "table|general feats|crb", "table|general skill feats|crb", "table|hazard xp|crb", @@ -8788,6 +9586,7 @@ "table|hired help|aoa2", "table|housing costs|lotg", "table|income earned|crb", + "table|innovation armor statistics|g&g", "table|learning a spell|crb", "table|magical gear|crb", "table|mana storm effects|ooa2", @@ -8815,6 +9614,7 @@ "table|skills, key abilities, and actions|crb", "table|spellcasting services|crb", "table|stamina and hit points by class|gmg", + "table|suggested character options|gw0", "table|suggested character options|ooa0", "table|temperature effects|crb", "table|the nine alignments|crb", @@ -8867,6 +9667,7 @@ "trait|attack|crb", "trait|auditory|crb", "trait|aura|crb", + "trait|automaton|g&g", "trait|azarketi|loag", "trait|azata|crb", "trait|backstabber|crb", @@ -8901,14 +9702,20 @@ "trait|class|som", "trait|cleric|crb", "trait|climbing|aaws", + "trait|clockwork|g&g", + "trait|cobbled|g&g", "trait|coda|tv", "trait|cold|crb", + "trait|combination|g&g", "trait|comfort|crb", "trait|common|crb", "trait|companion|crb", "trait|complex|crb", + "trait|composite|roe", "trait|composition|crb", + "trait|concealable|g&g", "trait|concentrate|crb", + "trait|concussive|g&g", "trait|conjuration|crb", "trait|conrasu|loag", "trait|consecration|crb", @@ -8918,6 +9725,7 @@ "trait|contingency|som", "trait|contract|lol", "trait|couatl|b2", + "trait|critical fusion|g&g", "trait|cursebound|apg", "trait|cursed|gmg", "trait|curse|crb", @@ -8938,6 +9746,7 @@ "trait|disease|crb", "trait|divination|crb", "trait|divine|crb", + "trait|double barrel|g&g", "trait|downtime|crb", "trait|dragon|crb", "trait|dream|b2", @@ -8967,6 +9776,7 @@ "trait|expandable|tv", "trait|exploration|crb", "trait|extradimensional|crb", + "trait|fatal aim|g&g", "trait|fatal|crb", "trait|fear|crb", "trait|fetchling|b2", @@ -8989,6 +9799,7 @@ "trait|free-hand|crb", "trait|fulu|som", "trait|fungus|b1", + "trait|gadget|g&g", "trait|ganzi|loag", "trait|gargantuan|b1", "trait|general|crb", @@ -9008,6 +9819,7 @@ "trait|gremlin|b1", "trait|grimoire|som", "trait|grippli|b2", + "trait|gunslinger|g&g", "trait|hag|crb", "trait|half-elf|crb", "trait|half-orc|crb", @@ -9028,30 +9840,36 @@ "trait|ifrit|b2", "trait|illusion|crb", "trait|immeasurable|gmg", + "trait|impulse|roe", "trait|incapacitation|crb", "trait|incarnate|som", "trait|incorporeal|b1", "trait|inevitable|b1", "trait|infused|crb", + "trait|infusion|roe", "trait|ingested|crb", "trait|inhaled|crb", + "trait|injection|g&g", "trait|injury|crb", "trait|inscribed|tv", "trait|instinct|crb", "trait|integrated|tv", "trait|intelligent|gmg", + "trait|inventor|g&g", "trait|invested|crb", "trait|investigator|apg", "trait|jousting|crb", "trait|kaiju|frp2", "trait|kashrishi|loil", + "trait|kickback|g&g", + "trait|kineticist|roe", "trait|kitsune|loag", "trait|kobold|b1", "trait|laminar|tv", "trait|large|b1", "trait|launching|tv", "trait|lawful evil|b1", - "trait|lawful goo|b1", + "trait|lawful good|b1", "trait|lawful neutral|b1", "trait|lawful|crb", "trait|leshy|b1", @@ -9079,11 +9897,13 @@ "trait|minion|crb", "trait|misfortune|crb", "trait|missive|tv", + "trait|modification|g&g", "trait|modular|logm", "trait|monitor|crb", "trait|monk|crb", "trait|morlock|b2", "trait|morph|crb", + "trait|mounted|g&g", "trait|move|crb", "trait|multiclass|crb", "trait|mummy|b1", @@ -9108,6 +9928,7 @@ "trait|oracle|apg", "trait|orc|crb", "trait|oread|b2", + "trait|overflow|roe", "trait|parry|crb", "trait|pervasive magic|som", "trait|petitioner|b2", @@ -9117,6 +9938,7 @@ "trait|polymorph|crb", "trait|ponderous|tv", "trait|poppet|lotgb", + "trait|portable|g&g", "trait|positive|crb", "trait|possession|crb", "trait|potion|crb", @@ -9145,11 +9967,13 @@ "trait|reflection|da", "trait|relic|tv", "trait|reload|crb", + "trait|repeating|g&g", "trait|resonant|loag", "trait|revelation|crb", "trait|revolutionary|locg", "trait|rogue|crb", "trait|saggorak|aoa4", + "trait|scatter|g&g", "trait|scroll|crb", "trait|scrying|crb", "trait|sea devil|b1", @@ -9173,6 +9997,8 @@ "trait|soulbound|b1", "trait|spellgun|tv", "trait|spellheart|som", + "trait|spellshape|roe", + "trait|spellshot|g&g", "trait|spirit|crb", "trait|splash|crb", "trait|spriggan|b2", @@ -9180,6 +10006,7 @@ "trait|staff|crb", "trait|stance|crb", "trait|static|gmg", + "trait|steam|g&g", "trait|strange gravity|gmg", "trait|strix|loag", "trait|structure|crb", @@ -9219,6 +10046,7 @@ "trait|undead|crb", "trait|undine|b2", "trait|unique|crb", + "trait|unstable|g&g", "trait|urdefhan|b2", "trait|vampire|b1", "trait|vanara|loil",